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DeusEx.AugVision


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//=============================================================================
// AugVision.
//=============================================================================
class AugVision extends Augmentation;

var float mpAugValue;
var float mpEnergyDrain;

// ----------------------------------------------------------------------------
// Networking Replication
// ----------------------------------------------------------------------------

replication
{
   //server to client function calls
   reliable if (Role == ROLE_Authority)
      SetVisionAugStatus;
}

state Active
{
Begin:
}

function Activate()
{
    local bool bWasActive;
    
    bWasActive = bIsActive;

    Super.Activate();

    if (!bWasActive && bIsActive)
    {
        SetVisionAugStatus(CurrentLevel,LevelValues[CurrentLevel],True);
        Player.RelevantRadius = LevelValues[CurrentLevel];
    }
}

function Deactivate()
{
    local bool bWasActive;
    
    bWasActive = bIsActive;

    Super.Deactivate();

    if (bWasActive && !bIsActive)
    {
        SetVisionAugStatus(CurrentLevel,LevelValues[CurrentLevel],False);
        Player.RelevantRadius = 0;
    }
}

// ----------------------------------------------------------------------
// SetVisionAugStatus()
// ----------------------------------------------------------------------

simulated function SetVisionAugStatus(int Level, int LevelValue, bool IsActive)
{
   if (IsActive)
   {
      if (++DeusExRootWindow(Player.rootWindow).hud.augDisplay.activeCount == 1)      
         DeusExRootWindow(Player.rootWindow).hud.augDisplay.bVisionActive = True;
   }
   else
   {
      if (--DeusExRootWindow(Player.rootWindow).hud.augDisplay.activeCount == 0)
         DeusExRootWindow(Player.rootWindow).hud.augDisplay.bVisionActive = False;
      DeusExRootWindow(Player.rootWindow).hud.augDisplay.visionBlinder = None;
   }
    DeusExRootWindow(Player.rootWindow).hud.augDisplay.visionLevel = Level;
   DeusExRootWindow(Player.rootWindow).hud.augDisplay.visionLevelValue = LevelValue;
}

simulated function PreBeginPlay()
{
    Super.PreBeginPlay();

    // If this is a netgame, then override defaults
    if ( Level.NetMode != NM_StandAlone )
    {
        LevelValues[3] = mpAugValue;
        EnergyRate = mpEnergyDrain;
    }
}

defaultproperties
{
     mpAugValue=800.000000
     mpEnergyDrain=50.000000
     EnergyRate=40.000000
     Icon=Texture'DeusExUI.UserInterface.AugIconVision'
     smallIcon=Texture'DeusExUI.UserInterface.AugIconVision_Small'
     AugmentationName="Vision Enhancement"
     Description="By bleaching selected rod photoreceptors and saturating them with metarhodopsin XII, the 'nightvision' present in most nocturnal animals can be duplicated. Subsequent upgrades and modifications add infravision and sonar-resonance imaging that effectively allows an agent to see through walls.|n|nTECH ONE: Nightvision.|n|nTECH TWO: Infravision.|n|nTECH THREE: Close range sonar imaging.|n|nTECH FOUR: Long range sonar imaging."
     MPInfo="When active, you can see enemy players in the dark from any distance, and for short distances you can see through walls and see cloaked enemies.  Energy Drain: Moderate"
     LevelValues(2)=320.000000
     LevelValues(3)=800.000000
     AugmentationLocation=LOC_Eye
     MPConflictSlot=6
}

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Class file time: Mon 8/11/2021 16:22:54.000 - Creation time: Mon 8/11/2021 16:31:22.770 - Created with UnCodeX