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