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//============================================================================= // $Workfile: weaponGrenadeLauncher.uc $ // Created By: Jess Crable, Mark Poesch // Created On: 5/2/00 // $Author: Aleiby $ // $Date: 11/24/02 12:53a $ // $Revision: 8 $ //============================================================================= class weaponGrenadeLauncher extends U2WeaponPickup; #exec OBJ LOAD File=..\StaticMeshes\MalekythM.usx var() int AmmoCountConcussion, AmmoCountEMP, AmmoCountFragment, AmmoCountIncendiary, AmmoCountSmoke, AmmoCountToxic; function bool MaybeAddMoreAmmo(Weapon W, Pawn Other) { local WeaponInvGrenadeLauncher GL; local int i; GL = WeaponInvGrenadeLauncher(W); if(GL?) { for(i=0;i<AmmoCountFragment;i++) GL.GiveMoreAmmo( Other, class'ammoInvGrenadeFragment' ); for(i=0;i<AmmoCountIncendiary;i++) GL.GiveMoreAmmo( Other, class'ammoInvGrenadeIncendiary' ); for(i=0;i<AmmoCountToxic;i++) GL.GiveMoreAmmo( Other, class'ammoInvGrenadeToxic' ); for(i=0;i<AmmoCountEMP;i++) GL.GiveMoreAmmo( Other, class'ammoInvGrenadeEMP' ); for(i=0;i<AmmoCountConcussion;i++) GL.GiveMoreAmmo( Other, class'ammoInvGrenadeConcussion' ); for(i=0;i<AmmoCountSmoke;i++) GL.GiveMoreAmmo( Other, class'ammoInvGrenadeSmoke' ); } return (AmmoCountFragment>0 || AmmoCountIncendiary>0 || AmmoCountToxic>0 || AmmoCountEMP>0 || AmmoCountConcussion>0 || AmmoCountSmoke>0); } function InitDroppedPickupFor(Inventory Inv) { local WeaponInvGrenadeLauncher GL; local ammoInvGrenade G; GL = WeaponInvGrenadeLauncher(Inv); if(GL?) { AmmoCountConcussion = GetAmmoCount(GL,class'ammoInvGrenadeConcussion'); AmmoCountEMP = GetAmmoCount(GL,class'ammoInvGrenadeEMP'); AmmoCountFragment = GetAmmoCount(GL,class'ammoInvGrenadeFragment'); AmmoCountIncendiary = GetAmmoCount(GL,class'ammoInvGrenadeIncendiary'); AmmoCountSmoke = GetAmmoCount(GL,class'ammoInvGrenadeSmoke'); AmmoCountToxic = GetAmmoCount(GL,class'ammoInvGrenadeToxic'); } } function int GetAmmoCount( WeaponInvGrenadeLauncher GL, class<ammoInvGrenade> GrenadeClass ) { local ammoInvGrenade G; G = GL.GrenadeTypes[ GrenadeClass.default.GrenadeIndex ]; // if (G?) return (G.AmmoAmount/G.default.AmmoAmount) + 1; if (G?) return 1; else return 0; } defaultproperties { AmmoCountConcussion=1 AmmoCountEMP=1 AmmoCountFragment=1 AmmoCountIncendiary=1 AmmoCountSmoke=1 AmmoCountToxic=1 BounceSounds(0)="U2A.Landed.Metal" InventoryType=Class'U2Weapons.weaponInvGrenadeLauncher' PickupMessage="You got a Grenade Launcher." PickupSound=Sound'U2WeaponsA.GrenadeLauncher.GL_Pickup' StaticMesh=StaticMesh'MalekythM.Pickups.GL_TP_W' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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