mirror of
				https://github.com/KevinMidboe/linguist.git
				synced 2025-10-29 17:50:22 +00:00 
			
		
		
		
	Add initial UnrealScript support
The two samples are for two different UnrealScript generations: MutU2Weapons is UnrealScript 2, US3HelloWorld is UnrealScript 3. Signed-off-by: GreatEmerald <pastas4@gmail.com>
This commit is contained in:
		| @@ -1513,6 +1513,12 @@ Unified Parallel C: | |||||||
|   color: "#755223" |   color: "#755223" | ||||||
|   primary_extension: .upc |   primary_extension: .upc | ||||||
|  |  | ||||||
|  | UnrealScript: | ||||||
|  |   type: programming | ||||||
|  |   color: "#a54c4d" | ||||||
|  |   lexer: JavaScript | ||||||
|  |   primary_extension: .uc | ||||||
|  |  | ||||||
| VHDL: | VHDL: | ||||||
|   type: programming |   type: programming | ||||||
|   lexer: vhdl |   lexer: vhdl | ||||||
|   | |||||||
							
								
								
									
										644
									
								
								samples/UnrealScript/MutU2Weapons.uc
									
									
									
									
									
										Executable file
									
								
							
							
						
						
									
										644
									
								
								samples/UnrealScript/MutU2Weapons.uc
									
									
									
									
									
