//============================================================================= // ShieldBelt. //============================================================================= class asgoldshield extends Pickup; var ShieldBeltEffect MyEffect; var() firetexture TeamFireTextures[4]; var() texture TeamTextures[4]; var int TeamNum; function ArmorImpactEffect(vector HitLocation) { if ( Owner.IsA('PlayerPawn') ) { PlayerPawn(Owner).ClientFlash(-0.05,vect(400,400,400)); PlayerPawn(Owner).PlaySound(DeActivateSound, SLOT_None, 2.7*PlayerPawn(Owner).SoundDampening); } if ( MyEffect != None ) { //MyEffect.Texture = MyEffect.LowDetailTexture; MyEffect.ScaleGlow = 4.0; MyEffect.Fatness = 255; SetTimer(0.8, false); } } function Timer() { if ( MyEffect != None ) { MyEffect.Fatness = MyEffect.Default.Fatness; SetEffectTexture(); } } function Destroyed() { if ( Owner != None ) Owner.SetDefaultDisplayProperties(); if ( MyEffect != None ) MyEffect.Destroy(); Super.Destroyed(); } function PickupFunction(Pawn Other) { MyEffect = Spawn(class'ShieldBeltEffect', Owner,,Owner.Location, Owner.Rotation); MyEffect.Mesh = Owner.Mesh; MyEffect.DrawScale = Owner.Drawscale; if ( Level.Game.bTeamGame && (Other.PlayerReplicationInfo != None) ) TeamNum = Other.PlayerReplicationInfo.Team; else TeamNum = 3; SetEffectTexture(); } function SetEffectTexture() { if ( TeamNum != 3 ) MyEffect.ScaleGlow = 0.5; else MyEffect.ScaleGlow = 1.0; MyEffect.Texture = TeamFireTextures[TeamNum]; MyEffect.LowDetailTexture = TeamTextures[TeamNum]; } defaultproperties { TeamFireTextures(0)=Texture'UnrealShare.Effects.T_PBurst' TeamFireTextures(1)=Texture'UnrealShare.Effects.T_PBurst' TeamFireTextures(2)=Texture'UnrealShare.Effects.T_PBurst' TeamFireTextures(3)=Texture'UnrealShare.Effects.T_PBurst' TeamTextures(0)=Texture'UnrealShare.Effects.T_PBurst' TeamTextures(1)=Texture'UnrealShare.Effects.T_PBurst' TeamTextures(2)=Texture'UnrealShare.Effects.T_PBurst' TeamTextures(3)=Texture'UnrealShare.Effects.T_PBurst' bDisplayableInv=True PickupMessage="You got the Shield Belt." RespawnTime=60.000000 PickupViewMesh=LodMesh'UnrealShare.ShieldBeltMesh' ProtectionType1="ProtectNone" ProtectionType2="ProtectNone" Charge=1000 ArmorAbsorption=100 bIsAnArmor=True AbsorptionPriority=10 MaxDesireability=2.000000 PickupSound=Sound'UnrealShare.Pickups.BeltSnd' DeActivateSound=Sound'UnrealShare.Pickups.Sbelthe2' Icon=Texture'UnrealShare.Icons.I_ShieldBelt' RemoteRole=ROLE_DumbProxy Mesh=LodMesh'UnrealShare.ShieldBeltMesh' bOwnerNoSee=True CollisionRadius=20.000000 CollisionHeight=5.000000 }