All weapon pickup models have been added in. Modeldef has been subdivided to make things easier for me.
70 lines
1.2 KiB
Text
70 lines
1.2 KiB
Text
Class EClip : MiniAmmo replaces Clip
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{
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Default
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{
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Tag "Clip"; // "Large Bullets" in UT, but I think that's an oversight, since it's the same as the Minigun ammo
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Inventory.PickupMessage "You picked up a Clip.";
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Inventory.Amount 20;
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Ammo.DropAmount 20;
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}
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States
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{
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Spawn:
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ECLP A -1;
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Stop;
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}
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}
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Class Enforcer : UTWeapon replaces Pistol
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{
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bool Akimbo;
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override string PickupMessage()
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{
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if ( Owner.CountInv(GetClass()) ) return "You picked up another Enforcer!";
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else return PickupMsg;
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}
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override bool HandlePickup (Inventory item)
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{
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if (item.GetClass() == GetClass())
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{
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if ( !Enforcer(item).Akimbo )
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{
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Enforcer(item).Akimbo = true;
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item.bPickupGood = true;
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item.SetTag("Dual Enforcers");
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}
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return Super.HandlePickup(item);
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}
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return false;
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}
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override Inventory CreateTossable( int amt )
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{
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// TODO separate drops
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return Super.CreateTossable(amt);
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}
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Default
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{
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Tag "Enforcer";
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Inventory.PickupMessage "You picked up an Enforcer.";
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Weapon.UpSound "";
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Weapon.SlotNumber 2;
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Weapon.SelectionOrder 8;
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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 30;
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}
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States
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{
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Spawn:
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ENFP A -1;
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Stop;
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ENFP B -1;
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Stop;
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}
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}
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