										Executable file
									
								
							| @@ -0,0 +1,644 @@ | |||||||
|  | /* | ||||||
|  |  * Copyright (c) 2008, 2013 Dainius "GreatEmerald" Masiliūnas | ||||||
|  |  * | ||||||
|  |  *  Permission is hereby granted, free of charge, to any person obtaining | ||||||
|  |  * a copy of this software and associated documentation files (the | ||||||
|  |  * "Software"), to deal in the Software without restriction, including | ||||||
|  |  * without limitation the rights to use, copy, modify, merge, publish, | ||||||
|  |  * distribute, sublicense, and/or sell copies of the Software, and to | ||||||
|  |  * permit persons to whom the Software is furnished to do so, subject to | ||||||
|  |  * the following conditions: | ||||||
|  |  * | ||||||
|  |  * The above copyright notice and this permission notice shall be included | ||||||
|  |  * in all copies or substantial portions of the Software. | ||||||
|  |  * | ||||||
|  |  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | ||||||
|  |  * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF | ||||||
|  |  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. | ||||||
|  |  * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY | ||||||
|  |  * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, | ||||||
|  |  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE | ||||||
|  |  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | ||||||
|  |  */ | ||||||
|  | //----------------------------------------------------------------------------- | ||||||
|  | // MutU2Weapons.uc | ||||||
|  | // Mutator class for replacing weapons | ||||||
|  | // GreatEmerald, 2008 | ||||||
|  | //----------------------------------------------------------------------------- | ||||||
|  |  | ||||||
|  | class MutU2Weapons extends Mutator | ||||||
|  |     config(U2Weapons); | ||||||
|  |  | ||||||
|  | var() config string ReplacedWeaponClassNames0; | ||||||
|  | var() config string ReplacedWeaponClassNames1, ReplacedWeaponClassNames2, ReplacedWeaponClassNames3; | ||||||
|  | var() config string ReplacedWeaponClassNames4, ReplacedWeaponClassNames5, ReplacedWeaponClassNames6; | ||||||
|  | var() config string ReplacedWeaponClassNames7, ReplacedWeaponClassNames8, ReplacedWeaponClassNames9; | ||||||
|  | var() config string ReplacedWeaponClassNames10, ReplacedWeaponClassNames11, ReplacedWeaponClassNames12; | ||||||
|  | var() config bool bConfigUseU2Weapon0, bConfigUseU2Weapon1, bConfigUseU2Weapon2, bConfigUseU2Weapon3; | ||||||
|  | var() config bool bConfigUseU2Weapon4, bConfigUseU2Weapon5, bConfigUseU2Weapon6, bConfigUseU2Weapon7; | ||||||
|  | var() config bool bConfigUseU2Weapon8, bConfigUseU2Weapon9, bConfigUseU2Weapon10, bConfigUseU2Weapon11; | ||||||
|  | var() config bool bConfigUseU2Weapon12; | ||||||
|  | //var byte bUseU2Weapon[13]; | ||||||
|  | //var class<Weapon> ReplacedWeaponClasses[13]; | ||||||
|  | //var class<WeaponPickup> ReplacedWeaponPickupClasses[13]; | ||||||
|  | //var class<Ammo> ReplacedAmmoPickupClasses[13]; | ||||||
|  | var class<Weapon> U2WeaponClasses[13]; //GE: For default properties ONLY! | ||||||
|  | //var string U2WeaponPickupClassNames[13]; | ||||||
|  | var string U2AmmoPickupClassNames[13]; //GE: For default properties ONLY! | ||||||
|  | var byte bIsVehicle[13], bNotVehicle[13]; //GE: For default properties ONLY! | ||||||
|  | var localized string U2WeaponDisplayText[33], U2WeaponDescText[33]; | ||||||
|  | //var localized string GUISelectOptions[4]; | ||||||
|  | //var config int FirePowerMode; | ||||||
|  | var config bool bExperimental; | ||||||
|  | var config bool bUseFieldGenerator; | ||||||
|  | var config bool bUseProximitySensor; | ||||||
|  | var config bool bIntegrateShieldReward; | ||||||
|  | var int IterationNum; //GE: Weapons.Length | ||||||
|  | const DamageMultiplier=1.818182; | ||||||
|  | var config int DamagePercentage; | ||||||
