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//============================================================================= // DeusExPickup. //============================================================================= class DeusExPickup extends Pickup abstract; var bool bBreakable; // true if we can destroy this item var class<Fragment> fragType; // fragments created when pickup is destroyed var int maxCopies; // 0 means unlimited copies var localized String CountLabel; var localized String msgTooMany; // ---------------------------------------------------------------------- // Networking Replication // ---------------------------------------------------------------------- replication { //client to server function reliable if ((Role < ROLE_Authority) && (bNetOwner)) UseOnce; } // ---------------------------------------------------------------------- // HandlePickupQuery() // // If the bCanHaveMultipleCopies variable is set to True, then we want // to stack items of this type in the player's inventory. // ---------------------------------------------------------------------- function bool HandlePickupQuery( inventory Item ) { local DeusExPlayer player; local Inventory anItem; local Bool bAlreadyHas; local Bool bResult; if ( Item.Class == Class ) { player = DeusExPlayer(Owner); bResult = False; // Check to see if the player already has one of these in // his inventory anItem = player.FindInventoryType(Item.Class); if ((anItem != None) && (bCanHaveMultipleCopies)) { // don't actually put it in the hand, just add it to the count NumCopies += DeusExPickup(item).NumCopies; if ((MaxCopies > 0) && (NumCopies > MaxCopies)) { NumCopies -= DeusExPickup(item).NumCopies; player.ClientMessage(msgTooMany); // abort the pickup return True; } bResult = True; } if (bResult) { player.ClientMessage(Item.PickupMessage @ Item.itemArticle @ Item.itemName, 'Pickup'); // Destroy me! // DEUS_EX AMSD In multiplayer, we don't want to destroy the item, we want it to set to respawn if (Level.NetMode != NM_Standalone) Item.SetRespawn(); else Item.Destroy(); } else { bResult = Super.HandlePickupQuery(Item); } // Update object belt text if (bResult) UpdateBeltText(); return bResult; } if ( Inventory == None ) return false; return Inventory.HandlePickupQuery(Item); } // ---------------------------------------------------------------------- // UseOnce() // // Subtract a use, then destroy if out of uses // ---------------------------------------------------------------------- function UseOnce() { local DeusExPlayer player; player = DeusExPlayer(Owner); NumCopies--; if (!IsA('SkilledTool')) GotoState('DeActivated'); if (NumCopies <= 0) { if (player.inHand == Self) player.PutInHand(None); Destroy(); } else { UpdateBeltText(); } } // ---------------------------------------------------------------------- // UpdateBeltText() // ---------------------------------------------------------------------- function UpdateBeltText() { local DeusExRootWindow root; if (DeusExPlayer(Owner) != None) { root = DeusExRootWindow(DeusExPlayer(Owner).rootWindow); // Update object belt text if ((bInObjectBelt) && (root != None) && (root.hud != None) && (root.hud.belt != None)) root.hud.belt.UpdateObjectText(beltPos); } } // ---------------------------------------------------------------------- // BreakItSmashIt() // ---------------------------------------------------------------------- simulated function BreakItSmashIt(class<fragment> FragType, float size) { local int i; local DeusExFragment s; for (i=0; i<Int(size); i++) { s = DeusExFragment(Spawn(FragType, Owner)); if (s != None) { s.Instigator = Instigator; s.CalcVelocity(Velocity,0); s.DrawScale = ((FRand() * 0.05) + 0.05) * size; s.Skin = GetMeshTexture(); // play a good breaking sound for the first fragment if (i == 0) s.PlaySound(sound'GlassBreakSmall', SLOT_None,,, 768); } } Destroy(); } singular function BaseChange() { Super.BaseChange(); // Make sure we fall if we don't have a base if ((base == None) && (Owner == None)) SetPhysics(PHYS_Falling); } // ---------------------------------------------------------------------- // state Pickup // ---------------------------------------------------------------------- auto state Pickup { // if we hit the ground fast enough, break it, smash it!!! function Landed(Vector HitNormal) { Super.Landed(HitNormal); if (bBreakable) if (VSize(Velocity) > 400) BreakItSmashIt(fragType, (CollisionRadius + CollisionHeight) / 2); } } state DeActivated { } // ---------------------------------------------------------------------- // UpdateInfo() // ---------------------------------------------------------------------- simulated function bool UpdateInfo(Object winObject) { local PersonaInfoWindow winInfo; local string str; winInfo = PersonaInfoWindow(winObject); if (winInfo == None) return False; winInfo.SetTitle(itemName); winInfo.SetText(Description $ winInfo.CR() $ winInfo.CR()); if (bCanHaveMultipleCopies) { // Print the number of copies str = CountLabel @ String(NumCopies); winInfo.AppendText(str); } return True; } // ---------------------------------------------------------------------- // PlayLandingSound() // ---------------------------------------------------------------------- function PlayLandingSound() { if (LandSound != None) { if (Velocity.Z <= -200) { PlaySound(LandSound, SLOT_None, TransientSoundVolume,, 768); AISendEvent('LoudNoise', EAITYPE_Audio, TransientSoundVolume, 768); } } } // ---------------------------------------------------------------------- // ---------------------------------------------------------------------- defaultproperties { FragType=Class'DeusEx.GlassFragment' CountLabel="COUNT:" msgTooMany="You can't carry any more of those" NumCopies=1 PickupMessage="You found" ItemName="DEFAULT PICKUP NAME - REPORT THIS AS A BUG" RespawnTime=30.000000 LandSound=Sound'DeusExSounds.Generic.PaperHit1' } |
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