My program doesn't have bugs. It just develops random features.
Legacy:TheHealer/TUTHealerSource
From Unreal Wiki, The Unreal Engine Documentation Site
TUTHealer - The Healer Part 1 of 9 - Source Code[edit]
//------------------------------------------------------------------------------ // class name : TUTHealer // class type : base // description: the Tutorial Healer weapon // author : HSDanClark //------------------------------------------------------------------------------ // TODO : the TODO field is useful when you want to notate things you // think of and don't want to forget before you can get to them. // 1. Add more comments. // 2. Other stuff you can think of... //------------------------------------------------------------------------------ class TUTHealer extends Weapon config(TUTUser); #EXEC OBJ LOAD FILE=InterfaceContent.utx var(FirstPerson) float NewEffectOffset; simulated function vector GetEffectStart() { local Vector X,Y,Z; if ( Instigator.IsFirstPerson() && (Hand == 0) ) { GetViewAxes(X, Y, Z); if ( class'PlayerController'.Default.bSmallWeapons || Level.bClassicView ) return (Instigator.Location + Instigator.CalcDrawOffset(self) + SmallEffectOffset.X * X + SmallEffectOffset.Y * Y * Hand - NewEffectOffset * Z); else return (Instigator.Location + Instigator.CalcDrawOffset(self) + EffectOffset.X * X + EffectOffset.Y * Y * Hand + EffectOffset.Z * Z); } return Super.GetEffectStart(); } simulated function Destroyed() { Super.Destroyed(); } simulated function bool StartFire(int Mode) { return Super.StartFire(Mode); } // AI Interface // ::TODO:: write the AI Interface!!! // End AI Interface function ConsumeAmmo(int mode, float load) { Ammo[mode].UseAmmo(1); } simulated function IncrementFlashCount(int mode) { Super.IncrementFlashCount(mode); } simulated function bool PutDown() { return Super.PutDown(); } simulated function BringUp(optional Weapon PrevWeapon) { Super.BringUp(PrevWeapon); } defaultproperties { bMatchWeapons=true ItemName="Tutorial Healer Gun" IconMaterial=Material'InterfaceContent.Hud.SkinA' IconCoords=(X1=200,Y1=190,X2=321,Y2=280) FireModeClass(0)=TUTHealerFire // heal beam FireModeClass(1)=TUTHealerAltFire // damage beam InventoryGroup=5 DrawScale=1.0 Mesh=mesh'Weapons.LinkGun_1st' BobDamping=1.575000 PickupClass=class'TUTHealerPickup' EffectOffset=(X=100,Y=25,Z=-3) IdleAnimRate=0.03 PutDownAnim=PutDown DisplayFOV=60 PlayerViewOffset=(X=-2,Y=-2,Z=-3) SmallViewOffset=(X=10,Y=4,Z=-9) PlayerViewPivot=(Pitch=0,Roll=0,Yaw=500) UV2Texture=Material'XGameShaders.WeaponEnvShader' AttachmentClass=class'TUTHealerAttachment' SelectSound=Sound'WeaponSounds.LinkGun.SwitchToLinkGun' SelectForce="SwitchToTUTHealer" AIRating=+0.68 CurrentRating=+0.68 HudColor=(r=128,g=255,b=128,a=255) DefaultPriority=5 CenteredOffsetY=-12.0 CenteredYaw=-300 CenteredRoll=3000 NewEffectOffset=5.0 }