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 +1,63 @@
Class UShells : Ammo
{
Default
{
Tag "$T_SHELLS";
Inventory.Icon "I_ShotSh";
Inventory.PickupMessage "";
Inventory.Amount 12;
Inventory.MaxAmount 60;
Ammo.BackpackAmount 12;
Ammo.BackpackMaxAmount 120;
Ammo.DropAmount 6;
}
override String PickupMessage()
{
if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
return String.Format("%s%d%s",StringTable.Localize("$I_SHELLSL"),Amount,StringTable.Localize("$I_SHELLSR"));
}
States
{
Spawn:
QAMO A -1;
Stop;
}
}
Class UShells2 : UShells
{
Default
{
Tag "$T_SHELLS2";
Inventory.Amount 4;
Ammo.DropAmount 4;
+INVENTORY.IGNORESKILL;
}
}
Class QuadShot : UnrealWeapon
{
Default
{
Tag "$T_QUADSHOT";
Inventory.PickupMessage "$I_QUADSHOT";
Weapon.UpSound "quadshot/select";
Weapon.SlotNumber 3;
Weapon.SelectionOrder 2;
Weapon.AmmoType "UShells";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "UShells";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 20;
Weapon.Kickback 320;
UTWeapon.DropAmmo 10;
}
States
{
Spawn:
QUAP A -1;
Stop;
QUAP B -1;
Stop;
}
}