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# tmod.tmodPackShield

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    /*
    Time Stamp: 01-03-15 12:52:15
    */

    class tmodPackShield extends Gameplay.ShieldPack config(tribesmodSettings);

    var config float shieldReload;
    var config float RUPSeconds;
    var config float shieldDuration;
    var config float stopDuration;

    var config float passiveFractionDamageBlocked;
    var config float activeFractionDamageBlocked;
    var Material passiveIdleMaterial   "Overlay material, if any, to be used when shield is active but has not been impacted";
    var Material activeIdleMaterial    "Overlay material, if any, to be used when shield is active but has not been impacted";
    var Material passiveHitMaterial    "Overlay material to be used when shield has been impacted";
    var Material activeHitMaterial     "Overlay material to be used when shield has been impacted";
    var config float hitStayTime              "Length of time that the hit material is displayed for on damage";

    var Material currentIdle;
    var Material currentHit;
    var float currentHitTime;
    var float lastHealth;

    var Sound shieldCharged;
    var sound shieldActive;

    event PostBeginPlay() {

        /* setShieldTimeValues(); */
        SaveConfig();
    }

    /*
    function setShieldTimeValues() {

        local tmodPackShield tShieldPack;

        foreach AllActors(class'tmodPackShield', tShieldPack) {
            tShieldPack.rechargeTimeSeconds = shieldReload;
            tShieldPack.durationSeconds = shieldDuration;
            tShieldPack.rampUpTimeSeconds = RUPSeconds;
            tShieldPack.deactivatingDuration = stopDuration;
        }
    }
    */

    simulated function applyPassiveEffect(Character characterOwner)
    {
        currentIdle = passiveIdleMaterial;
        currentHit = passiveHitMaterial;
        characterOwner.shieldActive = true;
        characterOwner.shieldFractionDamageBlocked = passiveFractionDamageBlocked;
    }

    simulated function removePassiveEffect(Character characterOwner)
    {
        characterOwner.shieldActive = false;
    }

    simulated function startActiveEffect(Character characterOwner)
    {
        currentIdle = activeIdleMaterial;
        currentHit = activeHitMaterial;
        lastHealth = characterOwner.health;
        characterOwner.shieldFractionDamageBlocked = activeFractionDamageBlocked;
    }

    simulated function finishActiveEffect()
    {
        if (heldBy != None)
            heldBy.shieldFractionDamageBlocked = passiveFractionDamageBlocked;
        currentIdle = passiveIdleMaterial;
        currentHit = passiveHitMaterial;
    }

    simulated event Material GetOverlayMaterialForOwner(int Index)
    {
        if (currentHitTime <= 0) {
            return currentIdle;
            } else {
            return currentHit;
        }
    }

    simulated function tick(float deltaSeconds)
    {
        super.tick(deltaSeconds);

        if (currentHitTime > 0)
            currentHitTime -= deltaSeconds;

        if (localHeldBy != None)
        {
            if (lastHealth != localHeldBy.health)
            {
                if (lastHealth > localHeldBy.health)
                {
                    currentHitTime = hitStayTime;
                }

                lastHealth = localHeldBy.health;
            }
        }
    }

    // The pack is fully charged and ready to be activated.
    simulated state Charged
    {
        simulated function BeginState()
        {
            if (heldBy != None && heldBy.Controller == Level.GetLocalPlayerController())
            {
                heldBy.TriggerEffectEvent(Name(Class.Name$chargedEffectName));
                //sound hack
                #if IG_EFFECTS
                        heldBy.PlaySound(shieldCharged,255,,30,200,,,,false,,);
                    LOG("played sound1");
                #else
                    heldBy.PlaySound(shieldCharged,SLOT_None,255,,156,,false,,);
                    LOG("played sound2");
                #endif
            }

            rechargingAlpha = 1.0;
        }

    //maybe can delete stuff below here, and let the super handle it

        simulated function activate()
        {
            // if we have no controller, we're probably driving or manning a turret and shouldn't be allowed to use our pack.
            if (Character(Owner) == None || Character(Owner).Controller == None)
                return;

            // some packs cannot be used while touching an inventory station - handle that here
            if (Level.NetMode != NM_Client && cannnotBeUsedWhileTouchingInventoryStation && isInRangeOfInventoryStation())
                return;

            GotoState('Activating');

            // inform clients
            if (Level.NetMode != NM_Client && !IsInState('Active'))
                packActivatedTrigger = !packActivatedTrigger;
        }

    Begin:

    }

    /**
    @INFO:

    following variables modify the HUD reload animation (will only change if recompiled)

        rechargeTimeSeconds=10.000000
        durationSeconds=10.000000
        rampUpTimeSeconds=0.250000
        deactivatingDuration=0.250000

    Following variables change the actual timers ingame (does not affect HUD animation, unfortunately)

        shieldReload=12.000000
        RUPSeconds=0.250000
        shieldDuration=2.000000
        stopDuration=0.250000

    *
    *   Changed the (activeIdle)Materials to: Shader'FX.ScreenFindmeShader'
    *
    *   Time Stamp: 01-03-15 14:03:30
    */
    defaultproperties
    {
        passiveFractionDamageBlocked=0.200000
        activeFractionDamageBlocked=0.750000
        hitStayTime=0.500000

        rechargeTimeSeconds=12.000000
        durationSeconds=2.000000
        rampUpTimeSeconds=0.250000
        deactivatingDuration=0.250000

        shieldReload=12.000000
        RUPSeconds=0.250000
        shieldDuration=2.000000
        stopDuration=0.250000

        activeIdleMaterial=Shader'FX.ScreenFindmeShader'
        passiveHitMaterial=Shader'FX.ScreenFindmeShader'
        activeHitMaterial=Shader'FX.ScreenFindmeShader'
        shieldCharged=Sound'TV_packs.pack_charged1'
        shieldActive=Sound'TV_packs.shieldpack_loop1'
        thirdPersonMesh=StaticMesh'packs.ShieldPack'
        localizedName="SHIELD PACK"
        StaticMesh=StaticMesh'packs.ShieldPackDropped'
        infoString="Passive effect slightly reduces damage to the user.  Active effect greatly reduces damage."
        inventoryIcon=Texture'GUITribes.InvButtonShield'
        hudIcon=Texture'HUD.Tabs'
        hudIconCoords=(U=205.000000,V=165.000000)
        hudRefireIcon=Texture'HUD.Tabs'
        hudRefireIconCoords=(U=205.000000,V=165.000000)
    }

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Class file time: po 8.1.2018 22:01:56.000 - Creation time: st 23.5.2018 00:10:47.804 - Created with UnCodeX