Cogito, ergo sum

Legacy:TheHealer/TUTHealerSource

From Unreal Wiki, The Unreal Engine Documentation Site
< Legacy:TheHealer
Revision as of 01:08, 20 November 2003 by HSDanClark (Talk)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

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
}