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UnrealShare.Male


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//=============================================================================
// Male.
//=============================================================================
class Male expands Human
    abstract;

#exec AUDIO IMPORT FILE="Sounds\Male\deathc1.WAV" NAME="MDeath1" GROUP="Male"
#exec AUDIO IMPORT FILE="Sounds\Male\deathc3.WAV" NAME="MDeath3" GROUP="Male"
#exec AUDIO IMPORT FILE="Sounds\Male\deathc4.WAV" NAME="MDeath4" GROUP="Male"
#exec AUDIO IMPORT FILE="Sounds\Male\injurL2.WAV" NAME="MInjur1" GROUP="Male"
#exec AUDIO IMPORT FILE="Sounds\Male\injurL04.WAV" NAME="MInjur2" GROUP="Male"
#exec AUDIO IMPORT FILE="Sounds\Male\injurM04.WAV" NAME="MInjur3" GROUP="Male"
#exec AUDIO IMPORT FILE="Sounds\Male\injurH5.WAV" NAME="MInjur4" GROUP="Male"
#exec AUDIO IMPORT FILE="Sounds\Male\drownM02.WAV" NAME="MDrown1" GROUP="Male"
#exec AUDIO IMPORT FILE="Sounds\Male\gasp02.WAV" NAME="MGasp1" GROUP="Male"
#exec AUDIO IMPORT FILE="Sounds\Male\hgasp1.WAV" NAME="MGasp2" GROUP="Male"
#exec AUDIO IMPORT FILE="Sounds\Male\jump1.WAV" NAME="MJump1" GROUP="Male"
#exec AUDIO IMPORT FILE="Sounds\Male\UWinjur41.WAV" NAME="MUWHit1" GROUP="Male"
#exec AUDIO IMPORT FILE="Sounds\Male\UWinjur42.WAV" NAME="MUWHit2" GROUP="Male"
#exec AUDIO IMPORT FILE="Sounds\Male\lland01.WAV" NAME="lland01" GROUP="Male"

function PlayDying(name DamageType, vector HitLoc)
{
    local vector X,Y,Z, HitVec, HitVec2D;
    local float dotp;
    local carcass carc;

    BaseEyeHeight = Default.BaseEyeHeight;
    PlayDyingSound();
            
    if ( FRand() < 0.15 )
    {
        PlayAnim('Dead2',0.7,0.1);
        return;
    }

    // check for big hit
    if ( (Velocity.Z > 250) && (FRand() < 0.7) && !Level.Game.bVeryLowGore )
    {
        if ( (hitLoc.Z > Location.Z) && (FRand() < 0.65) )
        {
            PlayAnim('Dead5',0.7,0.1);
            if ( Level.NetMode != NM_Client )
            {
                carc = Spawn(class 'MaleHead',,, Location + CollisionHeight * vect(0,0,0.8), Rotation + rot(3000,0,16384) );
                if (carc != None)
                {
                    carc.Initfor(self);
                    carc.Velocity = Velocity + VSize(Velocity) * VRand();
                    carc.Velocity.Z = FMax(carc.Velocity.Z, Velocity.Z);
                }
                carc = Spawn(class 'CreatureChunks');
                if (carc != None)
                {
                    carc.Mesh = mesh 'CowBody1';
                    carc.Initfor(self);
                    carc.Velocity = Velocity + VSize(Velocity) * VRand();
                    carc.Velocity.Z = FMax(carc.Velocity.Z, Velocity.Z);
                }
                carc = Spawn(class 'Arm1',,, Location + CollisionHeight * vect(0,0,0.8), Rotation + rot(3000,0,16384) );
                if (carc != None)
                {
                    carc.Initfor(self);
                    carc.Velocity = Velocity + VSize(Velocity) * VRand();
                    carc.Velocity.Z = FMax(carc.Velocity.Z, Velocity.Z);
                }
            }
        }
        else
            PlayAnim('Dead1', 0.7, 0.1);
        return;
    }

