Assigned all pickup models. Implemented all ammo types. Finished Flak Cannon. Additional cleanup. Slot reassignments and other adjustments to match known Unreal prototype info.
78 lines
1.6 KiB
Text
78 lines
1.6 KiB
Text
Class URocketAmmo : Ammo
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{
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Default
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{
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Tag "$T_ROCKETCAN";
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Inventory.Icon "I_Rocket";
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Inventory.PickupMessage "";
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Inventory.Amount 12;
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Inventory.MaxAmount 48;
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Ammo.BackpackAmount 9;
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Ammo.BackpackMaxAmount 96;
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Ammo.DropAmount 6;
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+INVENTORY.IGNORESKILL;
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}
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override String PickupMessage()
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{
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if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
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return String.Format("%s%d%s",StringTable.Localize("$I_ROCKETCANL"),Amount,StringTable.Localize("$I_ROCKETCANR"));
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}
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States
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{
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Spawn:
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RPAK A 8 A_CheckProximity(1,"PlayerPawn",80,1,CPXF_ANCESTOR|CPXF_CHECKSIGHT);
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Wait;
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RPAK AABCDEFGHIJ 8;
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RPAK J 8 A_CheckProximity(1,"PlayerPawn",80,0,CPXF_ANCESTOR|CPXF_CHECKSIGHT|CPXF_EXACT);
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Goto Spawn+12;
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RPAK JJIHGFEDCBA 8;
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Goto Spawn;
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}
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}
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Class URocketAmmo2 : URocketAmmo
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{
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Default
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{
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Tag "$T_ROCKETCAN2";
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Inventory.Amount 2;
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Ammo.DropAmount 2;
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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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RCKT A 8 A_CheckProximity(1,"PlayerPawn",80,1,CPXF_ANCESTOR|CPXF_CHECKSIGHT);
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Wait;
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RCKT AA 8;
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RCKT 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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RCKT BB 8;
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Goto Spawn;
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}
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}
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Class Eightball : UnrealWeapon
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{
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Default
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{
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Tag "$T_EIGHTBALL";
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Inventory.PickupMessage "$I_EIGHTBALL";
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Weapon.UpSound "eightball/select";
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Weapon.SlotNumber 5;
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Weapon.SelectionOrder 5;
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Weapon.AmmoType "URocketAmmo";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "URocketAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 6;
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UTWeapon.DropAmmo 3;
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}
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States
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{
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Spawn:
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EBLP A -1;
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Stop;
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EBLP B -1;
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Stop;
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}
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}
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