class SeqCond_HasXP extends SequenceCondition;
//royces added code below
const MAX_XP = 50;
const XP_INCREMENT = 1; // Amount of XP that is added to the amount of XP required for a level, after each level progression
var int Level; // Current level
var int XPGatheredForNextXP; // Amount of XP gathered for the next level
var int XPRequiredForNextXP; // Amount of XP required for the next level
var() int Amount; // Amount of XP this action will give
var int CalculateLevelProgress;
var Actor TargetActor;
var int UnitActor;
var int XP;
event Activated()
{
local XP XP;
XP = HasXP(TargetActor);
if (XP != none)
{
if (XP.m_arrInteractPoints.Length == 0)
{
OutputLinks[0].bHasImpulse = true;
}
else
{
OutputLinks[1].bHasImpulse = true;
}
}
}
simulated function XP SlotMachineGambleXP()
{
local pawn pawn;
pawn = Pawn(TargetActor);
if (pawn != none)
{
return XP(pawn.GetXP());
}
else
{
return XP(TargetActor);
}
}
defaultproperties
{
Name=“Has XP Points”
ObjCategory=“CryoSoldier Custom codes”
ObjName=“Has XP Points”
Level = 1; //royces custom xp code
XP = 0; //royces custom xp code
VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Target Actor",PropertyName=TargetActor)
OutputLinks(0)=(LinkDesc="True")
OutputLinks(1)=(LinkDesc="False")
}