All misc items implemented. Enhanced Shock Rifle implemented.

Going to focus on the HUD now while at the same time doing the remaining weapons.
This commit is contained in:
Marisa the Magician 2018-05-21 20:28:17 +02:00
commit d3da87cefe
310 changed files with 2236 additions and 77 deletions

61
zscript/enforcer.zsc Normal file
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Class EClip : MiniAmmo replaces Clip
{
Default
{
Tag "Clip"; // "Large Bullets" in UT, but I think that's an oversight, since it's the same as the Minigun ammo
Inventory.PickupMessage "You picked up a Clip.";
Inventory.Amount 20;
Ammo.DropAmount 20;
}
States
{
Spawn:
ECLP A -1;
Stop;
}
}
Class Enforcer : UTWeapon replaces Pistol
{
bool Akimbo;
override string PickupMessage()
{
if ( Owner.CountInv(GetClass()) ) return "You picked up another Enforcer!";
else return PickupMsg;
}
override bool HandlePickup (Inventory item)
{
if (item.GetClass() == GetClass())
{
if ( !Enforcer(item).Akimbo )
{
Enforcer(item).Akimbo = true;
item.bPickupGood = true;
item.SetTag("Dual Enforcers");
}
return Super.HandlePickup(item);
}
return false;
}
override Inventory CreateTossable( int amt )
{
// TODO separate drops
return Super.CreateTossable(amt);
}
Default
{
Tag "Enforcer";
Inventory.PickupMessage "You picked up an Enforcer.";
Weapon.UpSound "";
Weapon.SlotNumber 2;
Weapon.AmmoType "MiniAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "MiniAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 30;
}
}