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//============================================================================= // PowerUp.uc //============================================================================= class PowerUp extends U2Inventory abstract; var() int EnergyUnits; // A pickup or station's number of EnergyUnits var() int HealthUnits; // A pickup or station's number of HealthUnits var() int TransferRate; // The rate at which the units are passed to the PowerSuit or Player // in terms of x units per second. var() bool bIsStation; // True if object is a station var() string Description; // Popup description of this PowerUp var float LastTransferTime; // Saves the time of the last Unit transfer var PowerSuit TargetPowerSuit; // The PowerSuit that is being manipulated var Pawn PowerUpOwner; // The owner of the PowerSuit //----------------------------------------------------------------------------- // The following functions are explained in PowerStation function ActivateStation( Pawn P ); function StopStation(); function DeactivateStation(); function MakeStationEmpty(); function OnUse( Actor Other ); function OnUnuse( Actor Other ); function bool IsUsable( Actor Other ); function string GetDescription(); //----------------------------------------------------------------------------- // Gets the current PowerSuit and records a time to reference the initial // transfer from. event PreBeginPlay() { Super.PreBeginPlay(); if( Pawn(Owner) != None ) { PowerUpOwner = Pawn(Owner); TargetPowerSuit = PowerSuit(class'UtilGame'.static.GetInventoryItem( PowerUpOwner, class'PowerSuit' )); } LastTransferTime = Level.TimeSeconds; } //----------------------------------------------------------------------------- // Checks to see if the player already has one of these items in his // inventory. If he does, he receives an error message. // FYI: False means good to pickup, true means do not pickup /* function bool HandlePickupQuery( Pickup item ) { local bool bTransferred; // This will take care of those powerups that are not the same as this class, but // are still powerups and therefore can have their charges added to this item's charges. if( item.InventoryType == class || ClassIsChildOf(item.InventoryType, class'PowerUp') ) { bTransferred = AddUnits( PowerUpPickup(item) ); if( bTransferred ) { DM( " *** One of these is in inventory, AddUnits, do not pick up -> " $ item ); return false; } else DM( " *** Not transferring " $ item ); return true; } if( Inventory == None ) { return false; } return Inventory.HandlePickupQuery( item ); } */ //----------------------------------------------------------------------------- // Transfer units from a newly picked up PowerUp to a PowerUp currently held. function TransferProperties( Pickup PickedUpItem ) { local PowerUpPickup P; P = PowerUpPickup(PickedUpItem); bIsStation = P.bIsStation; TransferRate = P.TransferRate; EnergyUnits = P.EnergyUnits; HealthUnits = P.HealthUnits; Description = P.Description; } //----------------------------------------------------------------------------- function GiveTo( pawn Other, optional bool bDontTryToSwitch ) { local PowerUp Inv; Inv = PowerUp(Other.FindInventoryType( Class )); if( Inv != None ) { Inv.AddUnits( Self ); Destroy(); } else { super.GiveTo( Other, bDontTryToSwitch ); } } //----------------------------------------------------------------------------- // Transfer units from a newly picked up PowerUp to a PowerUp currently held. // PUI = PickedUpItem, shortened here to keep the line length readable. function bool AddUnits( PowerUp PUI ) { local PowerSuit PS; local bool bTransferred; local Pawn P; P = Pawn(Owner); if( P != None && PUI != None ) { bTransferred = false; PS = PowerSuit(class'UtilGame'.static.GetInventoryItem( P, class'PowerSuit' )); // Must have a PowerSuit in order to pickup energy if( PS != None && PUI.EnergyUnits > 0 ) { EnergyUnits += PUI.EnergyUnits; bTransferred = true; } if( PUI.HealthUnits > 0 ) { HealthUnits += PUI.HealthUnits; bTransferred = true; } } return bTransferred; } //----------------------------------------------------------------------------- // Determines the amount of units to be transfered during this cycle function int CalcPowerUp( int CalcUnits, float CurrentTime ) { local int ToTransfer; if( TransferRate == 0 ) { //transfer all ToTransfer = CalcUnits; } else { //DM( "@@@ " $ TransferRate $ " * " $ CurrentTime $ " - " $ LastTransferTime ); if( LastTransferTime != 0 ) { ToTransfer = TransferRate * (CurrentTime - LastTransferTime); //DM( "@@@ ToTransfer = " $ ToTransfer ); if( ToTransfer > CalcUnits ) { ToTransfer = CalcUnits; } } else ToTransfer = 0; } return ToTransfer; } //----------------------------------------------------------------------------- // Transfers the determined amount of units function int TransferPowerUp( int ToTransfer, int MaxUnits, int TargetsCurrentUnits, float CurrentTime ) { // Catches the case where the pawn has more health than his default health if( ToTransfer > 0 && TargetsCurrentUnits < MaxUnits ) { ToTransfer = Min( ToTransfer, MaxUnits - TargetsCurrentUnits ); LastTransferTime = CurrentTime; } else { if( TargetsCurrentUnits >= MaxUnits ) { //DM( "*** MAX hit" ); // The Max of this unit type has been hit, the powerup needs to be destroyed. return -1; } ToTransfer = 0; } return ToTransfer; } //----------------------------------------------------------------------------- // Manages the dispersal of powerup units function TickPowerUp( out int UnitsAvailable, int MaxUnits, out int TargetsCurrentUnits ) { local int ToTransfer; // Calculate //DM( "@@@ " $ Self $ ".TickPowerUp.LastTransferTime = " $ LastTransferTime ); ToTransfer = CalcPowerUp( UnitsAvailable, Level.TimeSeconds ); // Do Transfer ToTransfer = TransferPowerUp( ToTransfer, MaxUnits, TargetsCurrentUnits, Level.TimeSeconds ); // If max health has been reached if( ToTransfer == -1 ) UnitsAvailable = 0; else { TargetsCurrentUnits += ToTransfer; // Cleanup UnitsAvailable -= ToTransfer; } //DM( "@@@ " $ Self $ ".UnitsAvailable = " $ UnitsAvailable $ " Health = " $ TargetsCurrentUnits ); if( UnitsAvailable <= 0 ) { if( bIsStation ) { MakeStationEmpty(); } else // Is a pickup { Destroy(); } } } //----------------------------------------------------------------------------- function CheckStopStation( int MaxUnits, int TargetsCurrentUnits ) { if( bIsStation && TargetsCurrentUnits == MaxUnits ) StopStation(); } //----------------------------------------------------------------------------- // Manages the dispersal of powerup units simulated event Tick(float DeltaTime) { local int ToTransfer; local int MaxPower; local int Power; Super.Tick( DeltaTime ); if( PowerUpOwner != None ) { //DM( "@@@ " $ Self $ ".Tick.LastTransferTime = " $ LastTransferTime ); if( PowerUpOwner.Health > 0 ) { if( TargetPowerSuit == None ) { // Player does not have a PowerSuit, but it is a Health PowerUp if( HealthUnits > 0 ) { TickPowerUp( HealthUnits, PowerUpOwner.default.Health, PowerUpOwner.Health ); if( PowerUpOwner != None ) CheckStopStation( PowerUpOwner.default.Health, PowerUpOwner.Health ); } else // Exception, should only happen if player has no PowerSuit and pickup is not for Health return; } else { if( EnergyUnits > 0 ) { MaxPower = int(TargetPowerSuit.MaxPower); Power = int(TargetPowerSuit.Power); TickPowerUp( EnergyUnits, MaxPower, Power ); if( TargetPowerSuit != None ) { TargetPowerSuit.Power = float(Power); CheckStopStation( MaxPower, Power ); } } if( HealthUnits > 0 ) { TickPowerUp( HealthUnits, PowerUpOwner.default.Health, PowerUpOwner.Health ); if( PowerUpOwner != None ) CheckStopStation( PowerUpOwner.default.Health, PowerUpOwner.Health ); } } } } } //----------------------------------------------------------------------------- defaultproperties { bMergesCopies=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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