stinger_m/zscript/razorjack.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

51 lines
939 B
Text

Class RazorAmmo : Ammo
{
Default
{
Tag "$T_RIPPERAMMO";
Inventory.Icon "I_RazorA";
Inventory.PickupMessage "$I_RIPPERAMMO";
Inventory.Amount 25;
Inventory.MaxAmount 75;
Ammo.BackpackAmount 20;
Ammo.BackpackMaxAmount 150;
Ammo.DropAmount 15;
}
States
{
Spawn:
BHOP A 8 A_CheckProximity(1,"PlayerPawn",80,1,CPXF_ANCESTOR|CPXF_CHECKSIGHT);
Wait;
BHOP AA 16;
BHOP B 8 A_CheckProximity(1,"PlayerPawn",80,0,CPXF_ANCESTOR|CPXF_CHECKSIGHT|CPXF_EXACT);
Goto Spawn+3;
BHOP BB 16;
Goto Spawn;
}
}
Class Razorjack : UnrealWeapon
{
Default
{
Tag "$T_RAZORJACK";
Inventory.PickupMessage "$I_RAZORJACK";
Weapon.UpSound "razorjack/select";
Weapon.SlotNumber 7;
Weapon.SelectionOrder 7;
Weapon.AmmoType "RazorAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "RazorAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 15;
UTWeapon.DropAmmo 10;
}
States
{
Spawn:
RZRP A -1;
Stop;
RZRP B -1;
Stop;
}
}