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# Gameplay.Armor

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    class Armor extends Core.Object
    	native;

    // The Armor object overrides the values in Pawn
    var() float									collisionRadius				"The radius of the character's collision cylinder while wearing the armor";
    var() float									collisionHeight				"The height of the character's collision cylinder while wearing the armor";
    var() class<HavokSkeletalSystem>			HavokParamsClass			"The Havok Ragdoll parameters that the character will assume while wearing the armor";
    var() float									breathingDurationMod		"Multiplier for the character's breathing duration (NOT IMPLEMENTED)";
    var() float									health						"The amount of health the character has while wearing the armour";
    var() float									energy						"The amount of energy the character has while wearing the armour *THIS SHOULD MATCH THE MOVEMENT CONFIG*";
    var() float									ammoMod						"Multiplier applied to the amount of ammunition bought from an inventory station (NOT IMPLEMENTED)";
    var() float									collisionDamageMod			"Multiplier affecting collision damage (NOT IMPLEMENTED)";
    var() float									noise						"How much noise the armor makes when moving (i.e. footsteps). This affects how easily the player can be detected by the AI and human players (NOT IMPLEMENTED)";
    var() float									jetPackNoise				"How much noise the jet-pack makes (NOT IMPLEMENTED)";
    var() float									eyeHeight					"The eye-height of the first person camera while wearing the armor";
    var() float									headFraction				"The fraction of the collision height that represents the head of the character while wearing the armor";
    var() Material								hudIcon						"The icon displayed in the player's hud while wearing the armor";
    var() int									maxCarriedWeapons			"The maximum number of weapons that can be carried";
    var() String	                            movementConfiguration		"The movement configuration that the character will assume while wearing the armor";
    var() String								movementConfigurationFastActive		"The movement configuration that the character will assume when activating a Speed Pack";
    var() String								movementConfigurationFastPassive	"The movement configuration that the character will assume when wearing a Speed Pack";
    var() class<MovementCollisionDamageType>	movementDamageTypeClass		"Damage type used for movement collision damage";
    var() class<MovementCollisionDamageType>	movementDamageOtherTypeClass		"Damage type used for when you hit another character and damage them. allows an icon for a heavy splatting a light etc.";
    var() class<MovementCrushingDamageType>	    movementCrushingDamageTypeClass		"Damage type used for movement crushing damage eg. large havok objects landing on your head (not vehicles)";
    var() bool									bUseAlternateWeaponMesh		"The the alternate mesh defined for a weapon";
    var() int									heightIndex					"An index representingthe height ofthe armour, used for aligning the InventoryStation arm";
    var() localized	string						armorName					"Name to display to the user, eg: 'Light'";
    var() localized String						infoString					"String shown in the inventory screen describing the armor";
    var() class<Shield>							personalShieldClass			"The class of shield to use for this armor, or None to disable";
    var() String								speechTag					"The loopup tag when pooling dynamic speech based on armor conditions (eg: Light, Medium..)";
    var() class<RadarInfo>						radarInfoClass				"Radar info class defineing how this object is marked in the hud";
    var() bool									bCanUseTurrets				"Whether the armor can get into turrets or not";
    var() class<Weapon>							fallbackWeaponClass			"The weapon used when all else fails";
    var() float                                 knockbackScale              "Scales the amount of knockback from weapons and explosions";
    var() class<DamageType>						suicideDamageTypeClass		"Damage type used for when a player suicides on purpose";

    var bool									bRestrictions; // for debugging

    // capacity spec
    struct native QuantityWeapon
    {
    	var() class<Weapon> typeClass;
    	var() int quantity;
    };

    struct native QuantityGrenades
    {
    	var() class<HandGrenade> typeClass;
    	var() int quantity;
    };

    struct native QuantityDeployable
    {
    	var() class<Deployable> typeClass;
    	var() int quantity;
    };

    struct native QuantityConsumable
    {
    	var() class<Consumable> typeClass;
    	var() int quantity;
    };

    var() private editinline Array<QuantityWeapon>		AllowedWeapons;
    var() private editinline QuantityGrenades			AllowedGrenades;
    var() private Array<class<Pack> >					AllowedPacks;
    var() private editinline Array<QuantityDeployable>	AllowedDeployables;
    var() private editinline Array<QuantityConsumable>	AllowedConsumables;
    var() private Array<class<Vehicle> >				AllowedDriver;
    var() private Array<class<Vehicle> >				AllowedPassenger;

    // capacity query functions

    // isWeaponAllowed
    static function bool isWeaponAllowed(class<Weapon> typeClass)
    {
    	local int i;

    	if (!default.bRestrictions)
    		return true;

    	for (i = 0; i < default.AllowedWeapons.Length; i++)
    	{
    		if (default.AllowedWeapons[i].typeClass == typeClass)
    			return true;
    	}

    	return false;
    }

    // isPackAllowed
    static function bool isPackAllowed(class<Pack> typeClass)
    {
    	local int i;

    	if (!default.bRestrictions)
    		return true;

    	for (i = 0; i < default.AllowedPacks.Length; i++)
    	{
    		if (default.AllowedPacks[i] == typeClass)
    			return true;
    	}

    	return false;
    }

    // isDeployableAllowed
    static function bool isDeployableAllowed(class<Deployable> typeClass)
    {
    	local int i;

    	if (!default.bRestrictions)
    		return true;

