517 lines
9.2 KiB
Text
517 lines
9.2 KiB
Text
// All DLC weapon ammo pickups
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Class SMW05Ammo : Ammo
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{
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Mixin SWWMShellAmmo;
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Mixin SWWMRespawn;
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Default
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{
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//$Title 1x SMW.05 Bullets
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_SMW05Ammo.png
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//$Icon ammo
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Tag "$T_SMW05BULLET";
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Stamina 300;
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Inventory.Icon "graphics/HUD/Icons/A_SMW05Ammo.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 60;
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Ammo.BackpackAmount 3;
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Ammo.BackpackMaxAmount 150;
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Ammo.DropAmount 3;
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+FLOATBOB;
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FloatBobStrength 0.25;
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Accuracy 20;
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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Class SMW05BundleSpawn : Actor
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{
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override void PostBeginPlay()
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{
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if ( bCOUNTSECRET ) level.total_secrets--;
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int bnd = Random[Bundle](2,3);
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for ( int i=0; i<bnd; i++ )
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{
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let a = Spawn("SMW05Ammo",Vec3Angle(4,i*(360/bnd)));
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a.special = special;
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a.angle = i*(360/bnd);
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for ( int j=0; j<5; j++ ) a.args[j] = args[j];
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if ( bCOUNTSECRET )
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{
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a.bCOUNTSECRET = true;
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level.total_secrets++;
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}
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a.bDROPPED = bDROPPED;
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}
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Destroy();
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}
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}
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Class SMW05SmallAmmo : SMW05Ammo
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{
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Default
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{
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//$Title 6x SMW.05 Bullets
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_SMW05Ammo.png
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//$Icon ammo
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Inventory.Amount 6;
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}
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}
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Class SMW05BigAmmo : SMW05Ammo
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{
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Default
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{
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//$Title 30x SMW.05 Bullets
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_SMW05Ammo.png
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//$Icon ammo
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Inventory.Amount 30;
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}
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}
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Class SheenAmmo : Ammo
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{
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Mixin SWWMRespawn;
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override string PickupMessage()
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{
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String tagstr = "$T_SHEENBULLET";
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tagstr.MakeUpper();
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if ( Amount > 1 )
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{
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tagstr = tagstr.."S";
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return String.Format("%d %s",Amount,StringTable.Localize(tagstr));
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}
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return StringTable.Localize(tagstr);
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}
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Default
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{
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//$Title 1x Sheen Bullets
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_SheenAmmo.png
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//$Icon ammo
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Tag "$T_SHEENBULLETS";
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Stamina 400;
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Inventory.Icon "graphics/HUD/Icons/A_SheenAmmo.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 600;
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Ammo.BackpackAmount 50;
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Ammo.BackpackMaxAmount 1200;
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Ammo.DropAmount 10;
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+FLOATBOB;
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FloatBobStrength 0.25;
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Accuracy 35;
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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Class SheenTinyAmmo : SheenAmmo
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{
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Default
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{
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//$Title 10x Sheen Bullets
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_SheenAmmo.png
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//$Icon ammo
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Inventory.Amount 10;
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}
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}
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Class SheenSmallAmmo : SheenAmmo
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{
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Default
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{
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//$Title 50x Sheen Bullets
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_SheenAmmo.png
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//$Icon ammo
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Inventory.Amount 50;
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}
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}
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Class SheenBigAmmo : SheenAmmo
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{
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Default
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{
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//$Title 100x Sheen Bullets
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_SheenAmmo.png
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//$Icon ammo
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Inventory.Amount 100;
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}
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}
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Class QuadravolAmmo : Ammo
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{
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Mixin SWWMRespawn;
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Default
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{
