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Silly Helix ESVNew

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Feb 19th, 2015
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  1. class SillyHelixESVNew extends HelixESVNew
  2. placeable;
  3.  
  4. var xWeaponBase X;
  5. var bool bSecondTimer;
  6.  
  7. var() float PickUpRespawnTime;
  8. var() bool bIsWeaponStay;
  9. var() string DLWeaponClassStr;
  10. var() string DLAmmoClassStr;
  11. var() class<UTAmmoPickup> AmmoClass;
  12. var() class<Pickup> PickupHClass;
  13. var() class<Pickup> PickupAClass;
  14.  
  15.  
  16. simulated function PostNetBeginPlay()
  17. {
  18. local class<UTAmmoPickup> AmrilAmmoClass;
  19. local class<Weapon> LinkClass;
  20.  
  21. AmrilAmmoClass = class<UTAmmoPickup>(DynamicLoadObject(DLAmmoClassStr, class'Class'));
  22. //LinkClass = class<Pickup>(DynamicLoadObject("WOSPulseGun_BETA1.PulseGunPickup", class'Class'));
  23.  
  24. if (Role == ROLE_Authority)
  25. X = spawn(Class'SillyRPG.xWeaponBaseSilly',self);
  26. if (X != None)
  27. {
  28. LinkClass = class<Weapon>(DynamicLoadObject(DLWeaponClassStr, class'Class'));
  29. X.bHidden = true;
  30. X.WeaponType=LinkClass;
  31. }
  32. SetTimer(0.5,false);
  33.  
  34. a = spawn(PickupAClass, self) ; //Pickupz
  35. //a.bReplicateMovement = true;
  36. //a.bAlwaysRelevant = true;
  37. //a.NetUpdateTime = Level.TimeSeconds - 1;
  38. //a.bHidden = true;
  39. a.bHardAttach = true;
  40. a.SetPhysics(PHYS_None);
  41. a.SetLocation( GetBoneCoords(ShieldPickupBone).Origin );
  42. a.SetRotation( GetBoneRotation(ShieldPickupBone, 1) );
  43. a.SetBase(self);
  44. if (Level.Netmode == NM_DEDICATEDSERVER)
  45. a.bTearOff=true;
  46. //a.bOnlyDrawIfAttached = true;
  47. //a.bUpdateSimulatedPosition = true;
  48. //a.bHidden = true;
  49. //a.NetUpdateTime = Level.TimeSeconds - 1;
  50. //a.bHidden = false;
  51. //a.NetUpdateTime = Level.TimeSeconds - 1;
  52. //AttachToBone(a, ShieldPickupBone) ;
  53. b = spawn(PickupHClass, self) ;
  54. b.bHardAttach = true;
  55. b.SetPhysics(PHYS_None);
  56. b.SetLocation( GetBoneCoords(HealthPickupBone).Origin );
  57. b.SetRotation( GetBoneRotation(HealthPickupBone, 1) );
  58. b.SetBase(self);
  59. if (Level.Netmode == NM_DEDICATEDSERVER)
  60. b.bTearOff=true;
  61. //c = spawn(LinkClass, self) ; //<- the green lines r the pickups bening spawned on the pickup bones
  62. //c.bHardAttach = true;
  63. //AttachToBone(c, LinkGunPickupBone) ;
  64. d = spawn(AmmoClass, self) ;
  65. AttachToBone(d, LinkAmmoBone1) ;
  66. d.bHidden = true;
  67. e = spawn(AmmoClass, self) ;
  68. AttachToBone(e, LinkAmmoBone2) ;
  69. e.bHidden = true;
  70. f = spawn(AmmoClass, self) ;
  71. AttachToBone(f, LinkAmmoBone3) ;
  72. f.bHidden = true;
  73. g = spawn(AmrilAmmoClass, self) ; // class 'Onslaught.ONSAVRiLAmmoPickup'
  74. AttachToBone(g, FlakAmmoBone) ;
  75. g.bHidden = true;
  76. h = spawn(AmrilAmmoClass, self) ;
  77. AttachToBone(h, RocketAmmoBone) ;
  78. h.bHidden = true;
  79.  
  80. Super.PostNetBeginPlay();
  81.  
  82.  
  83. }
  84.  
  85. /*
  86. simulated function PostNetReceive()
  87. {
  88. log(self $ " PostNetReceive1");
  89.  
  90. if (Role != ROLE_Authority)
  91. {
  92. log(self $ " PostNetReceive3");
  93. a.bHidden = true;
  94. b.bHidden = true;
  95. }
  96.  
  97. }
  98. */
  99.  
  100. function Timer()
  101. {
  102. if (!bSecondTimer)
  103. {
  104. if (X != None)
  105. X.PostBeginPlay();
  106. //a = spawn(PickupAClass, self);
  107. //b = spawn(PickupHClass, self);
  108. bSecondTimer = true;
  109. SetTimer(0.3,false);
  110. return;
  111. }
  112.  
