stinger_m/zscript/ueightball.zsc
Marisa Kirisame 912cad96c5 Oh boy, it begins.
Assigned all pickup models.
Implemented all ammo types.
Finished Flak Cannon.
Additional cleanup.
Slot reassignments and other adjustments to match known Unreal prototype info.
2019-09-04 02:37:59 +02:00

78 lines
1.6 KiB
Text

Class URocketAmmo : Ammo
{
Default
{
Tag "$T_ROCKETCAN";
Inventory.Icon "I_Rocket";
Inventory.PickupMessage "";
Inventory.Amount 12;
Inventory.MaxAmount 48;
Ammo.BackpackAmount 9;
Ammo.BackpackMaxAmount 96;
Ammo.DropAmount 6;
+INVENTORY.IGNORESKILL;
}
override String PickupMessage()
{
if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
return String.Format("%s%d%s",StringTable.Localize("$I_ROCKETCANL"),Amount,StringTable.Localize("$I_ROCKETCANR"));
}
States
{
Spawn:
RPAK A 8 A_CheckProximity(1,"PlayerPawn",80,1,CPXF_ANCESTOR|CPXF_CHECKSIGHT);
Wait;
RPAK AABCDEFGHIJ 8;
RPAK J 8 A_CheckProximity(1,"PlayerPawn",80,0,CPXF_ANCESTOR|CPXF_CHECKSIGHT|CPXF_EXACT);
Goto Spawn+12;
RPAK JJIHGFEDCBA 8;
Goto Spawn;
}
}
Class URocketAmmo2 : URocketAmmo
{
Default
{
Tag "$T_ROCKETCAN2";
Inventory.Amount 2;
Ammo.DropAmount 2;
+INVENTORY.IGNORESKILL;
}
States
{
Spawn:
RCKT A 8 A_CheckProximity(1,"PlayerPawn",80,1,CPXF_ANCESTOR|CPXF_CHECKSIGHT);
Wait;
RCKT AA 8;
RCKT B 8 A_CheckProximity(1,"PlayerPawn",80,0,CPXF_ANCESTOR|CPXF_CHECKSIGHT|CPXF_EXACT);
Goto Spawn+3;
RCKT BB 8;
Goto Spawn;
}
}
Class Eightball : UnrealWeapon
{
Default
{
Tag "$T_EIGHTBALL";
Inventory.PickupMessage "$I_EIGHTBALL";
Weapon.UpSound "eightball/select";
Weapon.SlotNumber 5;
Weapon.SelectionOrder 5;
Weapon.AmmoType "URocketAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "URocketAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 6;
UTWeapon.DropAmmo 3;
}
States
{
Spawn:
EBLP A -1;
Stop;
EBLP B -1;
Stop;
}
}