RuneI
Class RustyMace

source: c:\runehov\RuneI\Classes\RustyMace.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Inventory
         |
         +--Engine.Weapon
            |
            +--RuneI.Hammer
               |
               +--RuneI.RustyMace
Direct Known Subclasses:None

class RustyMace
extends RuneI.Hammer

//============================================================================= // RustyMace. //=============================================================================

Function Summary
 void PowerupEnded()
     
//=============================================================================
//
// PowerupEnded
//
//=============================================================================
 void PowerupEndingPulseOff()
     
//=============================================================================
//
// PowerupEndingPulseOff
//
//=============================================================================
 void PowerupEndingPulseOn()
     
//=============================================================================
//
// PowerupEndingPulseOn
//
//=============================================================================
 void PowerupInit()
     
//=============================================================================
//
// PowerupInit
//
//=============================================================================
 
simulated
RemovePowerupEffect()
 
simulated
SpawnPowerupEffect()
 void WeaponFire(int SwingCount)
     
//=============================================================================
//
// Powerup: BlastRadius
//
// This function is called when the weapon is initially powered up
//=============================================================================



Source Code


00001	//=============================================================================
00002	// RustyMace.
00003	//=============================================================================
00004	class RustyMace expands Hammer;
00005	
00006	var(Sounds) Sound PoweredUpFireSound;
00007	//=============================================================================
00008	//
00009	// PowerupInit
00010	//
00011	//=============================================================================
00012	
00013	function PowerupInit()
00014	{
00015		Super.PowerupInit();
00016	
00017		DesiredColorAdjust.Z = 128;
00018	}
00019	
00020	//=============================================================================
00021	//
00022	// PowerupEndingPulseOn
00023	//
00024	//=============================================================================
00025	
00026	function PowerupEndingPulseOn()
00027	{
00028		DesiredFatness = 140;
00029		DesiredColorAdjust.Z = 0;
00030		PlaySound(PoweredUpEndingSound, SLOT_None);
00031	}
00032	
00033	//=============================================================================
00034	//
00035	// PowerupEndingPulseOff
00036	//
00037	//=============================================================================
00038	
00039	function PowerupEndingPulseOff()
00040	{
00041		DesiredFatness = 128;
00042		DesiredColorAdjust.Z = 128;
00043	}
00044	
00045	//=============================================================================
00046	//
00047	// PowerupEnded
00048	//
00049	//=============================================================================
00050	
00051	function PowerupEnded()
00052	{
00053		Super.PowerupEnded();
00054	
00055		DesiredColorAdjust.Z = 0;
00056	}	
00057	
00058	simulated function SpawnPowerupEffect()
00059	{
00060		local EffectSkeleton ES;
00061	
00062		// Spawn an EffectSkeleton that will display all powered up effects
00063		ES = Spawn(class'EffectSkelBlast', self);
00064		if (ES != None)
00065		{
00066			AttachActorToJoint(ES, 0);
00067		}
00068	}
00069	
