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class EnergyPack extends Pack; var (EnergyPack) float boostImpulsePerSecond "The amount of impulse to apply to the wearer per second when activated"; var (EnergyPack) float rechargeScale "The wearer's energy recharge rate will be passively multiplied by this amount"; var float originalEnergyRechargeScale; simulated function applyPassiveEffect(Character characterOwner) { originalEnergyRechargeScale = characterOwner.energyRechargeScale; characterOwner.energyRechargeScale = rechargeScale; } simulated function removePassiveEffect(Character characterOwner) { characterOwner.energyRechargeScale = originalEnergyRechargeScale; } simulated state Activating { simulated function tick(float deltaSeconds) { local vector facing; local float AppliedImpulsePerSecond; Super.tick(deltaSeconds); // calculate facing if (heldBy != None && heldBy.movementObject != None) { facing = vect(1,0,0); facing = facing >> heldBy.motor.getViewRotation(); // tune the boost to act on a mass of 100 regardless AppliedImpulsePerSecond = (boostImpulsePerSecond * heldBy.unifiedGetMass()) / 100; // apply boost heldBy.movementObject.addImpulse(facing * AppliedImpulsePerSecond * deltaSeconds); } } } simulated state Active { simulated function tick(float deltaSeconds) { local vector facing; local float AppliedImpulsePerSecond; Super.tick(deltaSeconds); if (heldBy != None && heldBy.movementObject != None) { // calculate facing facing = vect(1,0,0); facing = facing >> heldBy.motor.getViewRotation(); // tune the boost to act on a mass of 100 regardless AppliedImpulsePerSecond = (boostImpulsePerSecond * heldBy.unifiedGetMass()) / 100; // apply boost heldBy.movementObject.addImpulse(facing * AppliedImpulsePerSecond * deltaSeconds); } } } defaultProperties { boostImpulsePerSecond = 170000 rechargeScale = 2 rechargeTimeSeconds = 2 rampUpTimeSeconds = 0.75 durationSeconds = 0.75 thirdPersonMesh = StaticMesh'Packs.EnergyPack' StaticMesh = StaticMesh'Packs.EnergyPackdropped' } |
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