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

@ -1,7 +1,50 @@
Class FlameAmmo : Ammo
{
Default
{
Tag "$T_FLAMEAMMO";
Inventory.Icon "I_Napalm";
Inventory.PickupMessage "$I_FLAMEAMMO";
Inventory.Amount 75;
Inventory.MaxAmount 450;
Ammo.BackpackAmount 0;
Ammo.BackpackMaxAmount 900;
Ammo.DropAmount 30;
}
States
{
Spawn:
FLMA A -1;
Stop;
}
}
Class UFlamethrower : UnrealWeapon
{
Default
{
Tag "$T_FLAMETHROWER";
Inventory.PickupMessage "$I_FLAMETHROWER";
Weapon.UpSound "flamet/select";
Weapon.SlotNumber 6;
Weapon.SelectionOrder 4;
Weapon.AmmoType "FlameAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "FlameAmmo";
Weapon.AmmoUse2 30;
Weapon.AmmoGive 100;
UTWeapon.DropAmmo 50;
}
States
{
Spawn:
FLMP A 1 A_JumpIf(sting_flamet,2);
Wait;
FLMP B 1 A_JumpIf(sting_flamet,2);
Wait;
OFLP A 1 A_JumpIf(!sting_flamet,"Spawn");
Wait;
OFLP B 1 A_JumpIf(!sting_flamet,"Spawn+1");
Wait;
}
}