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//$Title Quadravol Ammo
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_QuadAmmo.png
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//$Icon ammo
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Tag "$T_QUADAMMO";
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Inventory.PickupMessage "$T_QUADAMMO";
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Stamina 10000;
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Inventory.Icon "graphics/HUD/Icons/A_QuadAmmo.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 4;
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Ammo.BackpackAmount 1;
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Ammo.BackpackMaxAmount 12;
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Ammo.DropAmount 1;
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+FLOATBOB;
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FloatBobStrength 0.25;
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Accuracy 45;
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}
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override void ModifyDropAmount( int dropamount )
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{
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Super.ModifyDropAmount(dropamount);
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Amount = min(Amount,1);
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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Class QuadravolAmmoBundleSpawn : Actor
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{
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override void PostBeginPlay()
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{
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if ( bCOUNTSECRET ) level.total_secrets--;
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int bnd = Random[Bundle](2,3);
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for ( int i=0; i<bnd; i++ )
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{
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let a = Spawn("QuadravolAmmo",Vec3Angle(6,i*(360/bnd)));
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a.special = special;
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a.angle = i*(360/bnd);
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a.FloatBobPhase = FloatBobPhase;
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for ( int j=0; j<5; j++ ) a.args[j] = args[j];
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if ( bCOUNTSECRET )
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{
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a.bCOUNTSECRET = true;
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level.total_secrets++;
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}
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a.bDROPPED = bDROPPED;
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}
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Destroy();
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}
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}
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Class DarkCanister : Ammo
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{
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Mixin SWWMRespawn;
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Default
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{
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//$Title Dark Canister
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_DarkAmmo.png
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//$Icon ammo
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Tag "$T_DARKAMMO";
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Inventory.PickupMessage "$T_DARKAMMO";
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Stamina 20000;
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Inventory.Icon "graphics/HUD/Icons/A_DarkAmmo.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 3;
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Ammo.BackpackAmount 1;
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Ammo.BackpackMaxAmount 6;
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Ammo.DropAmount 1;
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+FLOATBOB;
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FloatBobStrength 0.25;
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Accuracy 60;
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}
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override void ModifyDropAmount( int dropamount )
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{
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Super.ModifyDropAmount(dropamount);
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Amount = min(Amount,1);
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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Class EMPCore : Ammo
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{
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Default
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{
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//$Title EMP Core
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_EMPCore.png
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//$Icon ammo
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Tag "$T_EMPCORE";
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Inventory.PickupMessage "$T_EMPCORE";
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Stamina 60000;
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Inventory.Icon "graphics/HUD/Icons/A_EMPCore.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 4;
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Ammo.BackpackAmount 0;
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Ammo.BackpackMaxAmount 10;
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Ammo.DropAmount 1;
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+FLOATBOB;
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FloatBobStrength 0.25;
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Accuracy 80;
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}
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override void ModifyDropAmount( int dropamount )
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{
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Super.ModifyDropAmount(dropamount);
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Amount = min(Amount,1);
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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Class EMPCoreBundleSpawn : Actor
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{
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override void PostBeginPlay()
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{
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if ( bCOUNTSECRET ) level.total_secrets--;
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int bnd = Random[Bundle](2,3);
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for ( int i=0; i<3; i++ )
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{
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let a = Spawn("EMPCore",Vec3Angle(6,i*(360/bnd)));
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a.special = special;
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a.angle = i*(360/bnd);
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a.FloatBobPhase = FloatBobPhase;
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for ( int j=0; j<5; j++ ) a.args[j] = args[j];
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if ( bCOUNTSECRET )
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{
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a.bCOUNTSECRET = true;
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level.total_secrets++;
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}
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a.bDROPPED = bDROPPED;
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}
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Destroy();
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}
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}
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Class RayBolt : MagAmmo
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{
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Default
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{
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//$Title Ray-Khom Bolt
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_RayBolt.png
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//$Icon ammo
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Tag "$T_RAYBOLT";
