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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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