|  | var config bool bUseXMPFeel; | ||||||
|  | var config string FlashbangModeString; | ||||||
|  | struct WeaponInfo | ||||||
|  | { | ||||||
|  |     var class<Weapon> ReplacedWeaponClass; //GE: Generated from ReplacedWeaponClassName. This is what we replace. | ||||||
|  |     //var class<WeaponPickup> ReplacedWeaponPickupClass; //GE: UNUSED?! | ||||||
|  |     var class<Ammo> ReplacedAmmoPickupClass; //GE: Generated from ReplacedWeaponClassName. | ||||||
|  |  | ||||||
|  |     var class<Weapon> WeaponClass; //GE: This is the weapon we are going to put inside the world. | ||||||
|  |     var string WeaponPickupClassName; //GE: Generated from WeponClass. | ||||||
|  |     var string AmmoPickupClassName; //GE: Generated from WeaponClass. | ||||||
|  |     var bool bEnabled; //GE: Structs can't be defaultproperty'd, thus we still require bConfigUseU2WeaponX | ||||||
|  |     var bool bIsVehicle; //GE: This indicates that the weapon spawns a vehicle (deployable turrets). These only work in vehicle gametypes, duh. | ||||||
|  |     var bool bNotVehicle; //GE: Opposite of bIsVehicle, that is, only works in non-vehicle gametypes. Think shotgun. | ||||||
|  | }; | ||||||
|  | var WeaponInfo Weapons[13]; | ||||||
|  |  | ||||||
|  | /* | ||||||
|  |  * GE: Here we initialise the mutator. First of all, structs can't use defaultproperties (until UE3) and thus config, so here we need to initialise the structs. | ||||||
|  |  */ | ||||||
|  | function PostBeginPlay() | ||||||
|  | { | ||||||
|  |     local int FireMode, x; | ||||||
|  |     //local string ReplacedWeaponPickupClassName; | ||||||
|  |  | ||||||
|  |     //IterationNum = ArrayCount(ReplacedWeaponClasses) - int(Level.Game.bAllowVehicles); //GE: He he, neat way to get the required number. | ||||||
|  |     IterationNum = ArrayCount(Weapons); | ||||||
|  |  | ||||||
|  |     for (x = 0; x < IterationNum; x++) | ||||||
|  |     { | ||||||
|  |         Weapons[x].bEnabled = bool(GetPropertyText("bConfigUseU2Weapon"$x)); //GE: GetPropertyText() is needed to use variables in an array-like fashion. | ||||||
|  |         //bUseU2Weapon[x] = byte(bool(GetPropertyText("bConfigUseU2Weapon"$x))); | ||||||
|  |         Weapons[x].ReplacedWeaponClass = class<Weapon>(DynamicLoadObject(GetPropertyText("ReplacedWeaponClassNames"$x),class'Class')); | ||||||
|  |         //ReplacedWeaponClasses[x] = class<Weapon>(DynamicLoadObject(GetPropertyText("ReplacedWeaponClassNames"$x),class'Class')); | ||||||
|  |         //ReplacedWeaponPickupClassName = string(ReplacedWeaponClasses[x].default.PickupClass); | ||||||
|  |         for(FireMode = 0; FireMode<2; FireMode++) | ||||||
|  |         { | ||||||
|  |             if( (Weapons[x].ReplacedWeaponClass.default.FireModeClass[FireMode] != None) | ||||||
|  |              && (Weapons[x].ReplacedWeaponClass.default.FireModeClass[FireMode].default.AmmoClass != None) | ||||||
|  |              && (Weapons[x].ReplacedWeaponClass.default.FireModeClass[FireMode].default.AmmoClass.default.PickupClass != None) ) | ||||||
|  |             { | ||||||
|  |                 Weapons[x].ReplacedAmmoPickupClass = class<Ammo>(Weapons[x].ReplacedWeaponClass.default.FireModeClass[FireMode].default.AmmoClass.default.PickupClass); | ||||||
|  |                 break; | ||||||
|  |             } | ||||||
|  |         } | ||||||
|  |         Weapons[x].WeaponClass = U2WeaponClasses[x]; | ||||||
|  |         Weapons[x].WeaponPickupClassName = string(Weapons[x].WeaponClass.default.PickupClass); | ||||||
|  |         Weapons[x].AmmoPickupClassName = U2AmmoPickupClassNames[x]; | ||||||
|  |         Weapons[x].bIsVehicle = bool(bIsVehicle[x]); | ||||||
|  |         Weapons[x].bNotVehicle = bool(bNotVehicle[x]); | ||||||
|  |     } | ||||||
|  |     Super.PostBeginPlay(); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | /* | ||||||
|  |  * GE: Utility function for checking if we can replace the item with the weapon/ammo of choice. | ||||||
