75 lines
2.3 KiB
Ucode
75 lines
2.3 KiB
Ucode
//=============================================================================
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// KFCollectibleActor
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//=============================================================================
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// Collection estructible used to unlock achievements
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// - Jeff Robinson
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//=============================================================================
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class KFCollectibleActor extends KFDestructibleActor
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placeable
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hidecategories(Navigation,NavMesh);
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/** Whether this collectible has been found or not */
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var private bool bFound;
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/** Overridden to call OnCollect */
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protected event TriggerDestroyedEvent( Controller EventInstigator )
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{
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local KFMapInfo KFMI;
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super.TriggerDestroyedEvent( EventInstigator );
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KFMI = KFMapInfo( WorldInfo.GetMapInfo() );
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if( !bFound && KFMI != none )
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{
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bFound = true;
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KFMI.OnCollectibleFound( self, EventInstigator );
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}
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// Used on network to tell clients who join late that this collectible is destroyed
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bShutDown = true;
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}
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/** Overridden to prevent AI from damaging collectibles */
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function AdjustDamage(out int InDamage, Controller EventInstigator, class<DamageType> DamageType)
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{
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if( EventInstigator == none || !EventInstigator.bIsPlayer )
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{
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InDamage = 0;
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return;
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}
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super.AdjustDamage( InDamage, EventInstigator, DamageType );
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}
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/** Collectible actors should not reset */
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simulated function Reset();
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defaultproperties
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{
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// KFDestructibleActor
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ReplicationMode=RT_ServerOptimized
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bAllowBumpDamageFromAI=False
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INSTAKILL_DAMAGE=1
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Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0
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StaticMesh=StaticMesh'ENV_Collectible_MESH.Env_Dosh_Collectible'
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LightingChannels=(bInitialized=True,Dynamic=True,Indoor=True,Outdoor=True)
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bNeverBecomeDynamic=true
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End Object
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Components.Add(StaticMeshComponent0)
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//@todo: update default AmbientSound
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SubObjects(0)={(
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Mesh=StaticMeshComponent0,
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DamageMods=((Sounds=(AkEvent'WW_UI_PlayerCharacter.Play_UI_Collectible_Hit'),
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bSelfDestruct=True,
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ParticleEffects=((ParticleEffect=ParticleSystem'FX_Gameplay_EMIT_TWO.FX_Collectible_pickup_01')))),
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DefaultHealth=1.000000,
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Health=1)}
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}
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