Assigned all pickup models. Implemented all ammo types. Finished Flak Cannon. Additional cleanup. Slot reassignments and other adjustments to match known Unreal prototype info.
51 lines
920 B
Text
51 lines
920 B
Text
Class UMiniAmmo : Ammo
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{
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Default
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{
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Tag "$T_MINIAMMO";
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Inventory.Icon "I_ShellA";
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Inventory.PickupMessage "";
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Inventory.Amount 50;
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Inventory.MaxAmount 200;
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Ammo.BackpackAmount 100;
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Ammo.BackpackMaxAmount 400;
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Ammo.DropAmount 20;
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}
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override String PickupMessage()
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{
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if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
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return String.Format("%s%d%s",StringTable.Localize("$I_MINIAMMOL"),Amount,StringTable.Localize("$I_MINIAMMOR"));
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}
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States
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{
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Spawn:
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MAMO A -1;
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Stop;
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}
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}
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Class UMinigun : UnrealWeapon
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{
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Default
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{
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Tag "$T_MINIGUN";
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Inventory.PickupMessage "$I_MINIGUN";
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Weapon.UpSound "minigun/select";
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Weapon.SlotNumber 0;
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Weapon.SelectionOrder 10;
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Weapon.AmmoType "UMiniAmmo";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "UMiniAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 50;
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UTWeapon.DropAmmo 25;
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}
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States
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{
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Spawn:
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MGNP A -1;
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Stop;
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MGNP B -1;
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Stop;
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}
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}
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