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 +1,78 @@
Class URocketAmmo : Ammo
{
Default
{
Tag "$T_ROCKETCAN";
Inventory.Icon "I_Rocket";
Inventory.PickupMessage "";
Inventory.Amount 12;
Inventory.MaxAmount 48;
Ammo.BackpackAmount 9;
Ammo.BackpackMaxAmount 96;
Ammo.DropAmount 6;
+INVENTORY.IGNORESKILL;
}
override String PickupMessage()
{
if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
return String.Format("%s%d%s",StringTable.Localize("$I_ROCKETCANL"),Amount,StringTable.Localize("$I_ROCKETCANR"));
}
States
{
Spawn:
RPAK A 8 A_CheckProximity(1,"PlayerPawn",80,1,CPXF_ANCESTOR|CPXF_CHECKSIGHT);
Wait;
RPAK AABCDEFGHIJ 8;
RPAK J 8 A_CheckProximity(1,"PlayerPawn",80,0,CPXF_ANCESTOR|CPXF_CHECKSIGHT|CPXF_EXACT);
Goto Spawn+12;
RPAK JJIHGFEDCBA 8;
Goto Spawn;
}
}
Class URocketAmmo2 : URocketAmmo
{
Default
{
Tag "$T_ROCKETCAN2";
Inventory.Amount 2;
Ammo.DropAmount 2;
+INVENTORY.IGNORESKILL;
}
States
{
Spawn:
RCKT A 8 A_CheckProximity(1,"PlayerPawn",80,1,CPXF_ANCESTOR|CPXF_CHECKSIGHT);
Wait;
RCKT AA 8;
RCKT B 8 A_CheckProximity(1,"PlayerPawn",80,0,CPXF_ANCESTOR|CPXF_CHECKSIGHT|CPXF_EXACT);
Goto Spawn+3;
RCKT BB 8;
Goto Spawn;
}
}
Class Eightball : UnrealWeapon
{
Default
{
Tag "$T_EIGHTBALL";
Inventory.PickupMessage "$I_EIGHTBALL";
Weapon.UpSound "eightball/select";
Weapon.SlotNumber 5;
Weapon.SelectionOrder 5;
Weapon.AmmoType "URocketAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "URocketAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 6;
UTWeapon.DropAmmo 3;
}
States
{
Spawn:
EBLP A -1;
Stop;
EBLP B -1;
Stop;
}
}