flak_m/zscript/enforcer.zsc
Marisa Kirisame 7e38cfddd8 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.
2018-05-23 01:48:29 +02:00

70 lines
1.2 KiB
Text

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;
}
}