Oh boy, it begins.

Assigned all pickup models.
Implemented all ammo types.
Finished Flak Cannon.
Additional cleanup.
Slot reassignments and other adjustments to match known Unreal prototype info.
This commit is contained in:
Marisa the Magician 2019-09-04 02:37:59 +02:00
commit 912cad96c5
71 changed files with 1949 additions and 73 deletions

View file

@ -1,11 +1,79 @@
Class BigAmmo : Ammo
{
Default
{
Tag "$T_BIGAMMO";
Inventory.Icon "I_BigM";
Inventory.PickupMessage "";
Inventory.Amount 10;
Inventory.MaxAmount 30;
Ammo.BackpackAmount 0;
Ammo.BackpackMaxAmount 60;
Ammo.DropAmount 10;
Inventory.RespawnTics 2100;
+INVENTORY.IGNORESKILL;
}
override String PickupMessage()
{
if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
return String.Format("%s%d%s",StringTable.Localize("$I_BIGAMMOL"),Amount,StringTable.Localize("$I_BIGAMMOR"));
}
States
{
Spawn:
BIGA A -1;
Stop;
}
}
Class BigAmmo2 : BigAmmo
{
Default
{
Tag "$T_BIGAMMO2";
Inventory.Amount 3;
Ammo.DropAmount 3;
+INVENTORY.IGNORESKILL;
}
}
Class BigAmmo3 : BigAmmo
{
Default
{
Tag "$T_BIGAMMO3";
Inventory.PickupMessage "$I_BIGAMMO3";
Inventory.Amount 1;
Ammo.DropAmount 1;
+INVENTORY.IGNORESKILL;
}
}
Class BigGun : UnrealWeapon
{
Default
{
Tag "$T_BIGGUN";
Inventory.PickupMessage "$I_BIGGUN";
Weapon.UpSound "big/select";
Weapon.SlotNumber 0;
Weapon.SelectionOrder 0;
Weapon.AmmoType "BigAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "BigAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 10;
Inventory.RespawnTics 2100;
+INVENTORY.IGNORESKILL;
+WEAPON.NOAUTOFIRE;
UTWeapon.DropAmmo 5;
}
States
{
Spawn:
BIGP A -1;
Stop;
BIGP B -1;
Stop;
}
}