RuneI
Class HandAxe

source: c:\runehov\RuneI\Classes\handaxe.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Inventory
         |
         +--Engine.Weapon
            |
            +--RuneI.Axe
               |
               +--RuneI.HandAxe
Direct Known Subclasses:SarkBallHandAxe

class HandAxe
extends RuneI.Axe

//============================================================================= // HandAxe. //=============================================================================

Function Summary
 void PowerupEnded()
 void PowerupInit()
     
//=============================================================================
//
// Powerup: Spirit (translucent/unhittable)
//
// This function is called when the weapon is initially powered up
//=============================================================================



Source Code


00001	//=============================================================================
00002	// HandAxe.
00003	//=============================================================================
00004	class HandAxe expands Axe;
00005	
00006	//=============================================================================
00007	//
00008	// Powerup: Spirit (translucent/unhittable)
00009	//
00010	// This function is called when the weapon is initially powered up
00011	//=============================================================================
00012	function PowerupInit()
00013	{
00014		Super.PowerupInit();
00015	
00016		if (Pawn(Owner)!=None)
00017		{
00018			Pawn(Owner).bInvisible = true;
00019			Owner.Style = STY_Translucent;
00020	//		Owner.SetCollision(true, false, false);		// This was causing ragnar to get stuck inside tables
00021			Owner.ScaleGlow = 0.2;	// also in viewcamera
00022			Owner.bSweepable = false;					// I Put this back in to account for missing collision
00023			Pawn(Owner).ReducedDamageType = 'conventional';
00024			Pawn(Owner).ReducedDamagePct = 1.0;
00025		}
00026	}
00027	
00028	function PowerupEnded()
00029	{
00030		Super.PowerupEnded();
00031	
00032		if (Pawn(Owner)!=None)
00033		{
00034			Pawn(Owner).bInvisible = Pawn(Owner).Default.bInvisible;
00035			Owner.Style = Owner.Default.Style;
00036	//		Owner.SetCollision(Owner.Default.bCollideActors, Owner.Default.bBlockActors, Owner.Default.bBlockPlayers);
00037			Owner.ScaleGlow = 1.0;
00038			Owner.bSweepable = Owner.Default.bSweepable;
00039			Pawn(Owner).ReducedDamageType = Pawn(Owner).Default.ReducedDamageType;
00040			Pawn(Owner).ReducedDamagePct = Pawn(Owner).Default.ReducedDamagePct;
00041		}
00042	}
00043	
00044	defaultproperties
00045	{
00046	     StowMesh=1
00047	     Damage=15
00048	     BloodTexture=Texture'weapons.handaxehandaxe_blood'
00049	     RunePowerRequired=50
00050	     RunePowerDuration=15.000000
00051	     PowerupMessage="Spirit!"
00052	     SweepVector=(Y=0.954000,Z=-0.300000)
00053	     ThroughAir(0)=Sound'WeaponsSnd.Swings.swing05'
00054	     ThroughAirBerserk(0)=Sound'WeaponsSnd.Swings.bswing11'
00055	     HitFlesh(0)=Sound'WeaponsSnd.ImpFlesh.impfleshaxe04'
00056	     HitWood(0)=Sound'WeaponsSnd.ImpWood.impactwood11'
00057	     HitStone(0)=Sound'WeaponsSnd.ImpStone.impactstone06'
00058	     HitMetal(0)=Sound'WeaponsSnd.ImpMetal.impactmetal07'
00059	     HitDirt(0)=Sound'WeaponsSnd.ImpEarth.impactearth06'
00060	     HitShield=Sound'WeaponsSnd.Shields.shield11'
00061	     HitWeapon=Sound'WeaponsSnd.Swords.sword11'
00062	     HitBreakableWood=Sound'WeaponsSnd.ImpWood.impactwood12'
00063	     HitBreakableStone=Sound'WeaponsSnd.ImpStone.impactstone11'
00064	     SheathSound=Sound'WeaponsSnd.Stows.xstow05'
00065	     UnsheathSound=Sound'WeaponsSnd.Stows.xunstow05'
00066	     ThrownSoundLOOP=Sound'WeaponsSnd.Throws.throw01L'
00067	     PowerUpSound=Sound'WeaponsSnd.PowerUps.powerstart37'
00068	     PoweredUpSoundLOOP=Sound'WeaponsSnd.PowerUps.power66L'
00069	     PitchDeviation=0.070000
00070	     PowerupIcon=Texture'RuneFX2.haxe'
00071	     PowerupIconAnim=Texture'RuneFX2.haxe1a'
00072	     PoweredUpSwipeClass=Class'RuneI.WeaponSwipeRed'
00073	     A_Idle=X1_Idle
00074	     A_AttackA=X1_AttackA
00075	     A_AttackAReturn=X1_AttackAreturn
00076	     A_AttackB=X1_AttackB
00077	     A_AttackBReturn=X1_AttackBreturn
00078	     A_AttackC=X1_AttackC
00079	     A_AttackCReturn=X1_AttackCreturn
00080	     A_AttackStandA=X1_StandingAttackA
00081	     A_AttackStandAReturn=X1_StandingAttackAreturn
00082	     A_AttackStandB=X1_StandingAttackB
00083	     A_AttackStandBReturn=X1_StandingAttackBreturn
00084	     A_AttackBackupB=S1_BackupAttackB
00085	     A_AttackBackupBReturn=S1_BackupAttackBReturn
00086	     A_Throw=X1_Throw
00087	     A_Powerup=X1_Powerup
00088	     A_Defend=X1_DefendTO
00089	     A_DefendIdle=X1_DefendIdle
00090	     A_PainFront=X1_painFront
00091	     A_PainRight=S1_painBack
00092	     A_PickupGroundLeft=X1_PickupLeft
00093	     A_PickupHighLeft=X1_PickupLeftHigh
00094	     A_Taunt=X1_Taunt
00095	     A_PumpTrigger=X1_PumpTrigger
00096	     A_LeverTrigger=X1_LeverTrigger
00097	     PickupMessage="You have found a Hand Axe"
00098	     PickupSound=Sound'OtherSnd.Pickups.grab01'
00099	     DropSound=Sound'WeaponsSnd.Drops.axedrop05'
00100	     CollisionRadius=15.000000
00101	     Skeletal=SkelModel'weapons.handaxe'
00102	     SkelGroupSkins(0)=Texture'weapons.handaxehandaxe'
00103	     SkelGroupSkins(1)=Texture'weapons.handaxehandaxe'
00104	}

End Source Code