Assigned all pickup models. Implemented all ammo types. Finished Flak Cannon. Additional cleanup. Slot reassignments and other adjustments to match known Unreal prototype info.
63 lines
1 KiB
Text
63 lines
1 KiB
Text
Class UShells : Ammo
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{
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Default
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{
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Tag "$T_SHELLS";
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Inventory.Icon "I_ShotSh";
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Inventory.PickupMessage "";
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Inventory.Amount 12;
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Inventory.MaxAmount 60;
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Ammo.BackpackAmount 12;
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Ammo.BackpackMaxAmount 120;
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Ammo.DropAmount 6;
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}
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override String PickupMessage()
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{
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if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
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return String.Format("%s%d%s",StringTable.Localize("$I_SHELLSL"),Amount,StringTable.Localize("$I_SHELLSR"));
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}
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States
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{
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Spawn:
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QAMO A -1;
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Stop;
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}
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}
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Class UShells2 : UShells
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{
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Default
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{
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Tag "$T_SHELLS2";
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Inventory.Amount 4;
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Ammo.DropAmount 4;
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+INVENTORY.IGNORESKILL;
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}
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}
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Class QuadShot : UnrealWeapon
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{
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Default
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{
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Tag "$T_QUADSHOT";
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Inventory.PickupMessage "$I_QUADSHOT";
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Weapon.UpSound "quadshot/select";
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Weapon.SlotNumber 3;
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Weapon.SelectionOrder 2;
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Weapon.AmmoType "UShells";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "UShells";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 20;
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Weapon.Kickback 320;
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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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QUAP A -1;
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Stop;
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QUAP B -1;
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Stop;
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}
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}
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