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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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