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//----------------------------------------------------------- // RPGPlayerManip <br /> // <br /> // Utility Class for manipulating the RPG Players // Temporary package untill more utilities are // created. <br /> // <br /> // Author: Continuum <br /> // //----------------------------------------------------------- class RPGPlayerManip extends Object; /** Cycle through pawns inventory and find the RPGPlayerDataObject in it, Return the RPGPlayerDataObject. <ul> <li>@param Pawn The pawn to look in.</li> </ul> <br /> <b>Note</b><br /> <i>The RPGPlayerDataObject that is returned from this method is initialized to none so check if it == none before using.</i> */ static function RPGPlayerDataObject getRPGPlayerData(Pawn p) { local RPGStatsInv StatsInv; local RPGPlayerDataObject rpgPlayer; rpgPlayer = none; StatsInv = none; /* If no controller or not a player do not continue. */ if (p.Controller == None || !p.Controller.bIsPlayer) { return none; }//if StatsInv = RPGStatsInv(p.FindInventoryType(class'RPGStatsInv'));//Find the RPGStatsInv object in the pawns inventory if (StatsInv != None) { rpgPlayer = StatsInv.DataObject; } return rpgPlayer;//check for null when calling }//getRpgPlayerData() /** Returns the level of an RPGPlayer. <ul> <li>@param p The pawn</li> </ul> */ static function int getRPGPlayerLvl(Pawn p) { local RPGPlayerDataObject rpgPlayer; local int playerLvl; playerLvl = 0; rpgPlayer = getRPGPlayerData(p); if(rpgPlayer == none) { log("RPGPlayerManip.getRPGPlayerLvl() did not return a RPGPLayerDataObject!"); return -1; } else { playerLvl = rpgPlayer.Level; return playerLvl; } }//getRPGPlayerLvl() /** Get the lvl of an ability.<br /> <ul> <li>@param p Pawn wanting their ability lvl</li> <li>@param ability The ability that the lvl is needed for</li> </ul> <br /> <i>Edit<br /> No suitable static properties or functions could be used for this so this function no longer uses RPGAbility as the 2nd Parameter... RPGAbility needs a static name or id field for this to work properly.</i> */ static function int getRPGPlayerAbilityLvl(Pawn p, AbilityLimitBreak ability) { local RPGPlayerDataObject rpgPlayer; local int abilityLvl; local int i; abilityLvl = 0; getRPGPlayerData(p); for(i = 0; i < rpgPlayer.Abilities.length; i++) { /* In the future re-write to be <br /> if(rpgPlayer.Abilities.static.abilityName == abiliti.abilityName) */ if(rpgPlayer.Abilities[i].class == ability.Class) { abilityLvl = rpgPlayer.AbilityLevels[i]; } } return abilityLvl; }//getRPGPLayerAbilityLvl() |
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