Engine
Class DamageType

source: C:\XIII\Engine\Classes\DamageType.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.DamageType
Direct Known Subclasses:Crushed, Gibbed, Suicided, Fell, XIIIDamageType

class DamageType
extends Engine.Actor

//============================================================================= // DamageType, the base class of all damagetypes. // this and its subclasses are never spawned, just used as information holders //=============================================================================
Variables
 class BloodShotEmitterClass
           effect to spawn when low gore
 string DamageWeaponName
           weapon that caused this damage
 string DeathString
           string to describe death by this type of damage
 float GibModifier
           this type a damages kill stunned people (thus gameover if must not be killed when shot as corpses lying).
 class HeadBloodTrailEmitterClass
           effect to spawn when low gore
 class LowDetailEffect
           effect to spawn when low gore
 class LowGoreDamageEffect
           effect to spawn when low gore
 FemaleSuicide, MaleSuicide
           string to describe death by this type of damage
 class PawnDamageEffect
           effect to spawn when pawns are damaged by this damagetype
 int SoundType
           this type a damages kill stunned people (thus gameover if must not be killed when shot as corpses lying).
 bool bAllowHeadShotSFXTrigger
           to use all armor / damage all location
 bool bArmorStops
           does regular armor provide protection against this damage
 bool bBloodSplash
           Make blood splashes on walls
 bool bCanKillStunnedCorspes
           this type a damages kill stunned people (thus gameover if must not be killed when shot as corpses lying).
 bool bDieInSilencePlease
           HAHA have we the only game where a silenced weapon have silent impacts ?? ;;))
 bool bGlobalDamages
           to use all armor / damage all location
 bool bSpawnBloodFX
           do this damage type involves spawning blood sfx
 bool bSpawnDeathOnomatop
           do this damage type involves spawning an onomatop ?


Function Summary
 string DeathMessage(PlayerReplicationInfo Killer, PlayerReplicationInfo Victim)
     
//_____________________________________________________________________________
 string SuicideMessage(PlayerReplicationInfo Victim)
     
