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class RelicRegenInventory expands RelicInventory; #exec MESH IMPORT MESH=RelicRegen ANIVFILE=MODELS\RelicRegen_a.3d DATAFILE=MODELS\RelicRegen_d.3d X=0 Y=0 Z=0 MLOD=0.5 #exec MESH ORIGIN MESH=RelicRegen X=0 Y=0 Z=0 #exec MESH SEQUENCE MESH=RelicRegen SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=RelicRegen SEQ=base STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP NEW MESHMAP=RelicRegen MESH=RelicRegen #exec MESHMAP SCALE MESHMAP=RelicRegen X=0.1 Y=0.1 Z=0.2 #exec TEXTURE IMPORT NAME=JRelicRegen_01 FILE=Textures\RelicRegen.PCX GROUP=Skins FLAGS=2 //Material #1 #exec MESHMAP SETTEXTURE MESHMAP=RelicRegen NUM=1 TEXTURE=JRelicRegen_01 #exec AUDIO IMPORT FILE="Sounds\RegenPulse.WAV" NAME="RegenHiss" GROUP="Relics" var vector InstFog; var float InstFlash; state Activated { function Timer() { if ( (Owner != None) && Owner.bIsPawn ) { if ( Pawn(Owner).Health < 150 ) { Pawn(Owner).Health = FMin(150, Pawn(Owner).Health + 10); FlashShell(0.3); if ( Owner.IsA('PlayerPawn') ) { PlayerPawn(Owner).ClientPlaySound(sound'RegenHiss', False); PlayerPawn(Owner).ClientInstantFlash(InstFlash, InstFog); } } } Super.Timer(); } function BeginState() { Super.BeginState(); SetTimer(2.0, True); } function EndState() { SetTimer(0.0, False); Super.EndState(); } } defaultproperties { InstFog=(X=475.000000,Y=325.000000,Z=145.000000) InstFlash=-0.400000 ShellSkin=Texture'Relics.Skins.RelicBlue' PickupMessage="You picked up the Relic of Regeneration!" PickupViewMesh=Mesh'Relics.RelicRegen' PickupViewScale=0.500000 Icon=Texture'Relics.Icons.RelicIconRegen' Physics=PHYS_Rotating Texture=Texture'Relics.Skins.JRelicRegen_01' Skin=Texture'Relics.Skins.JRelicRegen_01' CollisionHeight=40.000000 LightSaturation=0 } |
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