Menus overhaul #14
87
sources/Zeds/Mean/MeanBleedInventory.uc
Normal file
87
sources/Zeds/Mean/MeanBleedInventory.uc
Normal file
@ -0,0 +1,87 @@
|
||||
class MeanBleedInventory extends Inventory;
|
||||
|
||||
|
||||
const dmtype_bleed=class'NiceDamTypeStalkerBleed';
|
||||
var private int maxBleedCount;
|
||||
var private float fBleedPeriod;
|
||||
|
||||
var private float fNextBleedTime;
|
||||
|
||||
var float bleedLevel;
|
||||
var MeanZombieCrawler stalker;
|
||||
|
||||
|
||||
function Tick(float DeltaTime)
|
||||
{
|
||||
fNextBleedTime = Level.TimeSeconds;
|
||||
// start the timer
|
||||
SetTimer(0.1, true);
|
||||
// disable me, coz im too fast and resource hungry
|
||||
Disable('Tick');
|
||||
}
|
||||
|
||||
|
||||
event Timer()
|
||||
{
|
||||
local pawn locpawn;
|
||||
local bool amAlive;
|
||||
local float bleedDamage;
|
||||
|
||||
locpawn = Pawn(Owner);
|
||||
amAlive = locpawn != none && locpawn.Health > 0;
|
||||
|
||||
// if pawn owner is dead or bleed count is done - destroy
|
||||
if (!amAlive || maxBleedCount < 0)
|
||||
Destroy();
|
||||
|
||||
if (fNextBleedTime < Level.TimeSeconds)
|
||||
{
|
||||
maxBleedCount--;
|
||||
fNextBleedTime += fBleedPeriod;
|
||||
|
||||
bleedDamage = calcBleedDamage(bleedLevel, rand(7));
|
||||
if (bleedDamage < 1.0)
|
||||
{
|
||||
maxBleedCount = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
if (stalker != none)
|
||||
locpawn.TakeDamage(bleedDamage, stalker, locpawn.Location,
|
||||
vect(0, 0, 0), dmtype_bleed);
|
||||
else
|
||||
locpawn.TakeDamage(bleedDamage, locpawn, locpawn.Location,
|
||||
vect(0, 0, 0), dmtype_bleed);
|
||||
|
||||
if (locpawn.isA('KFPawn'))
|
||||
{
|
||||
KFPawn(locpawn).HealthToGive -= 2 * bleedLevel;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Returns bleed damage, corresponding to given bleed level and damage scale.
|
||||
// Rand(7) should be used as a scale.
|
||||
// Separate function created to allow for lowest/highest damage value computing.
|
||||
final private function int calcBleedDamage(float level, int scale)
|
||||
{
|
||||
return level * (3 + scale);
|
||||
}
|
||||
|
||||
|
||||
// cleanup
|
||||
function Destroyed()
|
||||
{
|
||||
if (stalker != none)
|
||||
stalker = none;
|
||||
|
||||
super.Destroyed();
|
||||
}
|
||||
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
maxBleedCount=7
|
||||
fBleedPeriod=1.500000
|
||||
}
|
@ -197,13 +197,37 @@ function bool MeleeDamageTarget(int hitdamage, vector pushdir)
|
||||
else
|
||||
effectStrenght = (100 - targetPawn.ShieldStrength) * 0.01;
|
||||
|
||||
class'MeanReplicationInfo'.static
|
||||
.findSZri(targetPawn.PlayerReplicationInfo)
|
||||
.setBleeding(Self, effectStrenght);
|
||||
MakeBleed(targetPawn, effectStrenght);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
final private function MakeBleed(NiceHumanPawn poorpawn, float effectStrenght)
|
||||
{
|
||||
local Inventory I;
|
||||
local bool bFoundPoison;
|
||||
|
||||
if (poorpawn.Inventory != none)
|
||||
{
|
||||
for (I = poorpawn.Inventory; I != none; I = I.Inventory)
|
||||
{
|
||||
if (MeanBleedInventory(I) != none)
|
||||
{
|
||||
bFoundPoison = true;
|
||||
MeanBleedInventory(I).stalker = self;
|
||||
MeanBleedInventory(I).bleedLevel = effectStrenght;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!bFoundPoison)
|
||||
{
|
||||
I = Controller.Spawn(class<Inventory>(DynamicLoadObject(string(class'MeanBleedInventory'), class'Class')));
|
||||
MeanBleedInventory(I).stalker = self;
|
||||
MeanBleedInventory(I).bleedLevel = effectStrenght;
|
||||
I.GiveTo(poorpawn);
|
||||
}
|
||||
}
|
||||
|
||||
function RemoveHead()
|
||||
{
|
||||
Super(NiceMonster).RemoveHead();
|
||||
|
Loading…
Reference in New Issue
Block a user