//_____________________________________________________________________________



Source Code


00001	//=============================================================================
00002	// DamageType, the base class of all damagetypes.
00003	// this and its subclasses are never spawned, just used as information holders
00004	//=============================================================================
00005	class DamageType extends Actor
00006	    config
00007	    native
00008	    abstract;
00009	
00010	// Description of a type of damage.
00011	var() localized string DeathString;         // string to describe death by this type of damage
00012	var() localized string FemaleSuicide, MaleSuicide;
00013	//var() float ViewFlash;                    // View flash to play.
00014	//var() vector ViewFog;                     // View fog to play.
00015	//var() class<effects> DamageEffect;        // Special effect.
00016	var() string DamageWeaponName;              // weapon that caused this damage
00017	
00018	var() bool bArmorStops;                     // does regular armor provide protection against this damage
00019	var() bool bSpawnDeathOnomatop;               // do this damage type involves spawning an onomatop ?
00020	var() bool bDieInSilencePlease;               // HAHA have we the only game where a silenced weapon have silent impacts ?? ;;))
00021	var() bool bSpawnBloodFX;                     // do this damage type involves spawning blood sfx
00022	var() bool bGlobalDamages;                    // to use all armor / damage all location
00023	var() bool bAllowHeadShotSFXTrigger;
00024	var() bool bBloodSplash;                      // Make blood splashes on walls
00025	var() bool bCanKillStunnedCorspes;          // this type a damages kill stunned people (thus gameover if must not be killed when shot as corpses lying).
00026	
00027	//var() bool bInstantHit;                   // done by trace hit weapon
00028	//var() bool bFastInstantHit;               // done by fast repeating trace hit weapon
00029	var() float GibModifier;
00030	var() int SoundType;
00031	  /* Sound Type :
00032	        case class'DTH2HBlade' :
00033	        case class'DTBite' :
00034	        case class'DTBladeCut' : PlaySound(hHitSound, 1, Damage, int(bIsDead) ); break;
00035	        case class'DTDrowned' : PlaySound(hHitSound, 2, Damage, int(bIsDead) ); break;
00036	        case class'DTGrenaded' :
00037	        case class'DTRocketed' : PlaySound(hHitSound, 3, Damage, int(bIsDead) ); break;
00038	        case class'DTSniped' :
00039	        case class'DTGunnedSilenced' :
00040	        case class'DTGunned' : PlaySound(hHitSound, 4, Damage, int(bIsDead) ); break;
00041	        case class'DTPierced' : PlaySound(hHitSound, 6, Damage, int(bIsDead) ); break;
00042	        case class'DTShotGunned' : PlaySound(hHitSound, 7, Damage, int(bIsDead) ); break;
00043	        case class'DTCouDCross':
00044	        case class'DTFisted' : PlaySound(hHitSound, 8, Damage, int(bIsDead) ); break;
00045	        case class'DTHeadShot' : PlaySound(hHitSound, 10, Damage, int(bIsDead) ); break;
00046	        case class'DTElectroChoc' : PlaySound(hHitSound, 11, Damage, int(bIsDead) ); break;
00047	        case class'DTFell' : PlaySound(hHitSound, 12, Damage, int(bIsDead) ); break;
00048	  */
00049	
00050	// these effects should be none if should use the pawn's blood effects
00051	/*
00052	var() class<Effects>		PawnDamageEffect;	// effect to spawn when pawns are damaged by this damagetype
00053	var() class<Effects>		LowGoreDamageEffect; // effect to spawn when low gore
00054	var() class<Effects>		LowDetailEffect;
00055	*/
00056	
00057	//var() float	FlashScale;		//for flashing victim's screen
00058	//var() vectorFlashFog;
00059	
00060	var config class<Emitter> HeadBloodTrailEmitterClass;
00061	var config class<ImpactEmitter> BloodShotEmitterClass;
00062	
00063	//_____________________________________________________________________________
00064	static function string DeathMessage(PlayerReplicationInfo Killer, PlayerReplicationInfo Victim)
00065	{
00066	    return Default.DeathString;
00067	}
00068	
00069	//_____________________________________________________________________________
00070	static function string SuicideMessage(PlayerReplicationInfo Victim)
00071	{
00072	    if ( Victim.bIsFemale )
00073	      return Default.FemaleSuicide;
00074	    else
00075	      return Default.MaleSuicide;
00076	}
00077	
00078	/*
00079	static function class<Effects> GetPawnDamageEffect( vector HitLocation, float Damage, vector Momentum, Pawn Victim, bool bLowDetail )
00080	{
00081		if ( class'GameInfo'.Default.GoreLevel > 0 )
00082		{
00083			if ( Default.LowGoreDamageEffect != None )
00084				return Default.LowGoreDamageEffect;
00085			else
00086				return Victim.LowGoreBlood;
00087		}
00088		else if ( bLowDetail )
00089		{
00090	
00091			if ( Default.LowDetailEffect != None )
00092				return Default.LowDetailEffect;
00093			else
00094				return Victim.LowDetailBlood;
00095		}
00096		else
00097		{
00098			if ( Default.PawnDamageEffect != None )
00099				return Default.PawnDamageEffect;
00100			else
00101				return Victim.BloodEffect;
00102		}
00103	}
00104	*/
00105	
00106	//	 bArmorStops=true
00107	//	 FlashScale=-0.019
00108	//	 FlashFog=(X=26.500000,Y=4.500000,Z=4.500000)
00109	
00110	defaultproperties
00111	{
00112	     DeathString="%o was killed by %k."
00113	     FemaleSuicide="%o killed herself."
00114	     MaleSuicide="%o killed himself."
00115	     GibModifier=1.000000
00116	     bInteractive=False
00117	}

End Source Code