Core.Object | +--Engine.Actor | +--Engine.Pawn | +--Engine.PlayerPawn | +--UnrealShare.UnrealIPlayer | +--UnrealShare.Human | +--UnrealShare.Male | +--UnrealI.MaleOne
simulated
PlayMetalStep()
00001 //============================================================================= 00002 // MaleOne. 00003 //============================================================================= 00004 class MaleOne extends Male; 00005 00006 #exec MESH IMPORT MESH=Male1 ANIVFILE=MODELS\Male1_a.3D DATAFILE=..\unrealshare\MODELS\Male_d.3D X=0 Y=0 Z=0 ZEROTEX=1 00007 #exec MESH ORIGIN MESH=Male1 X=150 Y=80 Z=0 YAW=64 ROLL=-64 00008 00009 #exec MESH SEQUENCE MESH=Male1 SEQ=All STARTFRAME=0 NUMFRAMES=473 00010 #exec MESH SEQUENCE MESH=Male1 SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 Group=TakeHit 00011 #exec MESH SEQUENCE MESH=Male1 SEQ=AimDnLg STARTFRAME=1 NUMFRAMES=1 Group=Waiting 00012 #exec MESH SEQUENCE MESH=Male1 SEQ=AimDnSm STARTFRAME=2 NUMFRAMES=1 Group=Waiting 00013 #exec MESH SEQUENCE MESH=Male1 SEQ=AimUpLg STARTFRAME=3 NUMFRAMES=1 Group=Waiting 00014 #exec MESH SEQUENCE MESH=Male1 SEQ=AimUpSm STARTFRAME=4 NUMFRAMES=1 Group=Waiting 00015 #exec MESH SEQUENCE MESH=Male1 SEQ=Taunt1 STARTFRAME=5 NUMFRAMES=7 RATE=6 Group=Gesture 00016 #exec MESH SEQUENCE MESH=Male1 SEQ=Breath1 STARTFRAME=12 NUMFRAMES=7 RATE=6 Group=Waiting 00017 #exec MESH SEQUENCE MESH=Male1 SEQ=Breath2 STARTFRAME=19 NUMFRAMES=6 RATE=6 Group=Waiting 00018 #exec MESH SEQUENCE MESH=Male1 SEQ=CockGun STARTFRAME=25 NUMFRAMES=8 RATE=6 Group=Waiting 00019 #exec MESH SEQUENCE MESH=Male1 SEQ=Dead2 STARTFRAME=33 NUMFRAMES=16 RATE=15 Group=TakeHit 00020 #exec MESH SEQUENCE MESH=Male1 SEQ=Dead3 STARTFRAME=49 NUMFRAMES=13 RATE=15 Group=TakeHit 00021 #exec MESH SEQUENCE MESH=Male1 SEQ=Dead4 STARTFRAME=62 NUMFRAMES=16 RATE=15 Group=TakeHit 00022 #exec MESH SEQUENCE MESH=Male1 SEQ=Dead5 STARTFRAME=78 NUMFRAMES=23 RATE=15 Group=TakeHit 00023 #exec MESH SEQUENCE MESH=Male1 SEQ=Dead6 STARTFRAME=101 NUMFRAMES=28 RATE=15 00024 #exec MESH SEQUENCE MESH=Male1 SEQ=Dead7 STARTFRAME=129 NUMFRAMES=21 RATE=15 00025 #exec MESH SEQUENCE MESH=Male1 SEQ=DeathEnd STARTFRAME=457 NUMFRAMES=1 00026 #exec MESH SEQUENCE MESH=Male1 SEQ=DeathEnd2 STARTFRAME=48 NUMFRAMES=1 00027 #exec MESH SEQUENCE MESH=Male1 SEQ=DeathEnd3 STARTFRAME=61 NUMFRAMES=1 00028 #exec MESH SEQUENCE MESH=Male1 SEQ=DuckWlkL STARTFRAME=150 NUMFRAMES=15 RATE=15 Group=Ducking 00029 #exec