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 +1,69 @@
Class URifleAmmo : Ammo
{
Default
{
Tag "$T_RIFLEAMMO";
Inventory.PickupMessage "";
Inventory.Amount 8;
Inventory.MaxAmount 50;
Ammo.BackpackAmount 12;
Ammo.BackpackMaxAmount 100;
Ammo.DropAmount 8;
+INVENTORY.IGNORESKILL;
}
override String PickupMessage()
{
if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
return String.Format("%s%d%s",StringTable.Localize("$I_RIFLEAMMOL"),Amount,StringTable.Localize("$I_RIFLEAMMOR"));
}
States
{
Spawn:
SBOX A -1;
Stop;
}
}
Class URifleAmmo2 : URifleAmmo
{
Default
{
Tag "$T_RIFLEAMMO2";
Inventory.PickupMessage "$I_RIFLEAMMO2";
Inventory.Amount 1;
Ammo.DropAmount 1;
+INVENTORY.IGNORESKILL;
}
States
{
Spawn:
SRND A -1;
Stop;
}
}
Class URifle : UnrealWeapon
{
Default
{
Tag "$T_RIFLE";
Inventory.PickupMessage "$I_RIFLE";
Weapon.UpSound "rifle/select";
Weapon.SlotNumber 9;
Weapon.SelectionOrder 9;
Weapon.AmmoType "URifleAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "URifleAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 8;
UTWeapon.DropAmmo 4;
}
States
{
Spawn:
SRFP A -1;
Stop;
SRFP B -1;
Stop;
}
}