|  |  */ | ||||||
|  | function bool ValidReplacement(int x) | ||||||
|  | { | ||||||
|  |     if (Level.Game.bAllowVehicles) | ||||||
|  |         return (Weapons[x].bEnabled && !Weapons[x].bNotVehicle ); | ||||||
|  |     return (Weapons[x].bEnabled && !Weapons[x].bIsVehicle); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | /* | ||||||
|  |  * GE: Here we replace things. | ||||||
|  |  */ | ||||||
|  | function bool CheckReplacement( Actor Other, out byte bSuperRelevant ) | ||||||
|  | { | ||||||
|  |     local int x, i; | ||||||
|  |     local WeaponLocker L; | ||||||
|  |  | ||||||
|  |     bSuperRelevant = 0; | ||||||
|  |     if (xWeaponBase(Other) != None) | ||||||
|  |     { | ||||||
|  |         for (x = 0; x < IterationNum; x++) | ||||||
|  |         { | ||||||
|  |             if (ValidReplacement(x) && xWeaponBase(Other).WeaponType == Weapons[x].ReplacedWeaponClass) | ||||||
|  |             { | ||||||
|  |                 xWeaponBase(Other).WeaponType = Weapons[x].WeaponClass; | ||||||
|  |                 return false; | ||||||
|  |             } | ||||||
|  |         } | ||||||
|  |         return true; | ||||||
|  |     } | ||||||
|  |     if (Weapon(Other) != None) | ||||||
|  |     { | ||||||
|  |         if ( Other.IsA('BallLauncher') ) | ||||||
|  |                 return true; | ||||||
|  |         for (x = 0; x < IterationNum; x++) | ||||||
|  |             if (ValidReplacement(x) && Other.Class == Weapons[x].ReplacedWeaponClass) | ||||||
|  |                 return false; | ||||||
|  |         return true; | ||||||
|  |     } | ||||||
|  |     /*if (WeaponPickup(Other) != None) //GE: This should never happen. | ||||||
|  |     { | ||||||
|  |         for (x = 0; x < IterationNum; x++) | ||||||
|  |         { | ||||||
|  |             if (Weapons[x].bEnabled && Other.Class == Weapons[x].ReplacedWeaponPickupClass) | ||||||
|  |             { | ||||||
|  |                 ReplaceWith(Other, U2WeaponPickupClassNames[x]); | ||||||
|  |                 return false; | ||||||
|  |             } | ||||||
|  |         } | ||||||
|  |     } */ | ||||||
|  |     if (Ammo(Other) != None) | ||||||
|  |     { | ||||||
|  |         for (x = 0; x < IterationNum; x++) | ||||||
|  |         { | ||||||
|  |             if (ValidReplacement(x) && Other.Class == Weapons[x].ReplacedAmmoPickupClass) | ||||||
|  |             { | ||||||
|  |                 ReplaceWith(Other, Weapons[x].AmmoPickupClassName); | ||||||
|  |                 return false; | ||||||
|  |             } | ||||||
|  |         } | ||||||
|  |         return true; | ||||||
|  |     } | ||||||
|  |     if (WeaponLocker(Other) != None) | ||||||
|  |     { | ||||||
|  |         L = WeaponLocker(Other); | ||||||
|  |         for (x = 0; x < IterationNum; x++) | ||||||
|  |             if (ValidReplacement(x)) | ||||||
|  |                 for (i = 0; i < L.Weapons.Length; i++) | ||||||
|  |                     if (L.Weapons[i].WeaponClass == Weapons[x].ReplacedWeaponClass) | ||||||
|  |                         L.Weapons[i].WeaponClass = Weapons[x].WeaponClass; | ||||||
|  |         return true; | ||||||
|  |     } | ||||||
|  |  | ||||||
|  |   //STARTING WEAPON | ||||||
|  |     if( xPawn(Other) != None ) | ||||||
|  | 		xPawn(Other).RequiredEquipment[0] = string(Weapons[1].WeaponClass); | ||||||
|  |     if( xPawn(Other) != None && bUseFieldGenerator == True && Level.Game.bAllowVehicles) | ||||||
|  |         xPawn(Other).RequiredEquipment[2] = "U2Weapons.U2WeaponFieldGenerator"; | ||||||
|  |     if( xPawn(Other) != None && bUseProximitySensor == True && Level.Game.bAllowVehicles) | ||||||
|  |         xPawn(Other).RequiredEquipment[3] = "U2Weapons.U2ProximitySensorDeploy"; | ||||||
|  |  | ||||||
|  |     //GE: Special handling - Shield Reward integration | ||||||
|  |     if (bIntegrateShieldReward && Other.IsA('ShieldReward')) | ||||||
