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UTGame.UTHealthPickupFactory


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/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */
class UTHealthPickupFactory extends UTItemPickupFactory
	native
	abstract;

var		int					HealingAmount;
var		bool				bSuperHeal;

// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)

simulated static function UpdateHUD(UTHUD H)
{
	Super.UpdateHUD(H);
	H.LastHealthPickupTime = H.LastPickupTime;
}

function SpawnCopyFor( Pawn Recipient )
{
	// Give health to recipient
	Recipient.Health += HealAmount(Recipient);

	if ( UTPlayerReplicationInfo(Recipient.PlayerReplicationInfo) != None )
	{
		UTPlayerReplicationInfo(Recipient.PlayerReplicationInfo).IncrementPickupStat(GetPickupStatName());
	}

	super.SpawnCopyFor(Recipient);
}

function int HealAmount(Pawn Recipient)
{
	local UTPawn UTP;

	if (bSuperHeal)
	{
		UTP = UTPawn(Recipient);
		if (UTP != None)
		{
			return FClamp(UTP.SuperHealthMax - Recipient.Health, 0, HealingAmount);
		}
	}
	return FClamp(Recipient.HealthMax - Recipient.Health, 0, HealingAmount);
}

//=============================================================================
// Pickup state: this inventory item is sitting on the ground.

auto state Pickup
{
	/* DetourWeight()
	value of this path to take a quick detour (usually 0, used when on route to distant objective, but want to grab inventory for example)
	*/
	function float DetourWeight(Pawn Other,float PathWeight)
	{
		local int Heal;

		Heal = HealAmount(Other);

		if ( AIController(Other.Controller).PriorityObjective() && (Other.Health > 65) )
			return (0.01 * Heal)/PathWeight;
		return (0.02 * Heal)/PathWeight;
	}

	/* ValidTouch()
	 Validate touch (if valid return true to let other pick me up and trigger event).
	*/
	function bool ValidTouch( Pawn Other )
	{
		if ( !Super.ValidTouch(Other) )
		{
			return false;
		}

		// superhealth can always be picked up in DM (to deny it to other players)
		if ( bSuperHeal && !WorldInfo.Game.bTeamGame )
		{
			return true;
		}

		// does Other need health?
		return ( HealAmount(Other) > 0 );
	}
}

function float BotDesireability(Pawn P, Controller C)
{
	local float desire;

	desire = HealAmount(P);

	if ( (P.Weapon == None) || (P.Weapon.AIRating > 0.5) )
		desire *= 1.7;
	if ( bSuperHeal || (P.Health < 45) )
	{
		//
		desire = FMin(0.025 * desire, 2.2);
		if (bSuperHeal && !WorldInfo.Game.bTeamGame && UTBot(C) != None && UTBot(C).Skill >= 4.0)
		{
			// high skill bots keep considering powerups that they don't need if they can still pick them up
			// to deny the enemy any chance of getting them
			desire = FMax(desire, 0.001);
		}
		return desire;
	}
	else
	{
		if ( desire > 6 )
			desire = FMax(desire,25);
		else if (UTBot(C) != None && UTBot(C).bHuntPlayer)
			return 0;
		return ( FMin(0.017 * desire, 2.0) );
	}
}

defaultproperties
{
   HealingAmount=20
   PickupMessage="Health Pack"
   bTrackPickup=True
   BaseBrightEmissive=(R=2.000000,G=50.000000,B=10.000000,A=1.000000)
   BaseDimEmissive=(R=0.200000,G=5.000000,B=1.000000,A=0.000000)
   RespawnSound=SoundCue'A_Pickups.Health.Cue.A_Pickups_Health_Respawn_Cue'
   Begin Object Class=DynamicLightEnvironmentComponent Name=PickupLightEnvironment ObjName=PickupLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTItemPickupFactory:PickupLightEnvironment'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTItemPickupFactory:PickupLightEnvironment'
   End Object
   LightEnvironment=PickupLightEnvironment
   PickupStatName="PICKUPS_HEALTH"
   MaxDesireability=0.700000
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTItemPickupFactory:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTItemPickupFactory:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGame.Default__UTItemPickupFactory:PathRenderer'
      ObjectArchetype=PathRenderingComponent'UTGame.Default__UTItemPickupFactory:PathRenderer'
   End Object
   Components(1)=PathRenderer
   Components(2)=PickupLightEnvironment
   Begin Object Class=StaticMeshComponent Name=BaseMeshComp ObjName=BaseMeshComp Archetype=StaticMeshComponent'UTGame.Default__UTItemPickupFactory:BaseMeshComp'
      ObjectArchetype=StaticMeshComponent'UTGame.Default__UTItemPickupFactory:BaseMeshComp'
   End Object
   Components(3)=BaseMeshComp
   Begin Object Class=StaticMeshComponent Name=HealthPickUpMesh ObjName=HealthPickUpMesh Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
      LightEnvironment=DynamicLightEnvironmentComponent'UTGame.Default__UTHealthPickupFactory:PickupLightEnvironment'
      CullDistance=4500.000000
      CachedCullDistance=4500.000000
      bUseAsOccluder=False
      CastShadow=False
      bForceDirectLightMap=True
      bCastDynamicShadow=False
      CollideActors=False
      BlockActors=False
      BlockRigidBody=False
      Name="HealthPickUpMesh"
      ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
   End Object
   Components(4)=HealthPickUpMesh
   CollisionComponent=CollisionCylinder
   Name="Default__UTHealthPickupFactory"
   ObjectArchetype=UTItemPickupFactory'UTGame.Default__UTItemPickupFactory'
}

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Class file time: tr 31-1-2018 17:18:22.000 - Creation time: sk 18-3-2018 10:01:21.550 - Created with UnCodeX