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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTGreedCoin extends UTDroppedItemPickup abstract; /** Number of points this coin is worth when returned */ var int Value; /** Effects Template */ var ParticleSystem TrailTemplate; /** This is the effect that is played while in flight */ var ParticleSystemComponent TrailEffects; /** Scaling for the in-flight trail effects */ var float TrailEffectScale; var TextureCoordinates CoinIconCoords; var SoundCue BounceSound; var ForceFeedbackWaveform PickUpWaveForm; var LinearColor SkullColor; simulated function PostBeginPlay() { Super.PostBeginPlay(); // Particle trail setup if (WorldInfo.NetMode != NM_DedicatedServer && TrailTemplate != None) { TrailEffects = WorldInfo.MyEmitterPool.SpawnEmitterCustomLifetime(TrailTemplate); if (TrailEffects != None) { TrailEffects.SetAbsolute(false, false, false); TrailEffects.SetLODLevel(WorldInfo.bDropDetail ? 1 : 0); //TrailEffects.OnSystemFinished = MyOnParticleSystemFinished; TrailEffects.bUpdateComponentInTick = true; TrailEffects.SetScale(TrailEffectScale); AttachComponent(TrailEffects); } } } /** Add this coin's value to the pawn */ function GiveTo( Pawn P ) { local UTPawn UTP; local UTPlayerController PC; local UTPlayerReplicationInfo PRI; local UTHUD HUD; UTP = UTPawn(P); if (UTP != None) { PRI = UTPlayerReplicationInfo(UTP.PlayerReplicationInfo); if (PRI != None) { PRI.AddCoins(Value); } } PickedUpBy(P); PC = UTPlayerController(P.Controller); if (PC != None) { PC.CheckAutoObjective(false); // Inform the HUD of the pickup time, for crosshair scaling HUD = UTHUD(PC.myHUD); if (HUD != None) { HUD.LastPickupTime = HUD.WorldInfo.TimeSeconds; } PC.ClientPlayForceFeedbackWaveform(PickUpWaveForm); } } /** Disable particle effects upon landing */ simulated event Landed(vector HitNormal, Actor FloorActor) { local PrimitiveComponent RealPickupMesh; RealPickupMesh = PickupMesh; PickupMesh = None; // prevent mesh adjustment Super.Landed(HitNormal, FloorActor); PickupMesh = RealPickupMesh; // clear component and return to pool if (TrailEffects != None) { TrailEffects.DeactivateSystem(); DetachComponent(TrailEffects); WorldInfo.MyEmitterPool.OnParticleSystemFinished(TrailEffects); TrailEffects = None; } SetPhysics(PHYS_None); } /** * Give a little bounce */ simulated event HitWall(vector HitNormal, Actor Wall, PrimitiveComponent WallComp) { local float Speed; // check to make sure we didn't hit a pawn if ( Pawn(Wall) == none ) { Velocity = 0.6*(( Velocity dot HitNormal ) * HitNormal * -2.0 + Velocity); // Reflect off Wall w/damping Speed = VSize(Velocity); if (Velocity.Z > 400) { Velocity.Z = 0.5 * (400 + Velocity.Z); } // Only play the bounce sound if the skull is moving fast if (Speed > 40.0) { if ( WorldInfo.NetMode != NM_DedicatedServer ) { PlaySound(BounceSound); } } // If the skull is moving slowly, clear the trail effect else { bBounce = false; Landed(HitNormal, Wall); } } } /** Slow down skulls that enter water */ simulated function PhysicsVolumeChange( PhysicsVolume NewVolume ) { if ( WaterVolume(NewVolume) != none ) { Velocity *= 0.25; } Super.PhysicsVolumeChange(NewVolume); } function float BotDesireability(Pawn Bot, Controller C) { local UTPlayerReplicationInfo PRI; local float ValueMult; // don't chase coins that haven't landed yet if ( Physics != PHYS_None ) { return 0; } // Desire based on coins already held and value of this one PRI = UTPlayerReplicationInfo(C.PlayerReplicationInfo); ValueMult = (PRI == None) ? 0.2 : FMax(0.2, 8.0/(7.0+PRI.GetNumCoins())); return FClamp(ValueMult * float(Value), 0.4, 1.5); } State FadeOut { simulated function BeginState(Name PreviousStateName) { bFadeOut = true; if ( PickupMesh != None ) { StartScale = PickupMesh.Scale; } if( PickupParticles != None ) { PickupParticles.DeactivateSystem(); } LifeSpan = 2.0; YawRotationRate = 60000; } } defaultproperties { TrailEffectScale=0.300000 CoinIconCoords=(U=223.000000,V=49.000000,UL=36.000000,VL=36.000000) SkullColor=(R=0.000000,G=0.000000,B=0.000000,A=1.000000) Begin Object Class=DynamicLightEnvironmentComponent Name=DroppedPickupLightEnvironment ObjName=DroppedPickupLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTDroppedItemPickup:DroppedPickupLightEnvironment' ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTDroppedItemPickup:DroppedPickupLightEnvironment' End Object MyLightEnvironment=DroppedPickupLightEnvironment Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'UTGame.Default__UTDroppedItemPickup:Sprite' ObjectArchetype=SpriteComponent'UTGame.Default__UTDroppedItemPickup:Sprite' End Object Components(0)=Sprite Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTDroppedItemPickup:CollisionCylinder' ObjectArchetype=CylinderComponent'UTGame.Default__UTDroppedItemPickup:CollisionCylinder' End Object Components(1)=CollisionCylinder Components(2)=DroppedPickupLightEnvironment TickGroup=TG_PostAsyncWork bBounce=True CollisionComponent=CollisionCylinder Name="Default__UTGreedCoin" ObjectArchetype=UTDroppedItemPickup'UTGame.Default__UTDroppedItemPickup' } |
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