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

@ -3,6 +3,7 @@ Class UMiniAmmo : Ammo
Default
{
Tag "$T_MINIAMMO";
Inventory.Icon "I_ShellA";
Inventory.PickupMessage "";
Inventory.Amount 50;
Inventory.MaxAmount 200;
@ -15,8 +16,36 @@ Class UMiniAmmo : Ammo
if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
return String.Format("%s%d%s",StringTable.Localize("$I_MINIAMMOL"),Amount,StringTable.Localize("$I_MINIAMMOR"));
}
States
{
Spawn:
MAMO A -1;
Stop;
}
}
Class UMinigun : UnrealWeapon
{
Default
{
Tag "$T_MINIGUN";
Inventory.PickupMessage "$I_MINIGUN";
Weapon.UpSound "minigun/select";
Weapon.SlotNumber 0;
Weapon.SelectionOrder 10;
Weapon.AmmoType "UMiniAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "UMiniAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 50;
UTWeapon.DropAmmo 25;
}
States
{
Spawn:
MGNP A -1;
Stop;
MGNP B -1;
Stop;
}
}