Files
kucherenko__jscpd/fixtures/unrealscript/file2.uc
apk 64e471e2b0 test: raise coverage to 96%+ on @jscpd/finder and 98%+ on apps/jscpd
Adds 92 new tests (178 → 270 total) with zero source-file modifications:

- packages/finder: 13 new test files covering all reporters, subscribers,
  validators, hooks, utils, options, cloneFound, getFilesToDetect, and
  InFilesDetector; shared buildClone() factory helper
- apps/jscpd: 3 new test files (options-unit, print, store) plus extensions
  to formats, modes, and options integration tests
- vitest.config.ts added to both packages to restrict coverage.include
  to src/** only, eliminating bin/ and prism.js noise
- Fixes 3 tokenizer bugs (trailing space in format lookup, tokenization
  edge cases) uncovered by the new format fixture suite
- Adds fixture files for 40+ language formats to support formats.test.ts
2026-05-09 15:00:38 +02:00

78 lines
1.4 KiB
Ucode

// Unreal Engine 3 UnrealScript - Character Controller
class MyCharacter extends GamePawn
placeable;
var float WalkSpeed;
var float RunSpeed;
var float JumpHeight;
var bool bIsRunning;
var bool bIsCrouching;
var SoundCue FootstepSound;
var SoundCue JumpSound;
var SoundCue LandSound;
var ParticleSystemComponent DustEffect;
simulated event PostBeginPlay()
{
Super.PostBeginPlay();
WalkSpeed = 300.0f;
RunSpeed = 600.0f;
JumpHeight = 420.0f;
bIsRunning = false;
bIsCrouching = false;
GroundSpeed = WalkSpeed;
}
simulated function SetRunning(bool bRun)
{
bIsRunning = bRun;
if (bIsRunning)
{
GroundSpeed = RunSpeed;
}
else
{
GroundSpeed = WalkSpeed;
}
}
simulated function SetCrouching(bool bCrouch)
{
bIsCrouching = bCrouch;
if (bIsCrouching)
{
GroundSpeed = WalkSpeed * 0.5f;
ShouldCrouch(true);
}
else
{
GroundSpeed = bIsRunning ? RunSpeed : WalkSpeed;
ShouldCrouch(false);
}
}
event TakeDamage(
int Damage, Controller EventInstigator,
vector HitLocation, vector Momentum,
class<DamageType> DamageType,
optional TraceHitInfo HitInfo,
optional Actor DamageCauser)
{
Super.TakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType, HitInfo, DamageCauser);
if (Health <= 0)
{
PlayDying(DamageType, HitLocation);
}
}
defaultproperties
{
WalkSpeed = 300.0
RunSpeed = 600.0
JumpHeight = 420.0
bCanCrouch = true
bCanJump = true
}