|  |     { | ||||||
|  |         ShieldPack(Other).SetStaticMesh(StaticMesh'XMPWorldItemsM.items.Pickup_TD_001'); | ||||||
|  |         ShieldPack(Other).Skins[0] = Shader'U2343T.Pickups.Energy_Pickup_B_FX_01'; | ||||||
|  |         ShieldPack(Other).RepSkin = Shader'U2343T.Pickups.Energy_Pickup_B_FX_01'; | ||||||
|  |         ShieldPack(Other).SetDrawScale(0.35); | ||||||
|  |         ShieldPack(Other).SetCollisionSize(27.0, 4.0); | ||||||
|  |         ShieldPack(Other).PickupMessage = "You got an Energy Pickup."; | ||||||
|  |         ShieldPack(Other).PickupSound = Sound'U2A.Powerups.EnergyPowerUp'; | ||||||
|  |     } | ||||||
|  |  | ||||||
|  |         return Super.CheckReplacement(Other,bSuperRelevant); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | /* | ||||||
|  |  * GE: This is for further replacement, I think... | ||||||
|  |  */ | ||||||
|  | function string GetInventoryClassOverride(string InventoryClassName) | ||||||
|  | { | ||||||
|  |     local int x; | ||||||
|  |  | ||||||
|  |     for (x = 0; x < IterationNum; x++) | ||||||
|  |     { | ||||||
|  |         if (InventoryClassName ~= string(Weapons[x].ReplacedWeaponClass) && ValidReplacement(x)) | ||||||
|  |             return string(Weapons[x].WeaponClass); | ||||||
|  |     } | ||||||
|  |  | ||||||
|  |     return Super.GetInventoryClassOverride(InventoryClassName); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | /* | ||||||
|  |  * GE: Configuration options. | ||||||
|  |  */ | ||||||
|  | static function FillPlayInfo(PlayInfo PlayInfo) | ||||||
|  | { | ||||||
|  |     local array<CacheManager.WeaponRecord> Recs; | ||||||
|  |     local string WeaponOptions; | ||||||
|  |     local int i; | ||||||
|  |  | ||||||
|  |     Super.FillPlayInfo(PlayInfo); | ||||||
|  |  | ||||||
|  |     class'CacheManager'.static.GetWeaponList(Recs); | ||||||
|  |     for (i = 0; i < Recs.Length; i++) | ||||||
|  |     { | ||||||
|  |         if (WeaponOptions != "") | ||||||
|  |             WeaponOptions $= ";"; | ||||||
|  |  | ||||||
|  |         WeaponOptions $= Recs[i].ClassName $ ";" $ Recs[i].FriendlyName; | ||||||
|  |     } | ||||||
|  |  | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon0", default.U2WeaponDisplayText[0], 0, 3, "Check"); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames0", default.U2WeaponDisplayText[1], 0, 4, "Select", WeaponOptions); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon1", default.U2WeaponDisplayText[2], 0, 5, "Check"); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames1", default.U2WeaponDisplayText[3], 0, 6, "Select", WeaponOptions); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon2", default.U2WeaponDisplayText[6], 0, 7, "Check"); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames2", default.U2WeaponDisplayText[7], 0, 8, "Select", WeaponOptions); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon3", default.U2WeaponDisplayText[8], 0, 9, "Check"); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames3", default.U2WeaponDisplayText[9], 0, 10, "Select", WeaponOptions); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon4", default.U2WeaponDisplayText[10], 0, 11, "Check"); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames4", default.U2WeaponDisplayText[11], 0, 12, "Select", WeaponOptions); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon5", default.U2WeaponDisplayText[12], 0, 13, "Check"); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames5", default.U2WeaponDisplayText[13], 0, 14, "Select", WeaponOptions); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon6", default.U2WeaponDisplayText[14], 0, 15, "Check"); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames6", default.U2WeaponDisplayText[15], 0, 16, "Select", WeaponOptions); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon7", default.U2WeaponDisplayText[16], 0, 