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.
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71 changed files with 1949 additions and 73 deletions
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@ -1,10 +1,67 @@
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Class UBioAmmo : Ammo
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{
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Default
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{
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Tag "$T_SLUDGE";
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Inventory.Icon "I_Sludge";
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Inventory.PickupMessage "";
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Inventory.Amount 25;
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Inventory.MaxAmount 100;
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Ammo.BackpackAmount 50;
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Ammo.BackpackMaxAmount 200;
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Ammo.DropAmount 10;
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}
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override String PickupMessage()
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{
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if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
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return String.Format("%s%d%s",StringTable.Localize("$I_SLUDGEL"),Amount,StringTable.Localize("$I_SLUDGER"));
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}
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States
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{
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Spawn:
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BIOA ABCDEFGHIJKLMNOPQRSTUVWYZ 1;
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BIA2 ABCD 1;
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Loop;
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}
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}
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Class UBioAmmo2 : UBioAmmo
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{
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Default
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{
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Tag "$T_SLUDGE2";
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Inventory.Amount 10;
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Ammo.DropAmount 5;
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}
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States
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{
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Spawn:
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BIOA ABCDEFGHIJKL 2;
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Loop;
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}
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}
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Class UBioRifle : UnrealWeapon
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{
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Default
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{
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Tag "$T_BIORIFLE";
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Inventory.PickupMessage "$I_BIORIFLE";
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Weapon.UpSound "ges/select";
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Weapon.SlotNumber 8;
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Weapon.SelectionOrder 8;
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Weapon.AmmoType "UBioAmmo";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "UBioAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 25;
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UTWeapon.DropAmmo 5;
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}
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States
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{
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Spawn:
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BIOP A -1;
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Stop;
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BIOP B -1;
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Stop;
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}
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}
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