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class AbilityVehicleEject extends RPGDeathAbility abstract config(UT2004RPG); var config int BigSeconds; static simulated function int Cost(RPGPlayerDataObject Data, int CurrentLevel) { local int x; local bool engineer; if(CurrentLevel == 0) return super.Cost(Data, CurrentLevel); else { for (x = 0; x < Data.Abilities.length && !engineer; x++) if (Data.Abilities[x] == class'ClassEngineer') engineer = true; if(engineer) return super.Cost(Data, CurrentLevel); else return 0; } } static function bool PrePreventDeath(Pawn Killed, Controller Killer, class<DamageType> DamageType, vector HitLocation, int AbilityLevel) { Local Pawn Driver; Local Vehicle Vehicle; Local EjectedInv ejected; Local bool DestroyVehicle; Local bool SavedPlayer; destroyVehicle = false; Vehicle = Vehicle(Killed); if(Vehicle == None) { //Ok, so if they actually died in a vehicle, we're going to kick them out with one health and save them -- Dru if (Killed.DrivenVehicle != None) { Driver = Killed; Vehicle = Killed.DrivenVehicle; //now blow up the vehicle in a moment, since it's taking the fall for the player DestroyVehicle = true; //this is the only case where we actually save the player from death. SavedPlayer = true; //continue execution as normal. } else return false; } else Driver = Vehicle.Driver; if(Driver == None) return false; //no driver <shrug> //here we go. ejected = EjectedInv(Driver.FindInventoryType(class'EjectedInv')); if(ejected != None) return false; //still active ejection if(Driver.Health <= 0) Driver.Health = 1; //The player was about to die, so they need some health if(Vehicle.EjectMomentum <= 0) //make sure the vehicle has some eject momentum. Vehicle.EjectMomentum = class'ONSHoverBike'.default.EjectMomentum; Vehicle.EjectDriver(); //they're out! Yeehaw!! ejected = Driver.spawn(class'EjectedInv', Driver,,, rot(0,0,0)); ejected.lifespan = default.BigSeconds/AbilityLevel; ejected.GiveTo(Driver); if(SavedPlayer) return true; else return false; //I know this sounds strange, but we aren't preventing the death of the vehicle. We just ejected the driver instead. } defaultproperties { BigSeconds=120 AbilityName="Vehicle Ejector Button" Description="You will be automatically ejected from a destroyed vehicle. Depending upon your level of this skill, it will activate once every 120, 60, 40, or 30 seconds.|(Max Level: 1, Max Engineer Level: 4)|Cost (per level): 5,10,15,20" MaxLevel=4 StartingCost=5 CostAddPerLevel=5 } |
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