The HUD is complete (actually, I forgot to add key display, will do that later).
All weapon pickup models have been added in. Modeldef has been subdivided to make things easier for me.
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81 changed files with 3060 additions and 2302 deletions
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@ -1,4 +1,4 @@
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Class Tier6Ammo : RandomSpawner replaces Cell
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Class Tier6Ammo : RandomSpawner2 replaces Cell
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{
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Default
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{
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@ -6,7 +6,7 @@ Class Tier6Ammo : RandomSpawner replaces Cell
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DropItem "RifleAmmo2", 255, 1;
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}
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}
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Class Tier6Ammo2 : RandomSpawner replaces CellPack
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Class Tier6Ammo2 : RandomSpawner2 replaces CellPack
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{
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Default
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{
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@ -15,7 +15,7 @@ Class Tier6Ammo2 : RandomSpawner replaces CellPack
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}
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}
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Class Tier6Weapon : RandomSpawner replaces PlasmaRifle
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Class Tier6Weapon : RandomSpawner2 replaces PlasmaRifle
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{
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Default
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{
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@ -31,9 +31,9 @@ Class MiniAmmo : UTAmmo
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Tag "Large Bullets";
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Inventory.PickupMessage "You picked up 50 bullets.";
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Inventory.Amount 50;
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Inventory.MaxAmount 200;
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Inventory.MaxAmount 199;
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Ammo.BackpackAmount 100;
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Ammo.BackpackMaxAmount 400;
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Ammo.BackpackMaxAmount 199;
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Ammo.DropAmount 50;
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UTAmmo.UsedInSlot AMMO_SLOT2|AMMO_SLOT7;
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}
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@ -53,10 +53,19 @@ Class Minigun : UTWeapon
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Inventory.PickupMessage "You got the Minigun.";
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Weapon.UpSound "";
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Weapon.SlotNumber 7;
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Weapon.SelectionOrder 3;
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Weapon.AmmoType "MiniAmmo";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "MiniAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 50;
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}
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States
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{
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Spawn:
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MGNP A -1;
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Stop;
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MGNP B -1;
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Stop;
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}
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}
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