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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class UTArmorPickup_ShieldBelt extends UTArmorPickupFactory; var class<UTDroppedItemPickup> DroppedPickupClass; /** * CanUseShield() returns how many shield units P could use * * @Returns returns how many shield units P could use */ function int CanUseShield(UTPawn P) { return Max(0,ShieldAmount - P.ShieldBeltArmor); } /** * AddShieldStrength() add shield to appropriate P armor type. * * @Param P The UTPawn to give shields to */ function AddShieldStrength(UTPawn P) { local MaterialInterface ShieldMat; // Get the proper shield material ShieldMat = P.GetShieldMaterialInstance(WorldInfo.Game.bTeamGame); // Assign it P.ShieldBeltArmor = Max(ShieldAmount, P.ShieldBeltArmor); if (P.GetOverlayMaterial() == None) { P.SetOverlayMaterial(ShieldMat); } } defaultproperties { ShieldAmount=100 bIsSuperItem=true RespawnTime=60.000000 MaxDesireability=1.500000 PickupStatName=PICKUPS_SHIELDBELT PickupSound=SoundCue'A_Pickups.Shieldbelt.Cue.A_Pickups_Shieldbelt_Activate_Cue' Begin Object Name=ArmorPickUpComp StaticMesh=StaticMesh'Pickups.Armor_ShieldBelt.Mesh.S_UN_Pickups_Shield_Belt' Scale3D=(X=1.5,Y=1.5,Z=1.5) End Object bHasLocationSpeech=true LocationSpeech(0)=SoundNodeWave'A_Character_IGMale.BotStatus.A_BotStatus_IGMale_HeadingForTheShieldBelt' DroppedPickupClass=class'UTDroppedShieldBelt' RespawnSound=SoundCue'A_Pickups.Armor.Cue.A_Pickups_Armor_Respawn_Cue' Begin Object Name=BaseMeshComp StaticMesh=StaticMesh'Pickups.Base_Armor.Mesh.S_Pickups_Base_Armor' Translation=(X=0.0,Y=0.0,Z=-44.0) End Object Begin Object Class=UTParticleSystemComponent Name=ArmorParticles Translation=(X=0.0,Y=0.0,Z=-25.0) Template=ParticleSystem'Pickups.Base_Armor.Effects.P_Pickups_Base_Armor_Glow' SecondsBeforeInactive=2.0f End Object SpinningParticleEffects=ArmorParticles Components.Add(ArmorParticles) } |
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