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.SelectionOrder 8; Weapon.AmmoType "MiniAmmo"; Weapon.AmmoUse 1; Weapon.AmmoType2 "MiniAmmo"; Weapon.AmmoUse2 1; Weapon.AmmoGive 30; } States { Spawn: ENFP A -1; Stop; ENFP B -1; Stop; } }