RuneI
Class Sigurd

source: c:\runehov\RuneI\Classes\Sigurd.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Pawn
         |
         +--RuneI.ScriptPawn
            |
            +--RuneI.Viking
               |
               +--RuneI.Sigurd
Direct Known Subclasses:None

class Sigurd
extends RuneI.Viking

//============================================================================= // Sigurd. //=============================================================================

Function Summary
 void ApplyGoreCap(int BodyPart)
     
//============================================================
//
// ApplyGoreCap
//
//============================================================
 int BodyPartForPolyGroup(int polygroup)
     
//============================================================
//
// BodyPartForPolyGroup
//
//============================================================
 Texture PainSkin(int BodyPart)
     
//============================================================
//
// PainSkin
//
// returns the pain skin for a given polygroup
//============================================================



Source Code


00001	//=============================================================================
00002	// Sigurd.
00003	//=============================================================================
00004	class Sigurd expands Viking;
00005	
00006	//============================================================
00007	//
00008	// PainSkin
00009	//
00010	// returns the pain skin for a given polygroup
00011	//============================================================
00012	function Texture PainSkin(int BodyPart)
00013	{
00014		switch(BodyPart)
00015		{
00016			case BODYPART_TORSO:
00017				SkelGroupSkins[1] = Texture'players.ragnarsig_bodypain';
00018				break;
00019			case BODYPART_HEAD:
00020				SkelGroupSkins[11] = Texture'players.ragnarsig_headpain';
00021				break;
00022			case BODYPART_LARM1:
00023				SkelGroupSkins[9] = Texture'players.ragnarsig_armlegpain';
00024				SkelGroupSkins[10] = Texture'players.ragnarsig_armlegpain';
00025				break;
00026			case BODYPART_RARM1:
00027				SkelGroupSkins[6] = Texture'players.ragnarsig_armlegpain';
00028				SkelGroupSkins[5] = Texture'players.ragnarsig_armlegpain';
00029				break;
00030			case BODYPART_LLEG1:
00031				SkelGroupSkins[3] = Texture'players.ragnarsig_armlegpain';
00032				SkelGroupSkins[13] = Texture'players.ragnarsig_armlegpain';
00033				break;
00034			case BODYPART_RLEG1:
00035				SkelGroupSkins[4] = Texture'players.ragnarsig_armlegpain';
00036				SkelGroupSkins[14] = Texture'players.ragnarsig_armlegpain';
00037				break;
00038		}
00039		return None;
00040	}
00041	
00042	//============================================================
00043	//
00044	// BodyPartForPolyGroup
00045	//
00046	//============================================================
00047	function int BodyPartForPolyGroup(int polygroup)
00048	{
00049		switch(polygroup)
00050		{
00051			case 11:							return BODYPART_HEAD;
00052			case 10:							return BODYPART_LARM1;
00053			case 5:								return BODYPART_RARM1;
00054			case 3: case 13:					return BODYPART_LLEG1;
00055			case 4:	case 14:					return BODYPART_RLEG1;
00056			case 1: case 2: case 6: case 7: case 8:
00057				case 9: case 12:				return BODYPART_TORSO;
00058		}
00059		return BODYPART_BODY;
00060	}
00061	
00062	//============================================================
00063	//
00064	// ApplyGoreCap
00065	//
00066	//============================================================
00067	function ApplyGoreCap(int BodyPart)
00068	{
00069		switch(BodyPart)
00070		{
00071			case BODYPART_LARM1:
00072				SkelGroupSkins[8] = Texture'runefx.gore_bone';
00073				SkelGroupFlags[8] = SkelGroupFlags[8] & ~POLYFLAG_INVISIBLE;
00074				break;
00075			case BODYPART_RARM1:
00076				SkelGroupSkins[7] = Texture'runefx.gore_bone';
00077				SkelGroupFlags[7] = SkelGroupFlags[7] & ~POLYFLAG_INVISIBLE;
00078				break;
00079			case BODYPART_HEAD:
00080				SkelGroupSkins[12] = Texture'players.ragnarsig_neckgore';
00081				SkelGroupFlags[12] = SkelGroupFlags[12] & ~POLYFLAG_INVISIBLE;
00082				break;
00083		}
00084	}
00085	
00086	//================================================
00087	//
00088	// SeveredLimbClass
00089	//
00090	//================================================
00091	function class<Actor> SeveredLimbClass(int BodyPart)
00092	{
00093		switch(BodyPart)
00094		{
00095			case BODYPART_LARM1:
00096				return class'SigurdLArm';
00097			case BODYPART_RARM1:
00098				return class'SigurdRArm';
00099			case BODYPART_HEAD:
00100				return class'SigurdHead';
00101				break;
00102		}
00103	
00104		return None;
00105	}
00106	
00107	defaultproperties
00108	{
00109	     AmbientWaitSoundDelay=9.000000
00110	     AmbientFightSoundDelay=6.000000
00111	     HitSound1=Sound'CreaturesSnd.Vikings.vike2hit01'
00112	     HitSound2=Sound'CreaturesSnd.Vikings.vike2hit02'
00113	     HitSound3=Sound'CreaturesSnd.Vikings.vike2hit03'
00114	     Die=Sound'CreaturesSnd.Vikings.vike2death01'
00115	     Die2=Sound'CreaturesSnd.Vikings.vike2death02'
00116	     Die3=Sound'CreaturesSnd.Vikings.vike2death03'
00117	     MaxMouthRot=7000
00118	     MaxMouthRotRate=65535
00119	     SkelMesh=6
00120	}

End Source Code