MESH SEQUENCE MESH=Male1 SEQ=DuckWlkS STARTFRAME=165 NUMFRAMES=15 RATE=15 Group=Ducking 00030 #exec MESH SEQUENCE MESH=Male1 SEQ=HeadHit STARTFRAME=180 NUMFRAMES=1 Group=TakeHit 00031 #exec MESH SEQUENCE MESH=Male1 SEQ=JumpLgFr STARTFRAME=181 NUMFRAMES=1 Group=Jumping 00032 #exec MESH SEQUENCE MESH=Male1 SEQ=JumpSmFr STARTFRAME=182 NUMFRAMES=1 Group=Jumping 00033 #exec MESH SEQUENCE MESH=Male1 SEQ=LandLgFr STARTFRAME=183 NUMFRAMES=1 Group=Landing 00034 #exec MESH SEQUENCE MESH=Male1 SEQ=LandSmFr STARTFRAME=184 NUMFRAMES=1 Group=Landing 00035 #exec MESH SEQUENCE MESH=Male1 SEQ=LeftHit STARTFRAME=185 NUMFRAMES=1 Group=TakeHit 00036 #exec MESH SEQUENCE MESH=Male1 SEQ=Look STARTFRAME=186 NUMFRAMES=25 RATE=15 Group=Waiting //FIXME - can't use! - make much more subtle 00037 #exec MESH SEQUENCE MESH=Male1 SEQ=RightHit STARTFRAME=211 NUMFRAMES=1 Group=TakeHit 00038 #exec MESH SEQUENCE MESH=Male1 SEQ=RunLg STARTFRAME=212 NUMFRAMES=10 RATE=17 00039 #exec MESH SEQUENCE MESH=Male1 SEQ=RunLgFr STARTFRAME=222 NUMFRAMES=10 RATE=17 00040 #exec MESH SEQUENCE MESH=Male1 SEQ=RunSm STARTFRAME=232 NUMFRAMES=10 RATE=17 00041 #exec MESH SEQUENCE MESH=Male1 SEQ=RunSmFr STARTFRAME=242 NUMFRAMES=10 RATE=17 00042 #exec MESH SEQUENCE MESH=Male1 SEQ=StillFrRp STARTFRAME=252 NUMFRAMES=15 RATE=15 Group=Waiting 00043 #exec MESH SEQUENCE MESH=Male1 SEQ=StillLgFr STARTFRAME=267 NUMFRAMES=10 RATE=15 Group=Waiting 00044 #exec MESH SEQUENCE MESH=Male1 SEQ=StillSmFr STARTFRAME=277 NUMFRAMES=8 RATE=15 Group=Waiting 00045 #exec MESH SEQUENCE MESH=Male1 SEQ=SwimLg STARTFRAME=285 NUMFRAMES=15 RATE=15 00046 #exec MESH SEQUENCE MESH=Male1 SEQ=SwimSm STARTFRAME=300 NUMFRAMES=15 RATE=15 00047 #exec MESH SEQUENCE MESH=Male1 SEQ=TreadLg STARTFRAME=315 NUMFRAMES=15 RATE=15 Group=Waiting 00048 #exec MESH SEQUENCE MESH=Male1 SEQ=TreadSm STARTFRAME=330 NUMFRAMES=15 RATE=15 Group=Waiting 00049 #exec MESH SEQUENCE MESH=Male1 SEQ=Victory1 STARTFRAME=345 NUMFRAMES=25 RATE=15 Group=Gesture 00050 #exec MESH SEQUENCE MESH=Male1 SEQ=WalkLg STARTFRAME=370 NUMFRAMES=15 RATE=17 00051 #exec MESH SEQUENCE MESH=Male1 SEQ=WalkLgFr STARTFRAME=385 NUMFRAMES=15 RATE=17 00052 #exec MESH SEQUENCE MESH=Male1 SEQ=WalkSm STARTFRAME=400 NUMFRAMES=15 RATE=17 00053 #exec MESH SEQUENCE MESH=Male1 SEQ=WalkSmFr STARTFRAME=415 NUMFRAMES=15 RATE=17 00054 #exec MESH SEQUENCE MESH=Male1 SEQ=Wave STARTFRAME=430 NUMFRAMES=15 RATE=15 Group=Gesture 00055 #exec MESH SEQUENCE