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DruidsRPGcvs.ActiveArtifactInv


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class ActiveArtifactInv extends Inventory
    config(UT2004RPG);

var config int CheckFrequency;

var float lastCheck;

var bool ActiveArtifact;

function Timer()
{
    super.Timer();
    setActiveArtifact();
}

function setActiveArtifact()
{
    local Inventory Inv;
    if(Instigator == None)
        return; //something strange is happening with this inventory, but it should work itself out shortly
    lastCheck = Instigator.Level.TimeSeconds;

    for (Inv = Instigator.Inventory; Inv != None; Inv = Inv.Inventory)
    {
        if (Inv.IsA('RPGArtifact') && RPGArtifact(Inv).bActive)
        {
            ActiveArtifact = true;
            return;
        }
        if (Inv.IsA('ActiveArtifactInv') && Inv != Self)
            Inv.destroy(); //somehow they got more than one?!
    }

    ActiveArtifact = false;
}

static function bool hasActiveArtifact(Pawn other)
{
    Local Pawn Instigator;
    Local ActiveArtifactInv Inv;

    if(Vehicle(Other) != None)
        Instigator = Vehicle(Other).Driver;
    else
        Instigator = Other;

    if(Instigator == None)
        return false;

    Inv = ActiveArtifactInv(Instigator.FindInventoryType(class'ActiveArtifactInv'));
    if (Inv == None)
    {
        Inv = Instigator.spawn(class'ActiveArtifactInv', other,,, rot(0,0,0));
        Inv.giveTo(Instigator);
        Inv.setActiveArtifact();
        Inv.SetTimer(Inv.CheckFrequency, true);
    }
    else
    {
        if(Other.Level.TimeSeconds - Inv.LastCheck > Inv.CheckFrequency)
            Inv.setActiveArtifact();
    }
    return(Inv.ActiveArtifact);
}

function DropFrom(vector StartLocation)
{
    //this inventory cant be dropped.
}

defaultproperties
{
     CheckFrequency=5;
     RemoteRole=ROLE_DumbProxy
     bOnlyRelevantToOwner=True
     bAlwaysRelevant=True
     bReplicateInstigator=False
}

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Class file time: Thu 20/7/2006 16:37:22.000 - Creation time: Wed 7/2/2007 19:16:33.046 - Created with UnCodeX