RuneI
Class GoblinAxe

source: c:\runehov\RuneI\Classes\goblinaxe.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Inventory
         |
         +--Engine.Weapon
            |
            +--RuneI.Axe
               |
               +--RuneI.GoblinAxe
Direct Known Subclasses:GoblinAxePowerup

class GoblinAxe
extends RuneI.Axe

//============================================================================= // GoblinAxe. //=============================================================================

Function Summary
 void PowerupEnded()
 void PowerupEndingPulseOff()
 void PowerupEndingPulseOn()
 void PowerupInit()
     
//=============================================================================
//
// Powerup: Throw (unlimited throw ammo)
//
// This function is called when the weapon is initially powered up
//=============================================================================
 void WeaponFire(int SwingCount)



Source Code


00001	//=============================================================================
00002	// GoblinAxe.
00003	//=============================================================================
00004	class GoblinAxe expands Axe;
00005	
00006	//=============================================================================
00007	//
00008	// Powerup: Throw (unlimited throw ammo)
00009	//
00010	// This function is called when the weapon is initially powered up
00011	//=============================================================================
00012	function PowerupInit()
00013	{
00014		Super.PowerupInit();
00015	
00016		A_AttackA = 'ghostthrow';
00017		A_AttackAReturn = '';
00018		A_AttackB = '';
00019	
00020		A_AttackStandA = 'ghostthrow';
00021		A_AttackStandAReturn = '';
00022		A_AttackStandB = '';
00023	
00024		A_AttackBackupA = 'ghostthrow';
00025		A_AttackBackupAReturn = '';
00026		A_AttackBackupB = '';
00027	
00028		A_AttackStrafeRight = 'ghostthrow';
00029		A_AttackStrafeLeft = 'ghostthrow';
00030	
00031		DesiredColorAdjust.X = 172;
00032		DesiredColorAdjust.Y = 133;
00033		DesiredColorAdjust.Z = 60;	
00034	}
00035	
00036	function PowerupEnded()
00037	{
00038		Super.PowerupEnded();
00039	
00040		DesiredColorAdjust.X = 0;
00041		DesiredColorAdjust.Y = 0;
00042		DesiredColorAdjust.Z = 0;
00043	
00044		A_AttackA = Default.A_AttackA;
00045		A_AttackAReturn = Default.A_AttackAReturn;
00046		A_AttackB = Default.A_AttackB;
00047	
00048		A_AttackStandA = Default.A_AttackStandA;
00049		A_AttackStandAReturn = Default.A_AttackStandAReturn;
00050		A_AttackStandB = Default.A_AttackStandB;
00051	
00052		A_AttackBackupA = Default.A_AttackA;
00053		A_AttackBackupAReturn = Default.A_AttackAReturn;
00054		A_AttackBackupB = Default.A_AttackB;
00055	
00056		A_AttackStrafeRight = Default.A_AttackStrafeRight;
00057		A_AttackStrafeLeft = Default.A_AttackStrafeLeft;
00058	}
00059	
00060	function PowerupEndingPulseOn()
00061	{
00062		DesiredFatness = 140;
00063		DesiredColorAdjust.X = 0;
00064		DesiredColorAdjust.Y = 0;
00065		DesiredColorAdjust.Z = 0;
00066		PlaySound(PoweredUpEndingSound, SLOT_None);
00067	}
