XIDMaps
Class Plage00

source: C:\XIII\XIDMaps\Classes\Plage00.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Info
         |
         +--XIII.MapInfo
            |
            +--XIDMaps.Map01_Plage
               |
               +--XIDMaps.Plage00
Direct Known Subclasses:None

class Plage00
extends XIDMaps.Map01_Plage

//============================================================================= // Plage00. //=============================================================================
Variables
 bool InjuredEffectOn


Function Summary
 void FirstFrame()
     
//_____________________________________________________________________________
 void SetGoalComplete(int N)
     
//_____________________________________________________________________________



Source Code


00001	//=============================================================================
00002	// Plage00.
00003	//=============================================================================
00004	class Plage00 extends Map01_Plage
00005	     placeable;
00006	
00007	var(PlageSetup) float XIIISpeedFactorLimitBeforeHeal; // To limit XIII Speed at the beginning
00008	var(PlageSetup) bool InjuredEffectInitiallyOn;
00009	var bool InjuredEffectOn;
00010	var(PlageSetup) float InjuredEffectTransitionDelay;
00011	
00012	EVENT PostBeginPlay()
00013	{
00014		local mutator m;
00015	
00016		Super.PostBeginPlay();
00017	
00018		// prise en compte d un mutator qui retire les poings au joueur
00019		m = Spawn( class'PRock01aMutator' );
00020		m.NextMutator = Level.Game.BaseMutator.NextMutator;
00021		Level.Game.BaseMutator = m; //.AddMutator(m);
00022	}
00023	
00024	//FUNCTION bool SaveInventoryForFlash(XIIIPawn P){ return true; }
00025	
00026	//FUNCTION bool RestoreInventoryAfterFlash(XIIIPawn P){ return true; }
00027	
00028	//_____________________________________________________________________________
00029	FUNCTION FirstFrame()
00030	{
00031	    Super.FirstFrame();
00032	
00033	    // Trigger clouds
00034	    TriggerEvent('PL_nuages', Self, none);
00035	
00036	    // ::TODO:: SHOULD NOT BE DONE WHEN LOADING AT A CHECKPOINT
00037	    if ( Caps(XIIIGameInfo(Level.Game).StartSpotEvent) != "LOAD" )
00038	    {
00039	      // Change MainCharacter HitPoints
00040	      XIIIPawn.Health = XIIIPawn.Default.Health*0.50;
00041	
00042	      // Change Main character Speed
00043	      XIIIPawn.SpeedFactorLimit = XIIISpeedFactorLimitBeforeHeal;
00044	      XIIIPawn.SetGroundSpeed(1.0);
00045	    }
00046	
00047	    XIIIPawn.SoundStepCategory=1;
00048		
00049		InjuredEffectOn = InjuredEffectInitiallyOn;
00050		Level.SetInjuredEffect( InjuredEffectOn, InjuredEffectTransitionDelay );
00051	}
00052	
00053	event Trigger(actor a,pawn p)
00054	{
00055		InjuredEffectOn = ! InjuredEffectOn;
00056		Level.SetInjuredEffect( InjuredEffectOn, InjuredEffectTransitionDelay );
00057	
00058	}
00059	//_____________________________________________________________________________
00060	function SetGoalComplete(int N)
00061	{
00062	    Switch ( N )
00063	    {
00064	      Case 91:
00065	        SetPrimaryGoal(0);
00066	        Break;
00067	      Case 92:
00068	        SetPrimaryGoal(1);
00069	        Break;
00070	      Case 93:
00071	        SetPrimaryGoal(2);
00072	        Super.SetGoalComplete(2);
00073	        Break;
00074	    }
00075	    Super.SetGoalComplete(N);
00076	}
00077	
00078	//_____________________________________________________________________________
00079	
00080	
00081	
00082	defaultproperties
00083	{
00084	     InjuredEffectInitiallyOn=True
00085	     InjuredEffectTransitionDelay=1.000000
00086	}

End Source Code