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# Gameplay.Shield

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    class Shield extends Engine.Actor
    	native;

    var float				health;
    var float				offlineSeconds;
    var()	float				max					"The number of hitpoints that the shield has";
    var()	float				rechargeRate			"Number of health points that the shield regenerates per second";
    var()	float				offlineSecondsScale	"Number of seconds that the shield stays disabled for when energy is depleted: offline seconds = damage * offlineSecondsScale";
    var()	float				maxOfflineSeconds		"The maximum number of seconds that the shield can stay disabled for in response to damage";

    // shield effect
    var()	Material			effectMaterial		"Overlay material when shield takes a hit";
    var()	float				effectDisplayTime	"How long the shield effect is displayed for after a hit";

    var bool	bActive;
    var float	clientHealth;
    var float	shieldEffectTime;

    replication
    {
    	reliable if (ROLE == ROLE_Authority)
    		health;
    }

    function PostBeginPlay()
    {
    	health = max;
    	Super.PostBeginPlay();
    }

    simulated function PostNetBeginPlay()
    {
    	clientHealth = health;
    	shieldEffectTime = 0;
    }

    simulated function PostNetReceive()
    {
    	if (Level.NetMode == NM_Client && clientHealth != health)
    	{
    		if (health < clientHealth)
    			triggerDamageEffect();

    		clientHealth = health;
    	}
    }

    simulated function triggerDamageEffect()
    {
    	// TBD: it would be cool to have a different damage effect when the shield goes offline
    	shieldEffectTime = effectDisplayTime;
    }

    simulated function updateDamageEffect(float Delta)
    {
    	shieldEffectTime -= Delta;
    	if (shieldEffectTime < 0)
    		shieldEffectTime = 0;
    }

    simulated function Tick(float Delta)
    {
    	recharge(Delta);
    	updateDamageEffect(Delta);
    }

    simulated function bool EffectActive()
    {
    	return (shieldEffectTime > 0);
    }

    simulated native function Material GetEffectMaterial();

    function recharge(float Delta)
    {
    	if (!bActive)
    		return;

    	// recharge shield
    	if (offlineSeconds > 0)
    	{
    		offlineSeconds -= Delta;
    	}
    	else if (health < max)
    	{
    		health += rechargeRate * Delta;
    		if (health > max)
    			health = max;
    	}
    }

    // Applies damage.  Any damage not done to shields is returned as overflow.
    function int applyDamage(float Damage, float otherHealth)
    {
    	local int overflow;

    	if (!active())
    		return Damage;

    	health -= Damage;
    	if (health < 0)
    	{
    		overflow = -health;
    		if (health <= 0 && health > -1)
    			health = -1;

    		offlineSeconds = -otherHealth * offlineSecondsScale;
    		FClamp(offlineSeconds, 0, maxOfflineSeconds);
    	}

    	// servers and sp trigger damage fx here. clients trigger it on PostNetReceive
    	if (Damage > 0 && Level.NetMode != NM_Client)
    		triggerDamageEffect();

    	return overflow;
    }

    function activate()
    {
    	bActive = true;
    }

    function deactivate()
    {
    	health = 0;
    	bActive = false;
    }

    function bool active()
    {
    	return health > 0 && bActive;
    }

    defaultproperties
    {
    	DrawType				= DT_None
    	RemoteRole				= ROLE_SimulatedProxy

    	bActive					= true
    	bNetNotify				= true
    	rechargeRate			= 3
    	max						= 50

    	effectDisplayTime		= 0.3
    	effectMaterial			= Material'BaseObjects.ResupplyStationLum'
    }

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Class file time: ne 5.9.2004 15:53:26.000 - Creation time: st 23.5.2018 00:10:47.008 - Created with UnCodeX