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//============================================================================= // U2JumpPack.uc //============================================================================= class U2JumpPack extends PowerSuit; #exec OBJ LOAD FILE=..\Sounds\U2A.uax var() float Thrust; var() float DrainRate; // DrainAmount per DrainRate in seconds var() int DrainAmount; var() Sound ThrustSound; var() float MaxJumpEnergy; // JumpEnergy cap var() float JumpEnergy; // Current JumpEnergy var() float RechargeRate; // RechargeAmount per RechargeRate in seconds var() float RechargeAmount; var bool bThrusting; var PowerSuit TargetPowerSuit; var float LastDrainTime; var float LastRechargeTime; //----------------------------------------------------------------------------- // Gets the current PowerSuit and records a time to reference the initial // transfer from. event PreBeginPlay() { //MWP (mdf) -- owner is none when starting a dm game and game hasn't started yet // (waiting for player to hit fire) so PowerSuit pbly never assigned in dm currently? //temp check just to get rid of warning -- need to fix time at which inventory is //assigned if( Owner == None ) return; TargetPowerSuit = PowerSuit(class'UtilGame'.static.GetInventoryItem( Pawn(Owner), class'PowerSuit' )); // Prime vars JumpEnergy = MaxJumpEnergy; LastDrainTime = Level.TimeSeconds; LastRechargeTime = Level.TimeSeconds; } //----------------------------------------------------------------------------- function TransferProperties( Pickup PickedUpItem ) { local U2JumpPackPickup P; P = U2JumpPackPickup(PickedUpItem); Thrust = P.Thrust; DrainRate = P.DrainRate; DrainAmount = P.DrainAmount; MaxJumpEnergy = P.MaxJumpEnergy; RechargeRate = P.RechargeRate; RechargeAmount = P.RechargeAmount; } //----------------------------------------------------------------------------- exec function JumpPackThrust() { bThrusting = true; } //----------------------------------------------------------------------------- exec function UnJumpPackThrust() { bThrusting = false; } //----------------------------------------------------------------------------- function float CalcEnergyDrain( float CurrentDrainTime ) { local float ToDrain; // DrainAmount should only be set to 0 for testing if( DrainAmount == 0 ) { // If DrainRate is 0, don't drain anything ToDrain = DrainAmount; } else { // If the timeperiod since the last Drain is greater than or equal to the specified // DrainRate, Then if( (CurrentDrainTime - LastDrainTime) >= DrainRate ) { // Set Drain to the specified DrainAmount ToDrain = DrainAmount; // If the amount to Drain is greater than the amount of JumpEnergy left before // empty, Then if( ToDrain > JumpEnergy ) { // Only Drain the remaining amount of JumpEnergy ToDrain = JumpEnergy; } } } return ToDrain; } //----------------------------------------------------------------------------- function float CalcEnergyRecharge( float CurrentRechargeTime ) { local float ToRecharge; if( RechargeAmount == 0 ) { // If RechargeRate is 0, recharge it all ToRecharge = MaxJumpEnergy - JumpEnergy; } else { // If the timeperiod since the last Recharge is greater than or equal to the specified // RechargeRate, Then if( (CurrentRechargeTime - LastRechargeTime) >= RechargeRate ) { // Set Recharge to the specified RechargeAmount ToRecharge = RechargeAmount; // If the amount to Recharge is greater than the amount of JumpEnergy needed to reach // max, Then if( ToRecharge > MaxJumpEnergy - JumpEnergy ) { // Only recharge that little bit left to reach max ToRecharge = MaxJumpEnergy - JumpEnergy; } } } return ToRecharge; } //----------------------------------------------------------------------------- function float ApplyDrain( float ToDrain, float CurrentDrainTime ) { // This catches the unlikely case where the amount to drain is less than 0 if( ToDrain > 0 ) { JumpEnergy -= ToDrain; LastDrainTime = CurrentDrainTime; } else { // In which case, the amount to drain is set to 0 ToDrain = 0; } if( JumpEnergy <= 0 ) bThrusting = false; return ToDrain; } //----------------------------------------------------------------------------- function float ApplyRecharge( float ToRecharge, float CurrentRechargeTime ) { // This catches the unlikely case where the amount to recharge is less than 0 if( ToRecharge > 0 ) { JumpEnergy += ToRecharge; LastRechargeTime = CurrentRechargeTime; } else { // In which case, the amount to recharge is set to 0 ToRecharge = 0; } return ToRecharge; } //----------------------------------------------------------------------------- simulated event Tick(float DeltaTime) { local float ToDrain; local float ToRecharge; Super.Tick( DeltaTime ); if( TargetPowerSuit == None ) { // Exception, should only happen if player has no PowerSuit return; } // If there is JumpEnergy and the player is Thrusting, Then if( JumpEnergy > 0 && bThrusting ) { // Calculate Drain ToDrain = CalcEnergyDrain( Level.TimeSeconds ); // Apply Drain ToDrain = ApplyDrain( ToDrain, Level.TimeSeconds ); // Perform Thrust Owner.SetPhysics( PHYS_Falling ); //==================== For taking Owner.Mass into account ============= // the 0.001 is to convert the mass to a reasonable number, 1- inverts it // Owner.Velocity.Z += (Thrust * DeltaTime)*(1-(Owner.Mass*0.001)); Owner.Velocity.Z += (Thrust * DeltaTime); Owner.AmbientSound = ThrustSound; } // If the player is not Thrusting, Then if( !bThrusting ) { // The thrust sound should not be playing Owner.AmbientSound = None; // Caclulate Recharge ToRecharge = CalcEnergyRecharge( Level.TimeSeconds ); // Apply Recharge ToRecharge = ApplyRecharge( ToRecharge, Level.TimeSeconds ); } } //----------------------------------------------------------------------------- defaultproperties { ThrustSound=Sound'U2A.Suits.JumpPackThrust' ItemName="Jump Pack" UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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