SarkBall
Class sbPlayerTool

source: c:\runehov\SarkBall\Classes\sbPlayerTool.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Inventory
         |
         +--Engine.Pickup
            |
            +--SarkBall.sbPlayerTool
Direct Known Subclasses:None

class sbPlayerTool
extends Engine.Pickup

//----------------------------------------------------------- // PlayerTool //-----------------------------------------------------------
Variables
 float AdminToolDeployTime
           for Admin's it's instantaneous...but we'll keep this for modeling player use
 float AdminToolDuration
           for Admin's it's instantaneous...but we'll keep this for modeling player use
 float AdminToolRange
           for Admin's it's instantaneous...but we'll keep this for modeling player use
 Actor LastDebug
 bool bIsAdminTool
 bool bIsPersistent
           effect stays with player for long term(via ip tracking)


Function Summary
 void SarkBallType(string psType)
 void flip()
 void menu()



Source Code


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	}

End Source Code