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DruidsRPGcvs.AbilityMedicAwareness


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class AbilityMedicAwareness extends RPGAbility
    abstract;

static simulated function int Cost(RPGPlayerDataObject Data, int CurrentLevel)
{
    local bool ok;
    local int x;

    for (x = 0; x < Data.Abilities.length; x++)
    {
        if (Data.Abilities[x] == class'AbilityLoadedHealing')
            if (Data.AbilityLevels[x] == 3)
                ok = true;
    }
    if (!ok)
        return 0;
    else
        return Super.Cost(Data, CurrentLevel);
}

static simulated function ModifyPawn(Pawn Other, int AbilityLevel)
{
    local int x;
    local PlayerController PC;
    local MedicAwarenessInteraction Interaction;

    if (Other.Level.NetMode == NM_DedicatedServer)
        return;

    PC = PlayerController(Other.Controller);
    if (PC == None)
        return;

    for (x = 0; x < PC.Player.LocalInteractions.length; x++)
    {
        if (MedicAwarenessInteraction(PC.Player.LocalInteractions[x]) != None)
        {
            Interaction = MedicAwarenessInteraction(PC.Player.LocalInteractions[x]);
            break;
        }
    }
    if (Interaction == None)
        AddInteraction(PC,AbilityLevel);
    else
        if(Interaction.AbilityLevel != AbilityLevel)
        {
            Interaction.NotifyLevelChange();
            AddInteraction(PC,AbilityLevel);
        }
}

static simulated function AddInteraction(PlayerController PC,int AbilityLevel) //modified from MonsterPointsInv.uc
{
    local Player Player;
    local MedicAwarenessInteraction Interaction;

    Interaction = new class'MedicAwarenessInteraction';

    Player = PC.Player;
    if (Interaction != None)
    {
        Player.LocalInteractions.Length = Player.LocalInteractions.Length + 1;
        Player.LocalInteractions[Player.LocalInteractions.Length-1] = Interaction;
        Interaction.ViewportOwner = Player;

        // Initialize the Interaction
        Interaction.Initialize();
        Interaction.Master = Player.InteractionMaster;
        Interaction.AbilityLevel = AbilityLevel;
    }
    else
        Log("Could not create MedicAwarenessInteraction");

} // AddInteraction
defaultproperties
{
     AbilityName="Medic Awareness"
     Description="Informs you of your friends' health with a display over their heads. At level 1 you get a small dully-colored indicator - blue for very healthy, green for reasonably healthy, yellow for hurt, and then red for near death. At level 2 you get a larger and more brightly colored health bar with a white background, that shrinks and changes colors as the target gains health. The bar will turn a full solid blue if the target is fully healed. You need to be a Loaded Medic level 3 to purchase this skill. Cost per level: 10, 15. (Max Level: 2)"
     StartingCost=10
     CostAddPerLevel=5
     BotChance=0
     MaxLevel=2
}

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Class file time: Fri 3/11/2006 21:07:48.000 - Creation time: Wed 7/2/2007 19:16:32.140 - Created with UnCodeX