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//============================================================================= // ammoInvPistol.uc // $Author: Aleiby $ // $Date: 9/19/02 5:14p $ // $Revision: 8 $ //============================================================================= class ammoInvDispersion extends U2Ammo; var() float RegenTime; function bool AddAmmo(int AmmoToAdd) { // local Pawn POwner; local bool rval; rval = Super.AddAmmo(AmmoToAdd); ClipRoundsRemaining = AmmoAmount; return rval; } function bool UseAmmo( int AmountNeeded ) { local bool rval; rval = Super.UseAmmo(AmountNeeded); ClipRoundsRemaining = AmmoAmount; return rval; } /* simulated function bool ReloadRequired( int AmountNeeded ) { return false; // never needs reload. } */ event Tick( float DeltaTime ) { GotoState('Regenerate'); // we seem to sometimes be getting kicked out of Regenerate on level transitions so we'll try to force it here. } auto state Regenerate { Begin: Disable('Tick'); Sleep(RegenTime); // doesn't handle residual time loss, but who cares? AddAmmo(1); Goto('Begin'); } defaultproperties { RegenTime=0.750000 MaxAmmo=8 AmmoAmount=8 ItemName="DispersionPistol clip" UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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