Fixups and adjustments to some item code.
Armors now properly sort themselves. Powershield drains over time, for balance reasons. Backpack no longer displays extra items text, I felt this was too verbose. A little tease of something that's coming soon. The code is commented out until the feature is greenlit and merged.
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5 changed files with 158 additions and 37 deletions
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@ -518,6 +518,29 @@ Class UnrealInventory : Inventory
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}
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return Super.HandlePickup(item);
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}
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override void Tick()
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{
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Super.Tick();
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// don't slide on floor when dropped
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if ( bDROPPED && (pos.z <= floorz) )
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vel.xy *= 0;
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}
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override void OnDrop( Actor dropper )
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{
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Super.OnDrop(dropper);
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// deactivate
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bActive = false;
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// drop like weapons
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Vector2 hofs = RotateVector((dropper.radius,0),dropper.angle);
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SetOrigin(dropper.Vec3Offset(hofs.x,hofs.y,dropper.height*0.5),false);
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Vector3 x, y, z;
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[x, y, z] = dt_CoordUtil.GetAxes(dropper.pitch,dropper.angle,dropper.roll);
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vel = x*12.0;
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vel.z += 4.0;
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angle = dropper.angle;
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pitch = 0;
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roll = 0;
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}
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Default
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{
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