Core.Object | +--Engine.Actor | +--Engine.Inventory | +--Engine.Pickup | +--SarkBall.sbPlayerTool
float
AdminToolDeployTime
AdminToolDuration
AdminToolRange
Actor
LastDebug
bool
bIsAdminTool
bIsPersistent
void
SarkBallType(string psType)
flip()
menu()
00001 //----------------------------------------------------------- 00002 // PlayerTool 00003 //----------------------------------------------------------- 00004 class sbPlayerTool expands PickUp; 00005 00006 Var Actor LastDebug; 00007 00008 var() bool bIsAdminTool; 00009 var() bool bIsPersistent;//effect stays with player for long term(via ip tracking) 00010 var() float AdminToolDeployTime;//for Admin's it's instantaneous...but we'll keep this for modeling player use 00011 var() float AdminToolRange; 00012 var() float AdminToolDuration; 00013 00014 //============================================================================= 00015 // Network related 00016 //============================================================================= 00017 00018 replication 00019 { 00020 // Functions the client calls on the server. 00021 unreliable if( Role<ROLE_Authority ) 00022 menu, flip, sarkballtype; 00023 } 00024 00025 Exec Function menu(){ 00026 Pawn(Owner).ClientMessage("Player Menu"); 00027 Pawn(Owner).ClientMessage("flip - Does a flip"); 00028 Pawn(Owner).ClientMessage("sarkballtype X - sets the current sarkballtype"); 00029 } 00030 00031 Exec Function flip(){ 00032 Pawn(Owner).ClientMessage("Doing a Flip!"); 00033 PlayerPawn(Owner).Jump(500); 00034 PlayerPawn(Owner).PlayDive(3); 00035 //RunePlayer(Owner).LeapOff(); 00036 //PlayerPawn(Owner).DebrisCloud(); 00037 } 00038 00039 00040 00041 00042 Exec Function SarkBallType(string psType){ 00043 SarkBallGame(level.Game).SarkBallType=psType; 00044 BroadcastMessage("SarkBall Changed To "$psType,True); 00045 00046 } 00047 00048 defaultproperties 00049 { 00050 bIsPersistent=True 00051 }