Assigned all pickup models. Implemented all ammo types. Finished Flak Cannon. Additional cleanup. Slot reassignments and other adjustments to match known Unreal prototype info.
69 lines
1.1 KiB
Text
69 lines
1.1 KiB
Text
Class URifleAmmo : Ammo
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{
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Default
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{
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Tag "$T_RIFLEAMMO";
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Inventory.PickupMessage "";
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Inventory.Amount 8;
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Inventory.MaxAmount 50;
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Ammo.BackpackAmount 12;
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Ammo.BackpackMaxAmount 100;
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Ammo.DropAmount 8;
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+INVENTORY.IGNORESKILL;
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}
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override String PickupMessage()
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{
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if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
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return String.Format("%s%d%s",StringTable.Localize("$I_RIFLEAMMOL"),Amount,StringTable.Localize("$I_RIFLEAMMOR"));
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}
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States
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{
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Spawn:
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SBOX A -1;
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Stop;
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}
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}
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Class URifleAmmo2 : URifleAmmo
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{
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Default
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{
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Tag "$T_RIFLEAMMO2";
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Inventory.PickupMessage "$I_RIFLEAMMO2";
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Inventory.Amount 1;
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Ammo.DropAmount 1;
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+INVENTORY.IGNORESKILL;
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}
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States
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{
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Spawn:
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SRND A -1;
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Stop;
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}
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}
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Class URifle : UnrealWeapon
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{
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Default
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{
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Tag "$T_RIFLE";
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Inventory.PickupMessage "$I_RIFLE";
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Weapon.UpSound "rifle/select";
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Weapon.SlotNumber 9;
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Weapon.SelectionOrder 9;
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Weapon.AmmoType "URifleAmmo";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "URifleAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 8;
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UTWeapon.DropAmmo 4;
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}
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States
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{
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Spawn:
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SRFP A -1;
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Stop;
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SRFP B -1;
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Stop;
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}
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}
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