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Gameplay.SingleplayerCharacter


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class SingleplayerCharacter extends PlayerCharacter;

// setting to none implies no jetpack
var (SingleplayerCharacter) class<Jetpack> jetpackClass;
var (SingleplayerCharacter) Mesh armsMesh;
var (SingleplayerCharacter) float healthModifier;
var (SingleplayerCharacter) float loadoutAmmoMultiplier		"Weapons that the players are equipped with via loadouts have their ammo multiplied by this value";

function PostBeginPlay()
{
	super.PostBeginPlay();

	// spawn and attach jetpack if necessary
	if (jetpackClass != None)
	{
		setJetpack(Spawn(jetpackClass, self));
	}

	// set the arms mesh if necessary
	if (armsMesh != None)
	{
		setArmsMesh(armsMesh);
	}
}

function giveJetpack(class<Jetpack> jpClass)
{
	jetpackClass = jpClass;

	bDisableJetting = false;
	setJetpack(Spawn(jetpackClass, self));
}

simulated function PostNetBeginPlay()
{
	super.PostNetBeginPlay();

	healthMaximum *= healthModifier;
	health = healthMaximum;

	if (GameInfo(Level.Game) != None)
		GameInfo(Level.Game).modifyPlayer(self);
}

simulated function int getModifiedAmmo(int baseAmmo)
{
	if (baseAmmo == -1)
		return baseAmmo;
	else
		return baseAmmo * loadoutAmmoMultiplier;
}

defaultproperties
{
	armorClass = class'TestArmor'
	loadoutClass = class'TestLoadout'
	healthModifier = 1.0

	jetpackClass = class'Jetpack'
	armsMesh = SkeletalMesh'Weapons.PhoenixMediumFPH'

	loadoutAmmoMultiplier = 1.0

	bZoomOutOnSpawn = false
	bCanZoom = true

	bApplyHealthFilter = true
}

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Class file time: ne 5.9.2004 15:53:08.000 - Creation time: st 23.5.2018 00:10:47.056 - Created with UnCodeX