Assigned all pickup models. Implemented all ammo types. Finished Flak Cannon. Additional cleanup. Slot reassignments and other adjustments to match known Unreal prototype info.
73 lines
1.2 KiB
Text
73 lines
1.2 KiB
Text
Class ImpalerAmmo : Ammo
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{
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Default
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{
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Tag "$T_IMPAMMO";
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Inventory.Icon "I_Impale";
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Inventory.PickupMessage "$T_IMPAMMO";
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Inventory.Amount 3;
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Inventory.MaxAmount 15;
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Ammo.BackpackAmount 3;
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Ammo.BackpackMaxAmount 30;
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Ammo.DropAmount 3;
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+INVENTORY.IGNORESKILL;
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}
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States
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{
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Spawn:
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IAMO A -1;
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Stop;
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}
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}
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Class ImpalerAmmo2 : ImpalerAmmo
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{
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Default
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{
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Tag "$T_IMPAMMO2";
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Inventory.PickupMessage "$T_IMPAMMO2";
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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 ImpalerCharge : Ammo
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{
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Default
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{
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Inventory.Amount 100;
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Inventory.MaxAmount 100;
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Ammo.BackpackAmount 0;
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Ammo.BackpackMaxAmount 100;
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+INVENTORY.IGNORESKILL;
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}
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}
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Class Impaler : UnrealWeapon
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{
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Default
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{
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Tag "$T_IMPALER";
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Inventory.PickupMessage "$I_IMPALER";
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Weapon.UpSound "impaler/select";
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Weapon.SlotNumber 7;
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Weapon.SelectionOrder 0;
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Weapon.AmmoType "ImpalerAmmo";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "ImpalerCharge";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive1 60;
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Weapon.AmmoGive2 0;
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UTWeapon.DropAmmo 30;
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+WEAPON.AMMO_OPTIONAL;
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+WEAPON.ALT_AMMO_OPTIONAL;
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}
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States
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{
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Spawn:
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IMPP A -1;
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Stop;
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IMPP B -1;
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Stop;
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}
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}
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