Class UShells : Ammo { Default { Tag "$T_SHELLS"; Inventory.Icon "I_ShotSh"; Inventory.PickupMessage ""; Inventory.Amount 12; Inventory.MaxAmount 60; Ammo.BackpackAmount 12; Ammo.BackpackMaxAmount 120; Ammo.DropAmount 6; } override String PickupMessage() { if ( PickupMsg.Length() > 0 ) return Super.PickupMessage(); return String.Format("%s%d%s",StringTable.Localize("$I_SHELLSL"),Amount,StringTable.Localize("$I_SHELLSR")); } States { Spawn: QAMO A -1; Stop; } } Class UShells2 : UShells { Default { Tag "$T_SHELLS2"; Inventory.Amount 4; Ammo.DropAmount 4; +INVENTORY.IGNORESKILL; } } Class QCasing : UCasing { } Class QuadShot : UnrealWeapon { Default { Tag "$T_QUADSHOT"; Inventory.PickupMessage "$I_QUADSHOT"; Weapon.UpSound "quadshot/select"; Weapon.SlotNumber 3; Weapon.SelectionOrder 2; Weapon.AmmoType "UShells"; Weapon.AmmoUse 1; Weapon.AmmoType2 "UShells"; Weapon.AmmoUse2 1; Weapon.AmmoGive 20; Weapon.Kickback 320; UTWeapon.DropAmmo 10; } States { Spawn: QUAP A -1; Stop; QUAP B -1; Stop; } }