## XIDCine
Class ChoPawn

source: C:\XIII\XIDCine\Classes\ChoPawn.uc

    Core.Object
       |
       +--Engine.Actor
          |
          +--Engine.Pawn
             |
             +--XIII.XIIIPawn
                |
                +--XIDPawn.BaseSoldier
                   |
                   +--XIDCine.Cine2
                      |
                      +--XIDCine.ChoPawn

Direct Known Subclasses:None

class ChoPawn
extends XIDCine.Cine2

    //***********************************
    //********* BARFIGHT BARMAN *********
    //***********************************

Variables
`Weapon` | `OldWeapon`
`int` | `eNbFoisTouches`
`int` | `eNbTakeDamage`

States
CineInit

Function Summary
`void` | `ChangedWeapon()`
    //*** no more ammo

State CineInit Function Summary

Source Code

    00001	//***********************************
    00002	//********* BARFIGHT BARMAN *********
    00003	//***********************************
    00004
    00005	class ChoPawn extends Cine2;
    00006
    00007
    00008	//*** Variables
    00009	var() int eNbFoisTouches;
    00010	var int eNbTakeDamage;
    00011	var weapon OldWeapon;
    00012
    00013
    00014
    00015	STATE CineInit
    00016	{
    00017		//*** Damages detection
    00018		function TakeDamage(int Damage, pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> damageType)
    00019		{
    00020			eNbTakeDamage ++;
    00021			//log(self@eNbTakeDamage);
    00022			if (eNbTakeDamage == eNbFoisTouches)
    00023			{
    00024				//log(self@"====> COURAGE FUYONS");
    00025				CurrentTabActionIndex = 2;
    00026				CineController.StartSequence();
    00027			}
    00028		}
    00029	}
    00030
    00031	//*** no more ammo
    00032	function ChangedWeapon()
    00033	{
    00034		Super.ChangedWeapon();
    00035		//log(self@"====> CHANGEMENT ARME"@weapon@pendingweapon);
    00036		if ((OldWeapon.IsA('Tknife')) && Weapon.IsA('Fists'))
    00037		{
    00038			//log(self@"====> COURAGE FUYONS");
    00039			CurrentTabActionIndex = 2;
    00040			CineController.StartSequence();
    00041		}
    00042		OldWeapon = Weapon;
    00043	}
    00044
    00045
    00046
    00047	//*** Default properties
    00048
    00049
    00050	defaultproperties
    00051	{
    00052	     eNbFoisTouches=2
    00053	     Reaction(0)=(eCS_Stimulus=CS_MapStart,TabActionIndex=1,bUneSeuleFois=True)
    00054	}

End Source Code