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class GUIShowable extends Object; var Mesh showMesh; //Mesh to show in Info var StaticMesh myShowMesh; //Actual staticmesh to show in info var int cost; //Cost to buy var float weight; //Heaviness var class<GUIPanel> InfoPanel; //Panel to show Info in- should actually be KFInfoPanel var class<Inventory> relatedInventory; //For inventory sellables, //the associated class. var rotator infoDrawRotation; //Rotation in the Info panel var vector infoDrawOffset; //Offset in the info panel var float infoDrawScale; //Generally, size var int infoSpinRate; //rate our weapon spins at. 0 by default. //alex, change the damn default. var string ItemName; //Sale name of object var string Description; //Flavor text, etc. var int PurchasedQuantity; //Have we bought one of these? var int OwnedQuantity; //Amount player already has var float GameDifficulty; enum eLibCat { Lib_Story, Lib_Enemy, Lib_Equipment, }; //We might want different panel types for different //categories. function class<GUIPanel> GetPanelType(eLibCat category) { return InfoPanel; } function bool CanButtonMe(PlayerController pc,bool buying) { if(buying) return CanBuyMe(pc); else return CanSellMe(pc); } function bool CanBuyMe(PlayerController pc) { if(KFPlayerController(pc) == None || KFHumanPawn(pc.Pawn) == None) { Log ("PC == none or PC.pawn == none"); return false; } return true; } function bool CanSellMe(PlayerController pc) { if(KFPlayerController(pc) == None || KFHumanPawn(pc.Pawn) == None) return false; return true; } function string GetBuyCaption(eLibCat index) { Return ""; } function ProcessComplete(PlayerController pc) { if(PurchasedQuantity > 0) { GiveMe(pc); return; } else if(PurchasedQuantity < 0) { TakeMe(pc); return; } } //Hand it over to the player (once he hits complete) function GiveMe(PlayerController pc) { } //The slink giveth, the slink taketh away function TakeMe(PlayerController pc) { } //Consider ourselves bought function BuyMe(out int score, out float oweight, pawn servUpdatePawn) { score -= cost; oweight += weight; PurchasedQuantity++; // (KFPawn(servUpdatePawn)).setCreds(score) ; } //Consider ourselves sold function SellMe(out int score, out float oweight, pawn servUpdatePawn) { if (PlayerController(servUpdatePawn.Controller).GameReplicationInfo != none) { GameDifficulty = KFGameReplicationInfo(PlayerController(servUpdatePawn.Controller).GameReplicationInfo).GameDiff; // Log(KFGameReplicationInfo(PlayerOwner().GameReplicationInfo).GameDiff); } if(PurchasedQuantity > 0) score += cost; else score += (cost / GameDifficulty); oweight -= weight; PurchasedQuantity--; // (KFPawn(servUpdatePawn)).setCreds(score) ; } //Subclasses should return true if the buyable //should show up under the index'th list for pawn p. //This implementation just returns whether or not the pawn //already has an item of class relatedInventory. // ParentMenu parameter is a kludge so ammo can find out if any stuff // has been bought and sold in the main buy menu. It is a relatively // well contained kludge however, so I won't panic function bool ShowMe(Pawn p, eLibCat index, GUILibraryMenu ParentMenu) { //cost *= 10; return true; } //returns the combined weight of all owned items of type function float InitOwnedQuantity(Pawn p) { local Inventory inv; local int quant; //log("INITOWNEDQUANTITY",'KFMessage'); if(p == None) return 0; for(inv = p.Inventory;inv != None;inv = inv.Inventory) { if(inv.IsA(relatedInventory.Name)) { quant++; } } OwnedQuantity=quant; return weight*OwnedQuantity; } function bool HasMe(Pawn p) { return (OwnedQuantity+PurchasedQuantity>0); } defaultproperties { myShowMesh=StaticMesh'KillingFloorStatics.DeagleAmmo' InfoPanel=Class'XInterface.GUIPanel' infoDrawRotation=(Pitch=-5461,Yaw=-16384,Roll=32768) infoDrawOffset=(X=100.000000,Y=-20.000000,Z=-10.000000) infoDrawScale=0.700000 infoSpinRate=20000 ItemName="Buyable Object" Description="This object appears to be for sale." } |
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