stinger_m/zscript/ubiorifle.zsc
Marisa Kirisame b12c4a4112 Flashlight/Searchlight implemented.
Proper handling of charge redistribution on multi-copy items (fixes infinitely replenishable charge exploit).
More preparation code for other items.
2019-09-05 16:31:05 +02:00

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1.2 KiB
Text

Class UBioAmmo : Ammo
{
Default
{
Tag "$T_SLUDGE";
Inventory.Icon "I_Sludge";
Inventory.PickupMessage "";
Inventory.Amount 25;
Inventory.MaxAmount 100;
Ammo.BackpackAmount 50;
Ammo.BackpackMaxAmount 200;
Ammo.DropAmount 10;
}
override String PickupMessage()
{
if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
return String.Format("%s%d%s",StringTable.Localize("$I_SLUDGEL"),Amount,StringTable.Localize("$I_SLUDGER"));
}
States
{
Spawn:
BIOA ABCDEFGHIJKLMNOPQRSTUVWYZ 1;
BIA2 ABCD 1;
Loop;
}
}
Class UBioAmmo2 : UBioAmmo
{
Default
{
Tag "$T_SLUDGE2";
Inventory.Amount 10;
Ammo.DropAmount 5;
}
States
{
Spawn:
BIOA ABCDEFGHIJKL 2;
Loop;
}
}
Class UBioGel : Actor
{
}
Class UBioGlob : UBioGel
{
}
Class UBioSplash : UBioGel
{
}
Class UBioRifle : UnrealWeapon
{
Default
{
Tag "$T_BIORIFLE";
Inventory.PickupMessage "$I_BIORIFLE";
Weapon.UpSound "ges/select";
Weapon.SlotNumber 8;
Weapon.SelectionOrder 8;
Weapon.AmmoType "UBioAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "UBioAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 25;
UTWeapon.DropAmmo 5;
}
States
{
Spawn:
BIOP A -1;
Stop;
BIOP B -1;
Stop;
}
}