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Inventory.PickupMessage "$T_RAYBOLT";
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Inventory.Icon "graphics/HUD/Icons/A_RayBolt.png";
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MagAmmo.ParentAmmo "RayAmmo";
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MagAmmo.ClipSize 10;
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Inventory.MaxAmount 15;
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+FLOATBOB;
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FloatBobStrength 0.25;
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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Class RayBoltBundleSpawn : Actor
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{
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override void PostBeginPlay()
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{
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if ( bCOUNTSECRET ) level.total_secrets--;
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int bnd = Random[Bundle](2,5);
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for ( int i=0; i<bnd; i++ )
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{
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let a = Spawn("RayBolt",Vec3Angle(6,i*(360/bnd)));
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a.special = special;
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a.angle = i*(360/bnd);
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for ( int j=0; j<5; j++ ) a.args[j] = args[j];
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if ( bCOUNTSECRET )
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{
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a.bCOUNTSECRET = true;
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level.total_secrets++;
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}
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a.bDROPPED = bDROPPED;
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}
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Destroy();
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}
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}
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Class RayAmmo : Ammo
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{
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Mixin SWWMRespawn;
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Default
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{
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//$Title Ray-Khom Mag
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_RayAmmo.png
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//$Icon ammo
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Tag "$T_RAYAMMO";
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Inventory.PickupMessage "$T_RAYAMMO";
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Stamina 150000;
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Inventory.Icon "graphics/HUD/Icons/A_RayAmmo.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 5;
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Ammo.BackpackAmount 0;
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Ammo.BackpackMaxAmount 9;
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Ammo.DropAmount 1;
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+FLOATBOB;
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FloatBobStrength 0.25;
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Accuracy 90;
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}
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override void ModifyDropAmount( int dropamount )
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{
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Super.ModifyDropAmount(dropamount);
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Amount = min(Amount,1);
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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Class RayBattery : Ammo
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{
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Mixin SWWMRespawn;
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Default
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{
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//$Title Ray-Khom Battery
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_RayBattery.png
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//$Icon ammo
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Tag "$T_RAYBATTERY";
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Inventory.PickupMessage "$T_RAYBATTERY";
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Stamina 320000;
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Inventory.Icon "graphics/HUD/Icons/A_RayBattery.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 2;
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Inventory.PickupFlash "SWWMPickupFlash";
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Ammo.BackpackAmount 0;
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Ammo.BackpackMaxAmount 4;
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Ammo.DropAmount 1;
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+FLOATBOB;
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FloatBobStrength 0.25;
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Accuracy 90;
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}
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override void ModifyDropAmount( int dropamount )
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{
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Super.ModifyDropAmount(dropamount);
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Amount = min(Amount,1);
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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Class GrandSpear : MagAmmo
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{
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Default
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{
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//$Title Grand Lance Spear
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_GrandSpear.png
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//$Icon ammo
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Tag "$T_GRANDSPEAR";
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Inventory.PickupMessage "$T_GRANDSPEAR";
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Inventory.Icon "graphics/HUD/Icons/A_GrandSpear.png";
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MagAmmo.ParentAmmo "GrandAmmo";
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MagAmmo.ClipSize 5;
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Inventory.MaxAmount 8;
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+FLOATBOB;
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FloatBobStrength 0.25;
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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Class GrandAmmo : Ammo
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{
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Mixin SWWMRespawn;
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Default
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{
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//$Title Grand Lance Mag
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_GrandAmmo.png
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//$Icon ammo
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Tag "$T_GRANDAMMO";
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Inventory.PickupMessage "$T_GRANDAMMO";
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Stamina 1200000;
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Inventory.Icon "graphics/HUD/Icons/A_GrandAmmo.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 1;
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Ammo.BackpackAmount 0;
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Ammo.BackpackMaxAmount 4;
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Ammo.DropAmount 1;
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+FLOATBOB;
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FloatBobStrength 0.25;
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}
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override void ModifyDropAmount( int dropamount )
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{
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Super.ModifyDropAmount(dropamount);
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Amount = min(Amount,1);
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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