  113. if (X != None && X.myPickUp != None)
  114. {
  115. c = X.myPickUp;
  116. c.PickupBase = None;
  117. X.myPickUp = None;
  118. c.bHardAttach = true;
  119. c.SetOwner(self);
  120. X.SetLocation(vect(0,0,0) );
  121. c.SetPhysics(PHYS_None);
  122. c.GotoState( 'Pickup' );
  123. c.bHidden = false;
  124. WeaponPickup(c).bWeaponStay = bIsWeaponStay;
  125. if (PickUpRespawnTime >= 0)
  126. c.RespawnTime = PickUpRespawnTime;
  127.  
  128. c.SetLocation( GetBoneCoords(LinkGunPickupBone).Origin );
  129. c.SetRotation( GetBoneRotation(LinkGunPickupBone, 1) );
  130. c.SetBase(self);
  131. //c.bDropped = false;
  132. //WeaponPickup(c).bThrown = true;
  133. //AttachToBone(c, LinkGunPickupBone) ;
  134. //a.NetUpdateTime = Level.TimeSeconds - 1;
  135. //a.bHidden = true;
  136. //b.NetUpdateTime = Level.TimeSeconds - 1;
  137. //b.bHidden = true;
  138. }
  139.  
  140. d.bHidden = false;
  141. e.bHidden = false;
  142. f.bHidden = false;
  143. g.bHidden = false;
  144. h.bHidden = false;
  145.  
  146. /*
  147. a.PickupBase = None;
  148. a.bHardAttach = true;
  149. a.SetPhysics(PHYS_None);
  150. a.GotoState( 'Pickup' );
  151. a.bHidden = false;
  152. a.SetLocation( GetBoneCoords(ShieldPickupBone).Origin );
  153. a.SetRotation( GetBoneRotation(ShieldPickupBone, 1) );
  154. a.SetBase(self);
  155. a.bReplicateMovement = true;
  156. a.bAlwaysRelevant = true;
  157. //AttachToBone(a, ShieldPickupBone) ;
  158.  
  159. b.PickupBase = None;
  160. b.bHardAttach = true;
  161. b.SetPhysics(PHYS_None);
  162. b.GotoState( 'Pickup' );
  163. b.bHidden = false;
  164. b.SetLocation( GetBoneCoords(HealthPickupBone).Origin );
  165. b.SetRotation( GetBoneRotation(HealthPickupBone, 1) );
  166. b.SetBase(self);
  167. b.bReplicateMovement = true;
  168. b.bAlwaysRelevant = true;
  169. //AttachToBone(b, HealthPickupBone) ;
  170. */
  171. }
  172.  
  173. function UpdateRoll() //Update Pickup Spins
  174. {
  175. local rotator r;
  176.  
  177. if (Level.NetMode == NM_DedicatedServer)
  178. return;
  179. aCurrentSpin += 800;
  180. aCurrentSpin = aCurrentSpin % 65536.f;
  181. r.Yaw = int(aCurrentSpin);
  182. SetBoneRotation(HealthPickupBone, r, 0, 1.f);
  183.  
  184. bCurrentSpin += 900;
  185. bCurrentSpin = bCurrentSpin % 65536.f;
  186. r.Yaw = int(bCurrentSpin);
  187. SetBoneRotation(ShieldPickupBone, r, 0, 1.f);
  188. }
  189.  
  190. simulated function Destroyed()
  191. {
  192. local int i;
  193.  
  194. if(Level.NetMode != NM_DedicatedServer)
  195. {
  196. for(i=0;i<TrailEffects.Length;i++)
  197. TrailEffects[i].Destroy();
  198. TrailEffects.Length = 0;
  199.  
  200. for(i=0; i<StreamerEffect.Length; i++)
  201. StreamerEffect[i].Destroy();
  202. StreamerEffect.Length = 0;
  203. }
  204.  
  205. a.destroy() ; //Remove Pickups
  206. b.destroy() ;
  207. c.destroy() ;
  208. X.destroy() ;
  209. d.destroy() ;
  210. e.destroy() ;
  211. f.destroy() ;
  212. g.destroy() ;
  213. h.destroy() ;
  214.  
  215.  
  216. Super.Destroyed();
  217.  
  218. }
  219.  
  220.  
  221. //class 'XPickups.ShieldPack'
  222. // bNetNotify = true
  223. defaultproperties
  224. {
  225. bForceSkelUpdate = true
  226. PickUpRespawnTime = -5
  227. bIsWeaponStay = true
  228. DLWeaponClassStr = "MonsterAssaultRPG.RPGLinkGun";
  229. DLAmmoClassStr = "AMRiLME.AMRiLAmmoPickup";
  230. AmmoClass = class 'xWeapons.LinkAmmoPickup';
  231. PickupHClass = class 'HelixHealth';
  232. PickupAClass = class 'HelixShield';
  233. ShieldPickupBone = "ArmorPickup"
  234. HealthPickupBone = "HealthPickup"
  235. LinkGunPickupBone = "LinkGunPickup"
  236. LinkAmmoBone1 = "LinkAmmo1"
  237. LinkAmmoBone2 = "LinkAmmo2"
  238. LinkAmmoBone3 = "LinkAmmo3"
  239. FlakAmmoBone = "FlakAmmo"
  240. RocketAmmoBone = "RocketAmmo"
  241. }
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