87 lines
1.9 KiB
Ucode
87 lines
1.9 KiB
Ucode
class MeanBleedInventory extends Inventory;
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const dmtype_bleed=class'NiceDamTypeStalkerBleed';
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var private int maxBleedCount;
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var private float fBleedPeriod;
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var private float fNextBleedTime;
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var float bleedLevel;
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var MeanZombieCrawler stalker;
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function Tick(float DeltaTime)
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{
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fNextBleedTime = Level.TimeSeconds;
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// start the timer
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SetTimer(0.1, true);
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// disable me, coz im too fast and resource hungry
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Disable('Tick');
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}
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event Timer()
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{
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local pawn locpawn;
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local bool amAlive;
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local float bleedDamage;
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locpawn = Pawn(Owner);
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amAlive = locpawn != none && locpawn.Health > 0;
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// if pawn owner is dead or bleed count is done - destroy
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if (!amAlive || maxBleedCount < 0)
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Destroy();
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if (fNextBleedTime < Level.TimeSeconds)
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{
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maxBleedCount--;
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fNextBleedTime += fBleedPeriod;
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bleedDamage = calcBleedDamage(bleedLevel, rand(7));
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if (bleedDamage < 1.0)
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{
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maxBleedCount = 0;
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return;
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}
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if (stalker != none)
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locpawn.TakeDamage(bleedDamage, stalker, locpawn.Location,
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vect(0, 0, 0), dmtype_bleed);
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else
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locpawn.TakeDamage(bleedDamage, locpawn, locpawn.Location,
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vect(0, 0, 0), dmtype_bleed);
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if (locpawn.isA('KFPawn'))
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{
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KFPawn(locpawn).HealthToGive -= 2 * bleedLevel;
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}
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}
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}
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// Returns bleed damage, corresponding to given bleed level and damage scale.
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// Rand(7) should be used as a scale.
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// Separate function created to allow for lowest/highest damage value computing.
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final private function int calcBleedDamage(float level, int scale)
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{
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return level * (3 + scale);
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}
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// cleanup
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function Destroyed()
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{
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if (stalker != none)
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stalker = none;
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super.Destroyed();
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}
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defaultproperties
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{
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maxBleedCount=7
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fBleedPeriod=1.500000
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} |