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

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