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//=============================================================================
//=============================================================================
// VialCrack.
// VialCrack.
//=============================================================================
//=============================================================================
class VialCrack extends DeusExPickup;

//Modified -- Y|yukichigai
//Okay, here's the skinny: the Activated state sets the drug timer to a number
//less than zero. The code that calculates drug effects has been modified so
//that values that are less than zero provide a boost rather than an impairment.

class VialCrack extends Consumable;


state Activated
state Activated
{
{
function Activate()
function Activate()
{
{
// can't turn it off

}
}


function BeginState()
function BeginState()
{
{
local DeusExPlayer player;
local DeusExPlayer player;


Super.BeginState();
player = DeusExPlayer(Owner);


player = DeusExPlayer(GetPlayerPawn());
if(player == None)
return;


if (player != none && player.fullUp >= 15)
if(player.drugEffectTimer < 0.0)
{
return;
player.ClientMessage(player.fatty);
else
return;
player.drugEffectTimer = -1.0;
}
if (player != None)
{
player.drugEffectTimer += 60.0;
player.HealPlayer(-10, False);
}


UseOnce();
//=== Here begin the bullet time effects. Neat how simple it is, huh?
//=== The values are relative and not set in stone so that users who must
//=== modify the GameSpeed for play (usually laptop users) don't get
//=== messed up when they use Zyme. There is still a risk if the speed has been
//=== lowered to something below 0.2, since the absolute lowest the game can run
//=== is 0.1 speed.

if(player.Level.NetMode == NM_Standalone)
player.Level.Game.SetGameSpeed(player.Level.Game.GameSpeed / 2.000);
else
log("VialCrack: Some smartass put Zyme in a multiplayer map. Hit them.");
Super.BeginState(); //The parent class handles setting the drug effect and all that
}
}
Begin:
Begin:
}
}


defaultproperties
defaultproperties
{
{
bBreakable=True
drugEffect=-14.000000
healthEffect=-10
maxCopies=20
maxCopies=20
bCanHaveMultipleCopies=True
bCanHaveMultipleCopies=True
bActivatable=True
bActivatable=True
ItemName="Zyme Vial"
ItemName="Zyme Vial"
PlayerViewOffset=(X=30.000000,Z=-12.000000)
PlayerViewOffset=(X=30.000000,Z=-12.000000)
PlayerViewMesh=LodMesh'DeusExItems.VialCrack'
PlayerViewMesh=LodMesh'DeusExItems.VialCrack'
PickupViewMesh=LodMesh'DeusExItems.VialCrack'
PickupViewMesh=LodMesh'DeusExItems.VialCrack'
ThirdPersonMesh=LodMesh'DeusExItems.VialCrack'
ThirdPersonMesh=LodMesh'DeusExItems.VialCrack'
LandSound=Sound'DeusExSounds.Generic.GlassHit1'
LandSound=Sound'DeusExSounds.Generic.GlassHit1'
Icon=Texture'DeusExUI.Icons.BeltIconVial_Crack'
Icon=Texture'DeusExUI.Icons.BeltIconVial_Crack'
largeIcon=Texture'DeusExUI.Icons.LargeIconVial_Crack'
largeIcon=Texture'DeusExUI.Icons.LargeIconVial_Crack'
largeIconWidth=24
largeIconWidth=24
largeIconHeight=43
largeIconHeight=43
Description="A vial of zyme, brewed up in some basement lab."
Description="A vial of zyme, brewed up in some basement lab.|n|n<UNATCO OPS FILE NOTE JR127-VIOLET>Zyme was once considered for distribution to agents in the field as an emergency ability-booster, but the significant after-effects were determined to be too prolonged for Zyme to be effective for in-field use. -- Jaime Reyes <END NOTE>"
beltDescription="ZYME"
beltDescription="ZYME"
Mesh=LodMesh'DeusExItems.VialCrack'
Mesh=LodMesh'DeusExItems.VialCrack'
CollisionRadius=1.410000
CollisionRadius=1.410000
CollisionHeight=1.710000
CollisionHeight=1.710000
bCollideWorld=True
bCollideWorld=True
bBlockPlayers=True
bBlockPlayers=True
Mass=2.000000
Mass=2.000000
Buoyancy=3.000000
Buoyancy=3.000000
}
}