    	for (i = 0; i < default.AllowedDeployables.Length; i++)
    	{
    		if (default.AllowedDeployables[i].typeClass == typeClass)
    			return true;
    	}

    	return false;
    }

    // isConsumableAllowed
    static function bool isConsumableAllowed(class<Consumable> typeClass)
    {
    	local int i;

    	if (!default.bRestrictions)
    		return true;

    	for (i = 0; i < default.AllowedConsumables.Length; i++)
    	{
    		if (default.AllowedConsumables[i].typeClass == typeClass)
    			return true;
    	}

    	return false;
    }

    // isDriverAllowed
    static function bool isDriverAllowed(class<Vehicle> typeClass)
    {
    	local int i;

    	if (!default.bRestrictions)
    		return true;

    	for (i = 0; i < default.AllowedDriver.Length; i++)
    	{
    		if (default.AllowedDriver[i] == typeClass)
    			return true;
    	}

    	return false;
    }

    // isPassengerAllowed
    static function bool isPassengerAllowed(class<Vehicle> typeClass)
    {
    	local int i;

    	if (!default.bRestrictions)
    		return true;

    	for (i = 0; i < default.AllowedPassenger.Length; i++)
    	{
    		if (default.AllowedPassenger[i] == typeClass)
    			return true;
    	}

    	return false;
    }

    // maxAmmo
    // Returns -1 if weapon is not allowed
    static function int maxAmmo(class<Weapon> typeClass)
    {
    	local int i;

    	if (!default.bRestrictions)
    		return 9999;

    	for (i = 0; i < default.AllowedWeapons.Length; i++)
    	{
    		if (default.AllowedWeapons[i].typeClass == typeClass)
    			return default.AllowedWeapons[i].quantity;
    	}

    	return -1;
    }

    // maxDeployable
    // Returns -1 if deployable is not allowed
    static function int maxDeployable(class<Object> typeClass)
    {
    	local int i;

    	if (!default.bRestrictions)
    		return 9999;

    	for (i = 0; i < default.AllowedDeployables.Length; i++)
    	{
    		if (default.AllowedDeployables[i].typeClass == typeClass)
    			return default.AllowedDeployables[i].quantity;
    	}

    	return -1;
    }

    // maxConsumable
    // Returns -1 if consumable is not allowed
    static function int maxConsumable(class<Consumable> typeClass)
    {
    	local int i;

    	if (!default.bRestrictions)
    		return 9999;

    	for (i = 0; i < default.AllowedConsumables.Length; i++)
    	{
    		if (default.AllowedConsumables[i].typeClass == typeClass)
    			return default.AllowedConsumables[i].quantity;
    	}

    	return -1;
    }

    // maxHealthKits
    // Returns -1 if health kit is not allowed
    static function int maxHealthKits()
    {
    	local int i;

    	if (!default.bRestrictions)
    		return 9999;

    	for (i = 0; i < default.AllowedConsumables.Length; i++)
    	{
    		if (ClassIsChildOf(default.AllowedConsumables[i].typeClass, class'HealthKit'))
    			return default.AllowedConsumables[i].quantity;
    	}

    	return -1;
    }

    // getHealthKitClass
    // Return the class of health kit used by this armor
    static function class<Consumable> getHealthKitClass()
    {
    	local int i;

    	for (i = 0; i < default.AllowedConsumables.Length; i++)
    	{
    		if (ClassIsChildOf(default.AllowedConsumables[i].typeClass, class'HealthKit'))
    			return default.AllowedConsumables[i].typeClass;
    	}

    	return None;
    }

    static function int maxGrenades()
    {
    	return default.AllowedGrenades.quantity;
    }

    static function class<HandGrenade> getHandGrenadeClass()
    {
    	return default.AllowedGrenades.typeClass;
    }

    // equip
    // call this to equip the armour to a character
    static function equip(Character c)
    {
    	if(c == None)
    	{
    		Warn("Armor::equip passed None Character instance.");
    		return;
    	}

    	c.SetCollisionSize(default.collisionRadius, default.collisionHeight);

    	c.healthMaximum			    = default.health;
    	c.health				    = c.healthMaximum;
    	c.personalShieldClass		= default.personalShieldClass;
    	c.BaseEyeHeight			    = default.eyeHeight;
    	c.EyeHeight				    = default.eyeHeight;
    	c.default.BaseEyeHeight	    = default.eyeHeight;
    	c.default.EyeHeight		    = default.eyeHeight;

    	c.HeadHeight				= default.collisionHeight - (default.collisionHeight * default.headFraction);

    	c.HavokParamsClass			= default.HavokParamsClass;

    	c.destroyFallbackWeapon();

    	c.armorClass			    = default.class;
    }

    static function bool useAlternateWeaponMesh()
    {
    	return default.bUseAlternateWeaponMesh;
    }

    defaultproperties
    {
    	eyeHeight			= 64
    	headFraction		= 0.2
    	hudIcon				= texture'Engine_res.S_Actor'
    	maxCarriedWeapons	= 3
    	heightIndex			= 1
    	armorName			= "Light"
    	speechTag			= "Light"
    	infoString			= "[Info not available]"
    	bRestrictions		= true
    	radarInfoClass		= class'Gameplay.RadarInfo'
    	bCanUseTurrets		= true
    	knockbackScale      = 1.0

    	suicideDamageTypeClass = class'Engine.Suicided'
    }

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Class file time: ne 5.9.2004 15:53:06.000 - Creation time: st 23.5.2018 00:10:42.316 - Created with UnCodeX