This is the old shieldbelt code:
Code: Select all
function Timer()
{
}
function ArmorImpactEffect(vector HitLocation)
{
if ( Owner.IsA('PlayerPawn') )
{
PlayerPawn(Owner).ClientFlash(-0.05,vect(400,400,400));
PlayerPawn(Owner).PlaySound(DeActivateSound, SLOT_None, 2.7*PlayerPawn(Owner).SoundDampening);
}
}
function PickupFunction(Pawn Other)
{
if ( Level.Game.bTeamGame )
{
if (Other.PlayerReplicationInfo == None )
{
Other.Texture = texture'GoldSkin';
Other.bMeshEnviroMap = True;
SetTimer(1.0, true);
return;
}
switch (Other.PlayerReplicationInfo.Team)
{
case 0:
Other.Texture = texture'RedSkin';
break;
case 1:
Other.Texture = texture'BlueSkin';
break;
default:
Other.Texture = texture'GoldSkin';
break;
}
Other.bMeshEnviroMap = True;
} else {
Other.Texture = texture'GoldSkin';
Other.bMeshEnviroMap = True;
}
SetTimer(1.0,True);
}
function Destroyed()
{
if ( Owner != None )
Owner.bMeshEnviroMap = False;
Super.Destroyed();
}