17, "Check"); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames7", default.U2WeaponDisplayText[17], 0, 18, "Select", WeaponOptions); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon8", default.U2WeaponDisplayText[18], 0, 19, "Check"); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames8", default.U2WeaponDisplayText[19], 0, 20, "Select", WeaponOptions); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon9", default.U2WeaponDisplayText[20], 0, 21, "Check"); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames9", default.U2WeaponDisplayText[21], 0, 22, "Select", WeaponOptions); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon10", default.U2WeaponDisplayText[22], 0, 23, "Check"); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames10", default.U2WeaponDisplayText[23], 0, 24, "Select", WeaponOptions); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon11", default.U2WeaponDisplayText[24], 0, 25, "Check"); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames11", default.U2WeaponDisplayText[25], 0, 26, "Select", WeaponOptions); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon12", default.U2WeaponDisplayText[26], 0, 27, "Check"); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames12", default.U2WeaponDisplayText[27], 0, 28, "Select", WeaponOptions); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "bUseXMPFeel", default.U2WeaponDisplayText[4], 0, 29, "Check"); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "DamagePercentage", default.U2WeaponDisplayText[30], 0, 30, "Text", "3;0:100"); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "bExperimental", default.U2WeaponDisplayText[5], 0, 31, "Check"); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "bUseFieldGenerator", default.U2WeaponDisplayText[28], 0, 32, "Check"); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "bUseProximitySensor", default.U2WeaponDisplayText[29], 0, 33, "Check"); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "bIntegrateShieldReward", default.U2WeaponDisplayText[31], 0, 34, "Check"); | ||||||
|  |     PlayInfo.AddSetting(default.RulesGroup, "FlashbangModeString", default.U2WeaponDisplayText[32], 0, 35, "Select", "FM_None;None;FM_Directional;Direction-based;FM_DistanceBased;Distance-based"); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | /* | ||||||
|  |  * GE: Configuration tooltips. | ||||||
|  |  */ | ||||||
|  | static event string GetDescriptionText(string PropName) | ||||||
|  | { | ||||||
|  |     if (PropName == "bConfigUseU2Weapon0") | ||||||
|  |         return default.U2WeaponDescText[0]; | ||||||
|  |     if (PropName == "ReplacedWeaponClassNames0") | ||||||
|  |         return default.U2WeaponDescText[1]; | ||||||
|  |     if (PropName == "bConfigUseU2Weapon1") | ||||||
|  |         return default.U2WeaponDescText[2]; | ||||||
|  |     if (PropName == "ReplacedWeaponClassNames1") | ||||||
|  |         return default.U2WeaponDescText[3]; | ||||||
|  |     if (PropName == "bConfigUseU2Weapon2") | ||||||
|  |         return default.U2WeaponDescText[6]; | ||||||
|  |     if (PropName == "ReplacedWeaponClassNames2") | ||||||
|  |         return default.U2WeaponDescText[7]; | ||||||
|  |     if (PropName == "bConfigUseU2Weapon3") | ||||||
|  |         return default.U2WeaponDescText[8]; | ||||||
|  |     if (PropName == "ReplacedWeaponClassNames3") | ||||||
|  |         return default.U2WeaponDescText[9]; | ||||||
|  |     if (PropName == "bConfigUseU2Weapon4") | ||||||
|  |         return default.U2WeaponDescText[10]; | ||||||
|  |     if (PropName == "ReplacedWeaponClassNames4") | ||||||
|  |         return default.U2WeaponDescText[11]; | ||||||
|  |     if (PropName == "bConfigUseU2Weapon5") | ||||||
|  |         return default.U2WeaponDescText[12]; | ||||||
|  |     if (PropName == "ReplacedWeaponClassNames5") | ||||||
|  |         return default.U2WeaponDescText[13]; | ||||||
|  |     if (PropName == "bConfigUseU2Weapon6") | ||||||
