# SpatialFear.SFPickup

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    //=============================================================================
    // Spatial Fear
    // Class: SFPickup
    // Description: Subclass of Pickup, that allows, to add SF specific properties
    //              a pickup.
    //
    // Author: Markus Nuebel
    //=============================================================================

    class SFPickup extends Pickup;

    var (SpatialFear) localized string ItemDescription; // Item description displayed when the HUD upgrade module is equipped. !! Currently not working
    var (SpatialFear) travel float FadeOutTime; // Time it takes in seconds to fade out the item description in the HUD  (when upgrade equipped). Default: 10 seconds
    var (SpatialFear) Texture ItemIcon ; // Item icon displayed when the HUD upgrade module is equipped.
    var (SpatialFear) travel bool bIsActiveItem; // Item is an active one e.g. can be used and has to be activated. Active items will show up in the HUDs active item window. Default: false
    var (SpatialFear) travel bool bIsPassiveItem; // Item is a passive one e.g. keycard, that has to be equipped, but cannot be activated. Passive items will show up in the HUDs passive item window. Default: false
    var (SpatialFear) travel bool bManualPickup; // When set to true this item must be picked up manually with the UseKey. Default: false
    var (SpatialFear) travel int CreateTag; // Reference to players goaltable. If the tag is not -1 then the corrosponding goal is checked. If the goal was not reached already the pickup is destroyed during level entering. Default: -1
    var (SpatialFear)	float fUpgradeAmount;	// The amount of weapon power upgrade, the player receives: Default: 0.1 (10%)
    var bool bUseKeyHit; // Private: Tracks, if the pickup was hit by a usekey trace. Default: false

    function bool HandlePickupQuery( inventory Item )
    {
    	if(bCanHaveMultipleCopies)
    		return true;
    	else
    		return Super.HandlePickupQuery(Item);
    }

    auto state Pickup
    {
    	singular function ZoneChange( ZoneInfo NewZone )
    	{
    		// Do entry actor and sound display only for non Radiation zones
    		if(!NewZone.IsA('SFRadiationZone'))
    			Super.ZoneChange(NewZone);
    	}
    }

    defaultproperties
    {
         FadeOutTime=10.000000
         ItemIcon=Texture'SfResource1.Icons.Misc0'
         CreateTag=-1
         PickupMessage=""
    }

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:45 PM
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