UnrealShare
Class DeadChairMale

source: e:\games\UnrealTournament\UnrealShare\Classes\DeadChairMale.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Decoration
         |
         +--Engine.Carcass
            |
            +--UnrealShare.CreatureCarcass
               |
               +--UnrealShare.HumanCarcass
                  |
                  +--UnrealShare.DeadMales
                     |
                     +--UnrealShare.MaleBodyTwo
                        |
                        +--UnrealShare.DeadChairMale
Direct Known Subclasses:None

class DeadChairMale
extends UnrealShare.MaleBodyTwo

//============================================================================= // DeadChairMale. //=============================================================================
Variables
 sound Scream
 bool bChairSlump


Function Summary
 void PlaySlump()
 void PostBeginPlay()
 void TakeDamage(int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, name DamageType)
 void Touch(Actor Other)
 void Trigger(Actor Other, Pawn EventInstigator)



Source Code


00001	//=============================================================================
00002	// DeadChairMale.
00003	//=============================================================================
00004	class DeadChairMale extends MaleBodyTwo;
00005	
00006	#exec AUDIO IMPORT FILE="Sounds\Male\deathc4.WAV" NAME="MDeath4" GROUP="Male"
00007	
00008	var bool	bChairSlump;
00009	var sound   Scream;
00010	
00011	function PostBeginPlay()
00012	{
00013		Super.PostBeginPlay();
00014		bChairSlump = ( (AnimSequence == 'Chair1a') || (AnimSequence == 'Chair2a') );
00015	}
00016	
00017	function Trigger( actor Other, pawn EventInstigator )
00018	{
00019		if ( bChairSlump )
00020			PlaySlump();
00021	}
00022			
00023	function Touch(Actor Other)
00024	{
00025		if ( !bChairSlump )
00026		{
00027			Disable('Touch');
00028			Return;
00029		}
00030		if ( Other.IsA('Pawn') || Other.IsA('Projectile') )
00031		{
00032			PlaySlump();
00033			Disable('Touch');
00034		}
00035	}
00036	
00037	function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, 
00038							Vector Momentum, name DamageType)
00039	{
00040		if ( bChairSlump )
00041			PlaySlump();
00042		else
00043			Super.TakeDamage(Damage, InstigatedBy, HitLocation, Momentum, DamageType);
00044	}
00045	
00046	function PlaySlump()
00047	{
00048		Playsound(Scream);
00049		Playsound(Scream);
00050		Playsound(Scream);
00051		bChairSlump = false;
00052		PlayAnim(AnimSequence);
00053	}
00054	
00055	defaultproperties
00056	{
00057	     Scream=Sound'UnrealShare.Male.MDeath4'
00058	     AnimSequence=Chair1a
00059	     PrePivot=(Z=0.000000)
00060	     CollisionRadius=22.000000
00061	     CollisionHeight=22.000000
00062	}

End Source Code