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; } }