mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-16 21:23:46 +00:00
86 lines
3.2 KiB
C#
86 lines
3.2 KiB
C#
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// Inventory items. These objects rely on the item & inventory support
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// system defined in item.cs and inventory.cs
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//-----------------------------------------------------------------------------
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// Health kits can be added to your inventory and used to heal up.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Audio profiles
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//-----------------------------------------------------------------------------
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datablock SFXProfile(HealthUseSound)
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{
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filename = "data/FPSGameplay/sound/health_mono_01";
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description = AudioClose3d;
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preload = true;
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};
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//-----------------------------------------------------------------------------
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// Health Kits cannot be picked up and are not meant to be added to
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// inventory. Health is applied automatically when an objects collides
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// with a patch.
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//-----------------------------------------------------------------------------
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datablock ItemData(HealthKitSmall)
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{
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// Mission editor category, this datablock will show up in the
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// specified category under the "shapes" root category.
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category = "Health";
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className = "HealthPatch";
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// Basic Item properties
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shapeFile = "data/FPSGameplay/art/shapes/items/kit/healthkit.dts";
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mass = 2;
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friction = 1;
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elasticity = 0.3;
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emap = true;
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// Dynamic properties defined by the scripts
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pickupName = "a small health kit";
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repairAmount = 50;
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};
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// This is the "health patch" dropped by a dying player.
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datablock ItemData(HealthKitPatch)
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{
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// Mission editor category, this datablock will show up in the
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// specified category under the "shapes" root category.
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category = "Health";
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className = "HealthPatch";
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// Basic Item properties
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shapeFile = "data/FPSGameplay/art/shapes/items/patch/healthpatch.dts";
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mass = 2;
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friction = 1;
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elasticity = 0.3;
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emap = true;
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// Dynamic properties defined by the scripts
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pickupName = "a health patch";
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repairAmount = 50;
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};
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