Core.Object | +--Engine.Actor | +--Engine.Info | +--XIII.MapInfo | +--XIDMaps.Map01_Plage | +--XIDMaps.Plage00
bool
InjuredEffectOn
void
FirstFrame()
//_____________________________________________________________________________
SetGoalComplete(int N)
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 }