MESH=Male1 SEQ=Dead1 STARTFRAME=445 NUMFRAMES=13 RATE=15 00056 #exec MESH SEQUENCE MESH=Male1 SEQ=Walk STARTFRAME=458 NUMFRAMES=15 RATE=15 00057 #exec MESH SEQUENCE MESH=Male1 SEQ=TurnSm STARTFRAME=415 NUMFRAMES=2 00058 #exec MESH SEQUENCE MESH=Male1 SEQ=TurnLg STARTFRAME=385 NUMFRAMES=2 00059 #exec MESH SEQUENCE MESH=Male1 SEQ=Taunt1L STARTFRAME=473 NUMFRAMES=7 RATE=6 Group=Gesture 00060 #exec MESH SEQUENCE MESH=Male1 SEQ=Breath1L STARTFRAME=480 NUMFRAMES=7 RATE=6 Group=Waiting 00061 #exec MESH SEQUENCE MESH=Male1 SEQ=Breath2L STARTFRAME=487 NUMFRAMES=6 RATE=6 Group=Waiting 00062 #exec MESH SEQUENCE MESH=Male1 SEQ=CockGunL STARTFRAME=493 NUMFRAMES=8 RATE=6 Group=Waiting 00063 #exec MESH SEQUENCE MESH=Male1 SEQ=LookL STARTFRAME=501 NUMFRAMES=25 RATE=15 Group=Waiting //FIXME - can't use! - make much more subtle 00064 #exec MESH SEQUENCE MESH=Male1 SEQ=Victory1L STARTFRAME=526 NUMFRAMES=25 RATE=15 Group=Gesture 00065 #exec MESH SEQUENCE MESH=Male1 SEQ=WaveL STARTFRAME=551 NUMFRAMES=15 RATE=15 Group=Gesture 00066 00067 #exec TEXTURE IMPORT NAME=Kurgan FILE=..\unrealshare\MODELS\Kurgan.PCX GROUP=Skins 00068 #exec MESHMAP SCALE MESHMAP=Male1 X=0.056 Y=0.056 Z=0.112 00069 #exec MESHMAP SETTEXTURE MESHMAP=Male1 NUM=0 TEXTURE=Kurgan 00070 00071 #exec MESH NOTIFY MESH=Male1 SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep 00072 #exec MESH NOTIFY MESH=Male1 SEQ=RunLG TIME=0.75 FUNCTION=PlayMetalStep 00073 #exec MESH NOTIFY MESH=Male1 SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep 00074 #exec MESH NOTIFY MESH=Male1 SEQ=RunLGFR TIME=0.75 FUNCTION=PlayMetalStep 00075 #exec MESH NOTIFY MESH=Male1 SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep 00076 #exec MESH NOTIFY MESH=Male1 SEQ=RunSM TIME=0.75 FUNCTION=PlayMetalStep 00077 #exec MESH NOTIFY MESH=Male1 SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep 00078 #exec MESH NOTIFY MESH=Male1 SEQ=RunSMFR TIME=0.75 FUNCTION=PlayMetalStep 00079 #exec MESH NOTIFY MESH=Male1 SEQ=WalkLG TIME=0.25 FUNCTION=PlayFootStep 00080 #exec MESH NOTIFY MESH=Male1 SEQ=WalkLG TIME=0.75 FUNCTION=PlayMetalStep 00081 #exec MESH NOTIFY MESH=Male1 SEQ=WalkLGFR TIME=0.25 FUNCTION=PlayFootStep 00082 #exec MESH NOTIFY MESH=Male1 SEQ=WalkLGFR TIME=0.75 FUNCTION=PlayMetalStep 00083 #exec MESH NOTIFY MESH=Male1 SEQ=WalkSM TIME=0.25 FUNCTION=PlayFootStep 00084 #exec MESH NOTIFY MESH=Male1 SEQ=WalkSM TIME=0.75 FUNCTION=PlayMetalStep 00085 #exec