VIP items cannot be bought. VIP items have a special color in the inventory/store. Boost Devastation Sigil sounds. Fix Teleport() calls using A_Teleport() flags (oops). Give cheat tweaks.
306 lines
5.7 KiB
Text
306 lines
5.7 KiB
Text
// All DLC weapon ammo pickups
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Class SparksterBAmmo : 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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//$Title Sparkster Blue Ammo
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_SparkBAmmo.png
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//$Icon ammo
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Tag "$T_SPARKBAMMO";
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Inventory.PickupMessage "$T_SPARKBAMMO";
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Stamina 16000;
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Inventory.Icon "graphics/HUD/Icons/A_SparkBAmmo.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 8;
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Ammo.BackpackAmount 1;
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Ammo.BackpackMaxAmount 24;
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Ammo.DropAmount 1;
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+FLOATBOB;
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FloatBobStrength 0.25;
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Accuracy 70;
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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 SparksterRAmmo : 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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//$Title Sparkster Red Ammo
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_SparkRAmmo.png
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//$Icon ammo
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Tag "$T_SPARKRAMMO";
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Inventory.PickupMessage "$T_SPARKRAMMO";
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Stamina 18000;
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Inventory.Icon "graphics/HUD/Icons/A_SparkRAmmo.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 8;
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Ammo.BackpackAmount 1;
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Ammo.BackpackMaxAmount 24;
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Ammo.DropAmount 1;
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+FLOATBOB;
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FloatBobStrength 0.25;
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Accuracy 75;
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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 SparksterAmmoBundleSpawn : SWWMAmmoSpawner
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{
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override void SpawnAmmo()
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{
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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(Random[Bundle](0,2)?"SparksterBAmmo":"SparksterRAmmo",Vec3Angle(6,i*(360/bnd)));
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a.angle = i*(360/bnd);
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SWWMUtility.TransferItemProp(self,a,true);
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}
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}
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}
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Class SparksterBigAmmoBundleSpawn : SWWMAmmoSpawner
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{
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override void SpawnAmmo()
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{
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int bnd = Random[Bundle](3,6);
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for ( int i=0; i<bnd; i++ )
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{
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let a = Spawn(Random[Bundle](0,2)?"SparksterBAmmo":"SparksterRAmmo",Vec3Angle(8,i*(360/bnd)));
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a.angle = i*(360/bnd);
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SWWMUtility.TransferItemProp(self,a,true);
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}
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let a = Spawn(Random[Bundle](0,2)?"SparksterBAmmo":"SparksterRAmmo",pos);
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a.angle = angle;
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SWWMUtility.TransferItemProp(self,a,true);
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}
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}
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Class MisterRound : MagAmmo
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{
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Default
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{
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//$Title Mortal Rifle Round
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_MRRound.png
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//$Icon ammo
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Tag "$T_MRROUND";
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Inventory.PickupMessage "$T_MRROUND";
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Inventory.Icon "graphics/HUD/Icons/A_MRRound.png";
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MagAmmo.ParentAmmo "MisterAmmo";
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MagAmmo.ClipSize 30;
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Inventory.MaxAmount 40;
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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 MisterRoundBundleSpawn : SWWMAmmoSpawner
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{
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override void SpawnAmmo()
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{
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int bnd = Random[Bundle](5,10);
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for ( int i=0; i<bnd; i++ )
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{
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let a = Spawn("MisterRound",Vec3Angle(6,i*(360/bnd)));
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a.angle = i*(360/bnd);
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SWWMUtility.TransferItemProp(self,a,true);
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}
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}
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}
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Class MisterAmmo : 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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//$Title Mortal Rifle Mag
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_MRAmmo.png
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//$Icon ammo
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Tag "$T_MRAMMO";
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Inventory.PickupMessage "$T_MRAMMO";
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Stamina 120000;
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Inventory.Icon "graphics/HUD/Icons/A_MRAmmo.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 2;
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Ammo.BackpackAmount 0;
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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 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 MisterGAmmo : 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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//$Title Mortal Rifle Grenade
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_MRGrenade.png
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//$Icon ammo
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Tag "$T_MRGRENADE";
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Stamina 90000;
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Inventory.Icon "graphics/HUD/Icons/A_MRGrenade.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 3;
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Ammo.BackpackAmount 0;
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Ammo.BackpackMaxAmount 9;
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Ammo.DropAmount 1;
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+FLOATBOB;
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FloatBobStrength 0.25;
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Accuracy 90;
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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Class MisterGAmmo2 : MisterGAmmo
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{
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Default
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{
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//$Title 2x Mortal Rifle Grenades
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_MRGrenade.png
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//$Icon ammo
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Inventory.Amount 2;
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}
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}
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Class MisterGAmmo3 : MisterGAmmo
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{
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Default
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{
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//$Title 3x Mortal Rifle Grenades
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_MRGrenade.png
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//$Icon ammo
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Inventory.Amount 3;
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}
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}
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Class UltimatePod : MagAmmo
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{
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Default
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{
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//$Title Ultimate Pod
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_UltimatePod.png
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//$Icon ammo
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Tag "$T_ULTIMATEPOD";
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Inventory.PickupMessage "$T_ULTIMATEPOD";
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Inventory.Icon "graphics/HUD/Icons/A_UltimatePod.png";
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MagAmmo.ParentAmmo "UltimateAmmo";
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MagAmmo.ClipSize 4;
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Inventory.MaxAmount 6;
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+FLOATBOB;
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FloatBobStrength 0.25;
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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Class UltimateAmmo : Ammo
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{
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Mixin SWWMRespawn;
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Default
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{
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//$Title Ultimate Mag
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//$Group Ammo
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//$Sprite graphics/HUD/Icons/A_UltimateAmmo.png
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//$Icon ammo
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Tag "$T_ULTIMATEAMMO";
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Inventory.PickupMessage "$T_ULTIMATEAMMO";
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Stamina -2000000;
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Inventory.Icon "graphics/HUD/Icons/A_UltimateAmmo.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 5;
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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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