SpatialFear.SFPickup

00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
//=============================================================================
// 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
Created with UnCodeX