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/* -------------------------------------------------------------- Pickup_GoldBar -------------------------------------------------------------- Pickup Class for the gold bar inventory item in the summer sideshow map. Author : Alex Quick -------------------------------------------------------------- */ class Pickup_GoldBar extends KF_StoryInventoryPickup; auto state Pickup { /* ValidTouch() Validate touch (if valid return true to let other pick me up and trigger event). */ function bool ValidTouch( actor Other ) { if(IsTouchingDropVolume()) { return false; } return Super.ValidTouch(Other); } } function bool IsTouchingDropVolume() { local Volume V; /* Haxxor to the Maxxor */ Foreach TouchingActors(class 'Volume', V) { if(V.IsA('KF_DropInventoryVolume')) { return true; // no picking me back up if I'm placed in this volume! } } return false; } state FallingPickup { event Landed(Vector HitNormal) { Super.Landed(HitNormal); if(IsTouchingDropVolume()) { BroadCastPickupEvent(Instigator,3); } } } function InitDroppedPickupFor(Inventory Inv) { Super.InitDroppedPickupFor(Inv); bAlwaysRelevant = true; } defaultproperties { MaxHeldCopies=1 CarriedMaterial=Texture'Pier_T.Icons.Goldbar_Icon_64' GroundMaterial=Texture'Pier_T.Icons.Goldbar_Icon_64' bRender1PMesh=False AIThreatModifier=1.500000 InventoryType=Class'SideshowScript.Inv_GoldBar' LightType=LT_Steady LightHue=45 LightSaturation=150 LightBrightness=200.000000 LightRadius=3.000000 StaticMesh=StaticMesh'Pier_SM.Env_Pier_Gold_Bars' bUseDynamicLights=True CollisionRadius=40.000000 MessageClass=Class'SideshowScript.Msg_GoldBarNotification' } |
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