Class URifleAmmo : Ammo { Default { Tag "$T_RIFLEAMMO"; Inventory.PickupMessage ""; Inventory.Amount 8; Inventory.MaxAmount 50; Ammo.BackpackAmount 12; Ammo.BackpackMaxAmount 100; Ammo.DropAmount 8; +INVENTORY.IGNORESKILL; } override String PickupMessage() { if ( PickupMsg.Length() > 0 ) return Super.PickupMessage(); return String.Format("%s%d%s",StringTable.Localize("$I_RIFLEAMMOL"),Amount,StringTable.Localize("$I_RIFLEAMMOR")); } States { Spawn: SBOX A -1; Stop; } } Class URifleAmmo2 : URifleAmmo { Default { Tag "$T_RIFLEAMMO2"; Inventory.PickupMessage "$I_RIFLEAMMO2"; Inventory.Amount 1; Ammo.DropAmount 1; +INVENTORY.IGNORESKILL; } States { Spawn: SRND A -1; Stop; } } Class URifle : UnrealWeapon { Default { Tag "$T_RIFLE"; Inventory.PickupMessage "$I_RIFLE"; Weapon.UpSound "rifle/select"; Weapon.SlotNumber 9; Weapon.SelectionOrder 9; Weapon.AmmoType "URifleAmmo"; Weapon.AmmoUse 1; Weapon.AmmoType2 "URifleAmmo"; Weapon.AmmoUse2 1; Weapon.AmmoGive 8; UTWeapon.DropAmmo 4; } States { Spawn: SRFP A -1; Stop; SRFP B -1; Stop; } }