MESH NOTIFY MESH=Male1 SEQ=WalkSMFR TIME=0.25 FUNCTION=PlayFootStep 00086 #exec MESH NOTIFY MESH=Male1 SEQ=WalkSMFR TIME=0.75 FUNCTION=PlayMetalStep 00087 #exec MESH NOTIFY MESH=Male1 SEQ=Dead2 TIME=0.92 FUNCTION=LandThump 00088 #exec MESH NOTIFY MESH=Male1 SEQ=Dead3 TIME=0.45 FUNCTION=LandThump 00089 #exec MESH NOTIFY MESH=Male1 SEQ=Dead4 TIME=0.54 FUNCTION=LandThump 00090 #exec MESH NOTIFY MESH=Male1 SEQ=Dead5 TIME=0.68 FUNCTION=LandThump 00091 #exec MESH NOTIFY MESH=Male1 SEQ=Dead6 TIME=0.57 FUNCTION=LandThump 00092 #exec MESH NOTIFY MESH=Male1 SEQ=Dead7 TIME=0.78 FUNCTION=LandThump 00093 00094 #exec TEXTURE IMPORT NAME=JMale2 FILE=MODELS\HML_1.PCX GROUP=Skins 00095 #exec TEXTURE IMPORT NAME=JMale3 FILE=MODELS\HML_2.PCX GROUP=Skins 00096 #exec TEXTURE IMPORT NAME=JMale4 FILE=MODELS\HML_3.PCX GROUP=Skins 00097 #exec TEXTURE IMPORT NAME=JMale5 FILE=MODELS\HML_4.PCX GROUP=Skins 00098 #exec TEXTURE IMPORT NAME=JMale6 FILE=MODELS\HML_5.PCX GROUP=Skins 00099 #exec TEXTURE IMPORT NAME=JMale7 FILE=MODELS\HML_6.PCX GROUP=Skins 00100 #exec TEXTURE IMPORT NAME=JMale8 FILE=MODELS\HML_7.PCX GROUP=Skins 00101 00102 #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\male\metal01.WAV" NAME="metwalk1" GROUP="Male" 00103 #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\male\metal02.WAV" NAME="metwalk2" GROUP="Male" 00104 #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\male\metal03.WAV" NAME="metwalk3" GROUP="Male" 00105 00106 simulated function PlayMetalStep() 00107 { 00108 local sound step; 00109 local float decision; 00110 00111 if ( !bIsWalking && (Level.Game != None) && (Level.Game.Difficulty > 1) && ((Weapon == None) || !Weapon.bPointing) ) 00112 MakeNoise(0.05 * Level.Game.Difficulty); 00113 if ( FootRegion.Zone.bWaterZone ) 00114 { 00115 PlaySound(sound 'LSplash', SLOT_Interact, 1, false, 1000.0, 1.0); 00116 return; 00117 } 00118 00119 decision = FRand(); 00120 if ( decision < 0.34 ) 00121 step = sound'MetWalk1'; 00122 else if (decision < 0.67 ) 00123 step = sound'MetWalk2'; 00124 else 00125 step = sound'MetWalk3'; 00126 00127 if ( bIsWalking ) 00128 PlaySound(step, SLOT_Interact, 0.5, false, 400.0, 1.0); 00129 else 00130 PlaySound(step, SLOT_Interact, 1, false, 800.0, 1.0); 00131 } 00132 00133 defaultproperties 00134 { 00135 CarcassType=Class'UnrealI.MaleOneCarcass' 00136 MenuName="Male 1" 00137 Skin=Texture'UnrealShare.Skins.Kurgan' 00138 Mesh=LodMesh'UnrealI.Male1' 00139 }