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