## XIII
Class XIIIAmmo

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

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

Direct Known Subclasses:XIIIBulletsAmmo, XIIIH2HAmmo, XIIIProjectilesAmmo

class XIIIAmmo
extends Engine.Ammunition

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

Function Summary
`void` | `Giveto(Pawn other)`
    /*
`void` | `SetUpImpactEmitter(Sound S)`
    //_____________________________________________________________________________

Source Code

    00001	//-----------------------------------------------------------
    00002	//
    00003	//-----------------------------------------------------------
    00004	class XIIIAmmo extends Ammunition;
    00005
    00006	/*
    00007	function Giveto(Pawn other)
    00008	{
    00009	    Log("GIVETO call to "$other$" for "$self);
    00010	    Super.GiveTo(Other);
    00011	}
    00012	*/
    00013
    00014	//_____________________________________________________________________________
    00015	function SetUpImpactEmitter(Sound S)
    00016	{
    00017	    local string Str;
    00018	    local int i;
    00019
    00020	    // First get rid of the beginning of the sound name just to keep whet is needed
    00021	    Str = string(S);
    00022	    i = InStr(S, 'hPlay');
    00023	    Str = Right(Str, Len(Str) - i - 5);
    00024	//    Log("--'"$Str$"'--");
    00025
    00026	    // Then switch/case the result to setup the SFX class
    00027	    switch (Str)
    00028	    {
    00029	      case "ImpBtE":
    00030	      case "ImpBtI":
    00031	      case "ImpCar":
    00032	      case "ImpMar":
    00033	      case "ImpTil":
    00034	      case "ImpPie":
    00035	        // Concrete type
    00036	        ImpactEmitterMem = class'BulletDustEmitter';
    00037	        break;
    00038	      case "ImpGra":
    00039	        // Gravel type
    00040	        ImpactEmitterMem = class'GravelDustEmitter';
    00041	        break;
    00042	      case "ImpBoiC":
    00043	      case "ImpBoiP":
    00044	      case "ImpPar":
    00045	      case "ImpFeu":
    00046	        // Wood type
    00047	        ImpactEmitterMem = class'WoodDustEmitter';
    00048	        break;
    00049	      case "ImpEau":
    00050	        // Water type (should not happen but maybe....)
    00051	        ImpactEmitterMem = class'BulletDustEmitter';
    00052	        break;
    00053	      case "ImpGla":
    00054	      case "ImpVer":
    00055	        // Glass type
    00056	        ImpactEmitterMem = class'GlassImpactEmitter';
    00057	        break;
    00058	      case "ImpGri":
    00059	      case "ImpMet":
    00060	      case "ImpTol":
    00061	        // Metal type
    00062	        ImpactEmitterMem = class'BulletMetalEmitter';
    00063	        break;
    00064	      case "ImpHrb":
    00065	        ImpactEmitterMem = class'GrassDustEmitter';
    00066	        break;
    00067	      case "ImpTer":
    00068	        // Earth type
    00069	        ImpactEmitterMem = class'EarthDustEmitter';
    00070	        break;
    00071	      case "ImpNei":
    00072	        // Snow type
    00073	        ImpactEmitterMem = class'SnowDustEmitter';
    00074	        break;
    00075	      case "ImpMol":
    00076	      case "ImpMoq":
    00077	        // Soft Types
    00078	        ImpactEmitterMem = class'MoqDustEmitter';
    00079	        break;
    00080	      case "ImpCdvr":
    00081	        ImpactEmitterMem = class'BloodShotEmitter';
    00082	        break;
    00083	      case "ImpLin":
    00084	      default:
    00085	        // other types, not spawn any SFX
    00086	        ImpactEmitterMem = class'BulletDustEmitter';
    00087	        break;
    00088	    }
    00089	/*
    00090	handler hPlayImpBtE (int iWhichAmmo)	Béton exterieur
    00091	handler hPlayImpBtI (int iWhichAmmo)	Béton interieur
    00092	handler hPlayImpBoiC (int iWhichAmmo)	Bois Creux
    00093	handler hPlayImpBoiP (int iWhichAmmo)	Bois plein
    00094	handler hPlayImpCar (int iWhichAmmo)	Carrelage
    00095	handler hPlayImpEau (int iWhichAmmo)	Eau
    00096	handler hPlayImpFeu (int iWhichAmmo)	Feuilles
    00097	handler hPlayImpFlesh (int iWhichAmmo)	Chair
    00098	handler hPlayImpGla (int iWhichAmmo)	Glace
    00099	handler hPlayImpGra (int iWhichAmmo)	Gravier
    00100	handler hPlayImpGri (int iWhichAmmo)	Grille
    00101	handler hPlayImpHrb (int iWhichAmmo)	Herbe
    00102	handler hPlayImpLin (int iWhichAmmo)	Lino
    00103	handler hPlayImpMar (int iWhichAmmo)	Marbre
    00104	handler hPlayImpMet (int iWhichAmmo)	Métal
    00105	handler hPlayImpMol (int iWhichAmmo)	diverses textures molles: matelas; fauteuille; liège.
    00106	handler hPlayImpMoq (int iWhichAmmo)	Moquette
    00107	handler hPlayImpNei (int iWhichAmmo)	Neige
    00108	handler hPlayImpPar (int iWhichAmmo)	Parquet
    00109	handler hPlayImpPie (int iWhichAmmo)	Pierre
    00110	handler hPlayImpTer (int iWhichAmmo)	Terre
    00111	handler hPlayImpTol (int iWhichAmmo)	Tôle
    00112	handler hPlayImpTil (int iWhichAmmo)	Tuile
    00113	handler hPlayImpVer (int iWhichAmmo)	Verre*/
    00114	}
    00115
    00116
    00117	// ELR WarnTargetPct to 0.2 to warn 1 on 5 frame for instant hit weapons.
    00118	// ELR not used for projectiles as they warn only on firing.
    00119
    00120
    00121	defaultproperties
    00122	{
    00123	}

End Source Code