Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 |
class CashPickup_Story extends CashPickup ; function GiveCashTo( Pawn Other ) { // You all love the mental-mad typecasting XD if( !bDroppedCash ) { /* the parent class was randomizing the cash amount by default values ... so whatever the LD set as 'cash amount' was being ignored . @fixme - This also appears to be *increasing* the amount of cash you gain from pickups the higher the difficulty level ... that doesn't sound right. */ CashAmount = ((rand(0.5 * CashAmount) + CashAmount) * (KFGameReplicationInfo(Level.GRI).GameDiff * 0.5)) * Max(KFGameType(Level.Game).GetNumPlayers(),1) ; } else if ( Other.PlayerReplicationInfo != none && DroppedBy.PlayerReplicationInfo != none && ((DroppedBy.PlayerReplicationInfo.Score + float(CashAmount)) / Other.PlayerReplicationInfo.Score) >= 0.50 && PlayerController(DroppedBy) != none && KFSteamStatsAndAchievements(PlayerController(DroppedBy).SteamStatsAndAchievements) != none ) { if ( Other.PlayerReplicationInfo != DroppedBy.PlayerReplicationInfo ) { KFSteamStatsAndAchievements(PlayerController(DroppedBy).SteamStatsAndAchievements).AddDonatedCash(CashAmount); } } if( Other.Controller!=None && Other.Controller.PlayerReplicationInfo!=none ) { Other.Controller.PlayerReplicationInfo.Score += CashAmount; } AnnouncePickup(Other); SetRespawn(); } defaultproperties { RespawnTime=0.000000 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |