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# TheHealer/TUTHealerSource

## TUTHealer - The Healer Part 1 of 9 - Source Code

    //------------------------------------------------------------------------------
    // class name : TUTHealer
    // class type : base
    // description: the Tutorial Healer weapon
    // author     : HSDanClark
    //------------------------------------------------------------------------------
    // TODO       : the TODO field is useful when you want to notate things you
    //              think of and don't want to forget before you can get to them.
    // 1. Add more comments.
    // 2. Other stuff you can think of...
    //------------------------------------------------------------------------------
    class TUTHealer extends Weapon
        config(TUTUser);

    #EXEC OBJ LOAD FILE=InterfaceContent.utx

    var(FirstPerson) float NewEffectOffset;

    simulated function vector GetEffectStart()
    {
        local Vector X,Y,Z;

        if ( Instigator.IsFirstPerson() && (Hand == 0) )
        {
            GetViewAxes(X, Y, Z);
            if ( class'PlayerController'.Default.bSmallWeapons || Level.bClassicView )
                return (Instigator.Location +
                    Instigator.CalcDrawOffset(self) +
                    SmallEffectOffset.X * X  +
                    SmallEffectOffset.Y * Y * Hand -
                    NewEffectOffset * Z);
            else
                return (Instigator.Location +
                    Instigator.CalcDrawOffset(self) +
                    EffectOffset.X * X +
                    EffectOffset.Y * Y * Hand +
                    EffectOffset.Z * Z);
        }
        return Super.GetEffectStart();
    }

    simulated function Destroyed()
    {
        Super.Destroyed();
    }

    simulated function bool StartFire(int Mode)
    {
        return Super.StartFire(Mode);
    }

    // AI Interface
    // ::TODO:: write the AI Interface!!!
    // End AI Interface

    function ConsumeAmmo(int mode, float load)
    {
        Ammo[mode].UseAmmo(1);
    }

    simulated function IncrementFlashCount(int mode)
    {
        Super.IncrementFlashCount(mode);
    }

    simulated function bool PutDown()
    {
        return Super.PutDown();
    }

    simulated function BringUp(optional Weapon PrevWeapon)
    {
        Super.BringUp(PrevWeapon);
    }

    defaultproperties
    {
        bMatchWeapons=true
        ItemName="Tutorial Healer Gun"
        IconMaterial=Material'InterfaceContent.Hud.SkinA'
        IconCoords=(X1=200,Y1=190,X2=321,Y2=280)

        FireModeClass(0)=TUTHealerFire       // heal beam
        FireModeClass(1)=TUTHealerAltFire    // damage beam
        InventoryGroup=5
        DrawScale=1.0
        Mesh=mesh'Weapons.LinkGun_1st'
        BobDamping=1.575000
        PickupClass=class'TUTHealerPickup'
        EffectOffset=(X=100,Y=25,Z=-3)
        IdleAnimRate=0.03
        PutDownAnim=PutDown
        DisplayFOV=60

        PlayerViewOffset=(X=-2,Y=-2,Z=-3)
        SmallViewOffset=(X=10,Y=4,Z=-9)
        PlayerViewPivot=(Pitch=0,Roll=0,Yaw=500)
        UV2Texture=Material'XGameShaders.WeaponEnvShader'

        AttachmentClass=class'TUTHealerAttachment'
        SelectSound=Sound'WeaponSounds.LinkGun.SwitchToLinkGun'
        SelectForce="SwitchToTUTHealer"

        AIRating=+0.68
        CurrentRating=+0.68

        HudColor=(r=128,g=255,b=128,a=255)
        DefaultPriority=5

        CenteredOffsetY=-12.0
        CenteredYaw=-300
        CenteredRoll=3000
        NewEffectOffset=5.0
    }

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