00070	simulated function RemovePowerupEffect()
00071	{
00072		local actor A;
00073		// Remove Effect skeleton
00074		A = DetachActorFromJoint(0);
00075		A.Destroy();
00076	}
00077	
00078	//=============================================================================
00079	//
00080	// Powerup: BlastRadius
00081	//
00082	// This function is called when the weapon is initially powered up
00083	//=============================================================================
00084	
00085	function WeaponFire(int SwingCount)
00086	{
00087		local BlastRadius B;
00088		local vector loc;
00089	
00090		if (bPoweredUp && (SwingCount == 0 || SwingCount == 2))
00091		{
00092			loc = Owner.Location - vect(0, 0, 10);
00093			B = Spawn(class'BlastRadius',,, loc, rotator(vect(0,0,1)));
00094			B.Instigator = Pawn(Owner);
00095			PlaySound(PoweredUpFireSound, SLOT_Interface);
00096		}
00097	}
00098	
00099	defaultproperties
00100	{
00101	     PoweredUpFireSound=Sound'WeaponsSnd.PowerUps.ascifi05'
00102	     StowMesh=1
00103	     Damage=15
00104	     BloodTexture=Texture'weapons.RustyMacerusty_maceblood'
00105	     RunePowerRequired=25
00106	     RunePowerDuration=15.000000
00107	     PowerupMessage="Blast!"
00108	     ThroughAir(0)=Sound'WeaponsSnd.Swings.swing06'
00109	     ThroughAirBerserk(0)=Sound'WeaponsSnd.Swings.bswing06'
00110	     HitFlesh(0)=Sound'WeaponsSnd.ImpFlesh.impfleshclub02'
00111	     HitWood(0)=Sound'WeaponsSnd.ImpWood.impactwood16'
00112	     HitStone(0)=Sound'WeaponsSnd.ImpStone.impactstone18'
00113	     HitMetal(0)=Sound'WeaponsSnd.ImpMetal.impactmetal01'
00114	     HitDirt(0)=Sound'WeaponsSnd.ImpEarth.impactearth02'
00115	     HitShield=Sound'WeaponsSnd.Shields.shield06'
00116	     HitWeapon=Sound'WeaponsSnd.Swords.sword06'
00117	     HitBreakableWood=Sound'WeaponsSnd.ImpWood.impactwood12'
00118	     HitBreakableStone=Sound'WeaponsSnd.ImpStone.impactstone11'
00119	     SheathSound=Sound'WeaponsSnd.Stows.xstow01'
00120	     UnsheathSound=Sound'WeaponsSnd.Stows.xunstow01'
00121	     ThrownSoundLOOP=Sound'WeaponsSnd.Throws.throw01L'
00122	     PowerUpSound=Sound'WeaponsSnd.PowerUps.powerstart35'
00123	     PoweredUpSoundLOOP=Sound'WeaponsSnd.PowerUps.power22L'
00124	     PitchDeviation=0.070000
00125	     PowerupIcon=Texture'RuneFX2.rmace'
00126	     PowerupIconAnim=Texture'RuneFX2.rmace1a'
00127	     PoweredUpSwipeClass=Class'RuneI.WeaponSwipeBlue'
00128	     A_Idle=S2_idle
00129	     A_AttackA=H1_attackA
00130	     A_AttackAReturn=H1_attackAReturn
00131	     A_AttackB=H1_attackB
00132	     A_AttackBReturn=H1_AttackBReturn
00133	     A_AttackC=H1_attackC
00134	     A_AttackCReturn=H1_AttackCReturn
00135	     A_AttackStandA=H1_StandingAttackA
00136	     A_AttackStandAReturn=H1_StandingAttackAreturn
00137	     A_AttackStandB=H1_StandingAttackB
00138	     A_AttackStandBReturn=H1_StandingAttackBreturn
00139	     A_AttackBackupB=S1_BackupAttackB
00140	     A_AttackBackupBReturn=S1_BackupAttackBReturn
00141	     A_AttackStrafeRight=H1_StrafeRightAttack
00142	     A_AttackStrafeLeft=H1_StrafeLeftAttack
00143	     A_Throw=S2_Throw
00144	     A_Powerup=s2_powerup
00145	     A_Defend=S2_DefendTo
00146	     A_DefendIdle=S2_DefendIdle
00147	     A_PainFront=S2_painFront
00148	     A_PainRight=S1_painBack
00149	     A_PickupGroundLeft=S2_PickupLeft
00150	     A_PickupHighLeft=S2_PickupLeftHigh
00151	     A_Taunt=H1_Taunt
00152	     A_PumpTrigger=S2_PumpTrigger
00153	     A_LeverTrigger=S2_LeverTrigger
00154	     PickupMessage="You have found a Rusty Mace"
00155	     PickupSound=Sound'OtherSnd.Pickups.grab01'
00156	     DropSound=Sound'WeaponsSnd.Drops.hammerdrop05'
00157	     Skeletal=SkelModel'weapons.RustyMace'
00158	     SkelGroupSkins(0)=Texture'weapons.RustyMacerusty_mace'
00159	     SkelGroupSkins(1)=Texture'weapons.RustyMacerusty_mace'
00160	}

End Source Code