Assigned all pickup models. Implemented all ammo types. Finished Flak Cannon. Additional cleanup. Slot reassignments and other adjustments to match known Unreal prototype info.
51 lines
939 B
Text
51 lines
939 B
Text
Class RazorAmmo : Ammo
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{
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Default
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{
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Tag "$T_RIPPERAMMO";
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Inventory.Icon "I_RazorA";
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Inventory.PickupMessage "$I_RIPPERAMMO";
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Inventory.Amount 25;
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Inventory.MaxAmount 75;
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Ammo.BackpackAmount 20;
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Ammo.BackpackMaxAmount 150;
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Ammo.DropAmount 15;
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}
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States
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{
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Spawn:
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BHOP A 8 A_CheckProximity(1,"PlayerPawn",80,1,CPXF_ANCESTOR|CPXF_CHECKSIGHT);
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Wait;
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BHOP AA 16;
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BHOP B 8 A_CheckProximity(1,"PlayerPawn",80,0,CPXF_ANCESTOR|CPXF_CHECKSIGHT|CPXF_EXACT);
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Goto Spawn+3;
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BHOP BB 16;
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Goto Spawn;
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}
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}
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Class Razorjack : UnrealWeapon
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{
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Default
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{
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Tag "$T_RAZORJACK";
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Inventory.PickupMessage "$I_RAZORJACK";
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Weapon.UpSound "razorjack/select";
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Weapon.SlotNumber 7;
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Weapon.SelectionOrder 7;
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Weapon.AmmoType "RazorAmmo";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "RazorAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 15;
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UTWeapon.DropAmmo 10;
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}
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States
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{
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Spawn:
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RZRP A -1;
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Stop;
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RZRP B -1;
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Stop;
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}
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}
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