Class BigAmmo : Ammo { Default { Tag "$T_BIGAMMO"; Inventory.Icon "I_BigM"; Inventory.PickupMessage ""; Inventory.Amount 10; Inventory.MaxAmount 30; Ammo.BackpackAmount 0; Ammo.BackpackMaxAmount 60; Ammo.DropAmount 10; Inventory.RespawnTics 2100; +INVENTORY.IGNORESKILL; } override String PickupMessage() { if ( PickupMsg.Length() > 0 ) return Super.PickupMessage(); return String.Format("%s%d%s",StringTable.Localize("$I_BIGAMMOL"),Amount,StringTable.Localize("$I_BIGAMMOR")); } States { Spawn: BIGA A -1; Stop; } } Class BigAmmo2 : BigAmmo { Default { Tag "$T_BIGAMMO2"; Inventory.Amount 3; Ammo.DropAmount 3; +INVENTORY.IGNORESKILL; } } Class BigAmmo3 : BigAmmo { Default { Tag "$T_BIGAMMO3"; Inventory.PickupMessage "$I_BIGAMMO3"; Inventory.Amount 1; Ammo.DropAmount 1; +INVENTORY.IGNORESKILL; } } Class BigBlast : Actor { } Class HitListEntry { Actor hitactor; Vector3 hitlocation, x; int hitdamage; } Class BigTracer : LineTracer { Array hitlist; double penetration; // please don't laugh } Class BigCasing : UTCasing { Default { BounceSound "flak/bounce"; // much heavier sound } } Class BigGun : UnrealWeapon { Default { Tag "$T_BIGGUN"; Inventory.PickupMessage "$I_BIGGUN"; Weapon.UpSound "big/select"; Weapon.SlotNumber 0; Weapon.SelectionOrder 0; Weapon.AmmoType "BigAmmo"; Weapon.AmmoUse 1; Weapon.AmmoType2 "BigAmmo"; Weapon.AmmoUse2 1; Weapon.AmmoGive 10; Inventory.RespawnTics 2100; +INVENTORY.IGNORESKILL; +WEAPON.NOAUTOFIRE; UTWeapon.DropAmmo 5; } States { Spawn: BIGP A -1; Stop; BIGP B -1; Stop; } }