Sentry partially implemented. Motion Detector implemented. Light/Dark Flares implemented.
104 lines
1.6 KiB
Text
104 lines
1.6 KiB
Text
Class BigAmmo : Ammo
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{
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Default
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{
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Tag "$T_BIGAMMO";
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Inventory.Icon "I_BigM";
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Inventory.PickupMessage "";
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Inventory.Amount 10;
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Inventory.MaxAmount 30;
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Ammo.BackpackAmount 0;
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Ammo.BackpackMaxAmount 60;
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Ammo.DropAmount 10;
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Inventory.RespawnTics 2100;
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+INVENTORY.IGNORESKILL;
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}
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override String PickupMessage()
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{
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if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
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return String.Format("%s%d%s",StringTable.Localize("$I_BIGAMMOL"),Amount,StringTable.Localize("$I_BIGAMMOR"));
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}
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States
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{
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Spawn:
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BIGA A -1;
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Stop;
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}
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}
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Class BigAmmo2 : BigAmmo
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{
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Default
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{
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Tag "$T_BIGAMMO2";
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Inventory.Amount 3;
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Ammo.DropAmount 3;
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+INVENTORY.IGNORESKILL;
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}
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}
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Class BigAmmo3 : BigAmmo
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{
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Default
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{
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Tag "$T_BIGAMMO3";
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Inventory.PickupMessage "$I_BIGAMMO3";
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Inventory.Amount 1;
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Ammo.DropAmount 1;
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+INVENTORY.IGNORESKILL;
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}
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}
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Class BigBlast : Actor
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{
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}
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Class HitListEntry
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{
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Actor hitactor;
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Vector3 hitlocation, x;
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int hitdamage;
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}
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Class BigTracer : LineTracer
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{
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Array<HitListEntry> hitlist;
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double penetration; // please don't laugh
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}
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Class BigCasing : UTCasing
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{
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Default
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{
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BounceSound "flak/bounce"; // much heavier sound
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}
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}
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Class BigGun : UnrealWeapon
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{
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Default
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{
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Tag "$T_BIGGUN";
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Inventory.PickupMessage "$I_BIGGUN";
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Weapon.UpSound "big/select";
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Weapon.SlotNumber 9;
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Weapon.SelectionOrder 0;
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Weapon.AmmoType "BigAmmo";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "BigAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 10;
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Inventory.RespawnTics 2100;
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+INVENTORY.IGNORESKILL;
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+WEAPON.NOAUTOFIRE;
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UTWeapon.DropAmmo 5;
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}
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States
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{
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Spawn:
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BIGP A -1;
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Stop;
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BIGP B -1;
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Stop;
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}
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}
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