## XIII
Class XIIIProjectilesAmmo

source: C:\XIII\XIII\Classes\XIIIProjectilesAmmo.uc

    Core.Object
       |
       +--Engine.Actor
          |
          +--Engine.Inventory
             |
             +--Engine.Ammunition
                |
                +--XIII.XIIIAmmo
                   |
                   +--XIII.XIIIProjectilesAmmo

Direct Known Subclasses:BazookAmmo, BoltAmmo, DecoAshTrayAmmo, DecoBottleAmmo, DecoBrikAmmo, DecoDartAmmo, DecoGlassShardAmmo, DecoPhoneAmmo, DecoWBallAmmo, FGrenadAmmo, GrenadAmmo, HarponAmmo, M16GrenadAmmo, TKnifeAmmo, FlashBangAmmo, MPBombAmmo

class XIIIProjectilesAmmo
extends XIII.XIIIAmmo

    //-----------------------------------------------------------
    //
    //-----------------------------------------------------------

Variables
`float` | `fThrowDelay`

Function Summary
`void` | `PostBeginPlay()`
    //_____________________________________________________________________________
    // ELR Default
`void` | `SpawnProjectile(vector Start, rotator Dir)`
    //_____________________________________________________________________________

Source Code

    00001	//-----------------------------------------------------------
    00002	//
    00003	//-----------------------------------------------------------
    00004	class XIIIProjectilesAmmo extends XIIIAmmo;
    00005
    00006	var float fThrowDelay;
    00007
    00008	//_____________________________________________________________________________
    00009	// ELR Default
    00010	function PostBeginPlay()
    00011	{
    00012	    Super.PostBeginPlay();
    00013	    // Dynamic load projectile static mesh
    00014	    if ( (ProjectileClass != none) && (class<XIIIProjectile>(ProjectileClass).default.StaticMeshName != "") )
    00015	    {
    00016	      DynamicLoadObject(class<XIIIProjectile>(ProjectileClass).default.StaticMeshName, class'StaticMesh');
    00017	    }
    00018	}
    00019
    00020	//_____________________________________________________________________________
    00021	function SpawnProjectile(vector Start, rotator Dir)
    00022	{
    00023	    local XIIIProjectile XP;
    00024
    00025	    if (AmmoAmount > 0)
    00026	      AmmoAmount -= 1;  // Fire
    00027	    else
    00028	      return;  // Empty Shot
    00029	    XP = XIIIProjectile(Spawn(ProjectileClass,,,Start,Dir));
    00030
    00031	    if ( XP != none )
    00032	      XP.SetImpactNoise(SoftImpactNoise, ImpactNoise);
    00033	}
    00034
    00035
    00036
    00037	defaultproperties
    00038	{
    00039	     bInstantHit=False
    00040	     ImpactNoise=0.157000
    00041	     TraceType=32768
    00042	}

End Source Code