    // check for head hit
    if ( ((DamageType == 'Decapitated') || (HitLoc.Z - Location.Z > 0.6 * CollisionHeight))
         && !Level.Game.bVeryLowGore )
    {
        DamageType = 'Decapitated';
        PlayAnim('Dead4', 0.7, 0.1);
        if ( Level.NetMode != NM_Client )
        {
            carc = Spawn(class 'MaleHead',,, Location + CollisionHeight * vect(0,0,0.8), Rotation + rot(3000,0,16384) );
            if (carc != None)
            {
                carc.Initfor(self);
                carc.Velocity = Velocity + VSize(Velocity) * VRand();
                carc.Velocity.Z = FMax(carc.Velocity.Z, Velocity.Z);
            }
        }
        return;
    }

    GetAxes(Rotation,X,Y,Z);
    X.Z = 0;
    HitVec = Normal(HitLoc - Location);
    HitVec2D= HitVec;
    HitVec2D.Z = 0;
    dotp = HitVec2D dot X;
    
    if (Abs(dotp) > 0.71) //then hit in front or back
        PlayAnim('Dead3', 0.7, 0.1);
    else
    {
        dotp = HitVec dot Y;
        if (dotp > 0.0)
            PlayAnim('Dead6', 0.7, 0.1);
        else
            PlayAnim('Dead7', 0.7, 0.1);
    }
}

function PlayGutHit(float tweentime)
{
    if ( (AnimSequence == 'GutHit') || (AnimSequence == 'Dead2') )
    {
        if (FRand() < 0.5)
            TweenAnim('LeftHit', tweentime);
        else
            TweenAnim('RightHit', tweentime);
    }
    else if ( FRand() < 0.6 )
        TweenAnim('GutHit', tweentime);
    else
        TweenAnim('Dead2', tweentime);

}

function PlayHeadHit(float tweentime)
{
    if ( (AnimSequence == 'HeadHit') || (AnimSequence == 'Dead3') )
        TweenAnim('GutHit', tweentime);
    else if ( FRand() < 0.6 )
        TweenAnim('HeadHit', tweentime);
    else
        TweenAnim('Dead3', tweentime);
}

function PlayLeftHit(float tweentime)
{
    if ( (AnimSequence == 'LeftHit') || (AnimSequence == 'Dead6') )
        TweenAnim('GutHit', tweentime);
    else if ( FRand() < 0.6 )
        TweenAnim('LeftHit', tweentime);
    else 
        TweenAnim('Dead6', tweentime);
}

function PlayRightHit(float tweentime)
{
    if ( (AnimSequence == 'RightHit') || (AnimSequence == 'Dead1') )
        TweenAnim('GutHit', tweentime);
    else if ( FRand() < 0.6 )
        TweenAnim('RightHit', tweentime);
    else
        TweenAnim('Dead1', tweentime);
}

defaultproperties
{
     drown=Sound'UnrealShare.Male.MDrown1'
     breathagain=Sound'UnrealShare.Male.MGasp1'
     HitSound3=Sound'UnrealShare.Male.MInjur3'
     HitSound4=Sound'UnrealShare.Male.MInjur4'
     Die2=Sound'UnrealShare.Male.MDeath3'
     Die3=Sound'UnrealShare.Male.MDeath3'
     Die4=Sound'UnrealShare.Male.MDeath4'
     GaspSound=Sound'UnrealShare.Male.MGasp2'
     UWHit1=Sound'UnrealShare.Male.MUWHit1'
     UWHit2=Sound'UnrealShare.Male.MUWHit2'
     LandGrunt=Sound'UnrealShare.Male.lland01'
     CarcassType=Class'UnrealShare.MaleBody'
     JumpSound=Sound'UnrealShare.Male.MJump1'
     HitSound1=Sound'UnrealShare.Male.MInjur1'
     HitSound2=Sound'UnrealShare.Male.MInjur2'
     Die=Sound'UnrealShare.Male.MDeath1'
}

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Class file time: Sun 21/2/2010 23:48:40.000 - Creation time: Sun 21/2/2010 23:49:52.304 - Created with UnCodeX