stinger_m/zscript/rifle.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

69 lines
1.1 KiB
Text

Class URifleAmmo : Ammo
{
Default
{
Tag "$T_RIFLEAMMO";
Inventory.PickupMessage "";
Inventory.Amount 8;
Inventory.MaxAmount 50;
Ammo.BackpackAmount 12;
Ammo.BackpackMaxAmount 100;
Ammo.DropAmount 8;
+INVENTORY.IGNORESKILL;
}
override String PickupMessage()
{
if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
return String.Format("%s%d%s",StringTable.Localize("$I_RIFLEAMMOL"),Amount,StringTable.Localize("$I_RIFLEAMMOR"));
}
States
{
Spawn:
SBOX A -1;
Stop;
}
}
Class URifleAmmo2 : URifleAmmo
{
Default
{
Tag "$T_RIFLEAMMO2";
Inventory.PickupMessage "$I_RIFLEAMMO2";
Inventory.Amount 1;
Ammo.DropAmount 1;
+INVENTORY.IGNORESKILL;
}
States
{
Spawn:
SRND A -1;
Stop;
}
}
Class URifle : UnrealWeapon
{
Default
{
Tag "$T_RIFLE";
Inventory.PickupMessage "$I_RIFLE";
Weapon.UpSound "rifle/select";
Weapon.SlotNumber 9;
Weapon.SelectionOrder 9;
Weapon.AmmoType "URifleAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "URifleAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 8;
UTWeapon.DropAmmo 4;
}
States
{
Spawn:
SRFP A -1;
Stop;
SRFP B -1;
Stop;
}
}