00068	
00069	function PowerupEndingPulseOff()
00070	{
00071		DesiredFatness = 128;
00072		DesiredColorAdjust.X = 172;
00073		DesiredColorAdjust.Y = 133;
00074		DesiredColorAdjust.Z = 60;	
00075	}
00076	
00077	function WeaponFire(int SwingCount)
00078	{
00079		if (bPoweredUp)
00080		{
00081			// make sound ?
00082		}
00083	}
00084	
00085	defaultproperties
00086	{
00087	     StowMesh=1
00088	     Damage=15
00089	     BloodTexture=Texture'weapons.goblinaxegoblin_axeBLOOD'
00090	     rating=1
00091	     RunePowerRequired=25
00092	     RunePowerDuration=8.000000
00093	     PowerupMessage="Unlimited Throw!"
00094	     ThroughAir(0)=Sound'WeaponsSnd.Swings.swing21'
00095	     ThroughAirBerserk(0)=Sound'WeaponsSnd.Swings.bswing12'
00096	     HitFlesh(0)=Sound'WeaponsSnd.ImpFlesh.impfleshaxe02'
00097	     HitWood(0)=Sound'WeaponsSnd.ImpWood.impactwood04'
00098	     HitStone(0)=Sound'WeaponsSnd.ImpStone.impactstone14'
00099	     HitMetal(0)=Sound'WeaponsSnd.ImpMetal.impactmetal08'
00100	     HitDirt(0)=Sound'WeaponsSnd.ImpEarth.impactearth06'
00101	     HitShield=Sound'WeaponsSnd.Shields.shield12'
00102	     HitWeapon=Sound'WeaponsSnd.Swords.sword12'
00103	     HitBreakableWood=Sound'WeaponsSnd.ImpWood.impactwood12'
00104	     HitBreakableStone=Sound'WeaponsSnd.ImpStone.impactstone11'
00105	     SheathSound=Sound'WeaponsSnd.Stows.xstow05'
00106	     UnsheathSound=Sound'WeaponsSnd.Stows.xunstow05'
00107	     ThrownSoundLOOP=Sound'WeaponsSnd.Throws.throw01L'
00108	     PowerUpSound=Sound'WeaponsSnd.PowerUps.powerstart22'
00109	     PoweredUpSoundLOOP=Sound'WeaponsSnd.PowerUps.power43L'
00110	     PitchDeviation=0.075000
00111	     PowerupIcon=Texture'RuneFX2.gaxe'
00112	     PowerupIconAnim=Texture'RuneFX2.gaxe1a'
00113	     PoweredUpSwipeClass=Class'RuneI.WeaponSwipeYellow'
00114	     A_Idle=X2_idle
00115	     A_AttackA=X2_attackA
00116	     A_AttackAReturn=X2_attackAreturn
00117	     A_AttackB=X2_attackB
00118	     A_AttackBReturn=X2_attackBreturn
00119	     A_AttackC=X2_attackC
00120	     A_AttackCReturn=X2_attackCreturn
00121	     A_AttackStandA=X2_StandingAttackA
00122	     A_AttackStandAReturn=X2_StandingAttackAreturn
00123	     A_AttackStandB=X2_StandingAttackB
00124	     A_AttackStandBReturn=X2_StandingAttackBreturn
00125	     A_Throw=X2_Throw
00126	     A_Powerup=X2_Powerup
00127	     A_Defend=X2_DefendTO
00128	     A_DefendIdle=X2_Defendidle
00129	     A_PainFront=X2_painFront
00130	     A_PainRight=S1_painBack
00131	     A_PickupGroundLeft=X2_PickupLeft
00132	     A_PickupHighLeft=X2_PickupLeftHigh
00133	     A_Taunt=X2_Taunt
00134	     A_PumpTrigger=X2_PumpTrigger
00135	     A_LeverTrigger=X2_LeverTrigger
00136	     PickupMessage="You now carry a Goblin Axe"
00137	     PickupSound=Sound'OtherSnd.Pickups.grab02'
00138	     DropSound=Sound'WeaponsSnd.Drops.axedrop04'
00139	     CollisionRadius=20.000000
00140	     Mass=12.000000
00141	     Skeletal=SkelModel'weapons.goblinaxe'
00142	     SkelGroupSkins(0)=Texture'weapons.goblinaxegoblin_axe'
00143	     SkelGroupSkins(1)=Texture'weapons.goblinaxegoblin_axe'
00144	}

End Source Code