|  |         return default.U2WeaponDescText[14]; | ||||||
|  |     if (PropName == "ReplacedWeaponClassNames6") | ||||||
|  |         return default.U2WeaponDescText[15]; | ||||||
|  |     if (PropName == "bConfigUseU2Weapon7") | ||||||
|  |         return default.U2WeaponDescText[16]; | ||||||
|  |     if (PropName == "ReplacedWeaponClassNames7") | ||||||
|  |         return default.U2WeaponDescText[17]; | ||||||
|  |     if (PropName == "bConfigUseU2Weapon8") | ||||||
|  |         return default.U2WeaponDescText[18]; | ||||||
|  |     if (PropName == "ReplacedWeaponClassNames8") | ||||||
|  |         return default.U2WeaponDescText[19]; | ||||||
|  |     if (PropName == "bConfigUseU2Weapon9") | ||||||
|  |         return default.U2WeaponDescText[20]; | ||||||
|  |     if (PropName == "ReplacedWeaponClassNames9") | ||||||
|  |         return default.U2WeaponDescText[21]; | ||||||
|  |     if (PropName == "bConfigUseU2Weapon10") | ||||||
|  |         return default.U2WeaponDescText[22]; | ||||||
|  |     if (PropName == "ReplacedWeaponClassNames10") | ||||||
|  |         return default.U2WeaponDescText[23]; | ||||||
|  |     if (PropName == "bConfigUseU2Weapon11") | ||||||
|  |         return default.U2WeaponDescText[24]; | ||||||
|  |     if (PropName == "ReplacedWeaponClassNames11") | ||||||
|  |         return default.U2WeaponDescText[25]; | ||||||
|  |     if (PropName == "bConfigUseU2Weapon12") | ||||||
|  |         return default.U2WeaponDescText[26]; | ||||||
|  |     if (PropName == "ReplacedWeaponClassNames12") | ||||||
|  |         return default.U2WeaponDescText[27]; | ||||||
|  |     if (PropName == "bUseXMPFeel") | ||||||
|  |         return default.U2WeaponDescText[4]; | ||||||
|  |     if (PropName == "bExperimental") | ||||||
|  |         return default.U2WeaponDescText[5]; | ||||||
|  |     if (PropName == "bUseFieldGenerator") | ||||||
|  |         return default.U2WeaponDescText[28]; | ||||||
|  |     if (PropName == "bUseProximitySensor") | ||||||
|  |         return default.U2WeaponDescText[29]; | ||||||
|  |     if (PropName == "DamagePercentage") | ||||||
|  |         return default.U2WeaponDescText[30]; | ||||||
|  |     if (PropName == "bIntegrateShieldReward") | ||||||
|  |         return default.U2WeaponDescText[31]; | ||||||
|  |     if (PropName == "FlashbangModeString") | ||||||
|  |         return default.U2WeaponDescText[32]; | ||||||
|  |  | ||||||
|  |     return Super.GetDescriptionText(PropName); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | /* | ||||||
|  |  * GE: Here we set all the properties for different play styles. | ||||||
|  |  */ | ||||||
|  | event PreBeginPlay() | ||||||
|  | { | ||||||
|  |       //local int x; | ||||||
|  |       //local class<Weapon> Weapons; | ||||||
|  |       local float k; //GE: Multiplier. | ||||||
|  |  | ||||||
|  |       Super.PreBeginPlay(); | ||||||
|  |  | ||||||
|  |       k=float(DamagePercentage)/100.0; | ||||||
|  |       //log("MutU2Weapons: k is"@k); | ||||||
|  |       //Sets various settings that match different games | ||||||
|  |  | ||||||
|  |       /*if (FirePowerMode == 1) { //Original XMP - use the UTXMP original values | ||||||
|  |         k=1; | ||||||
|  |       } | ||||||
|  |       else */if (!bUseXMPFeel && DamagePercentage != class'MutU2Weapons'.default.DamagePercentage) { //Original U2; compensate for float division errors | ||||||
|  |         Class'U2Weapons.U2AssaultRifleFire'.default.DamageMin *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2AssaultRifleFire'.default.DamageMax *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2AssaultRifleProjAlt'.default.Damage *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2ProjectileASExplAlt'.default.Damage *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2ProjectileAltEnergyRifle'.default.Damage *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2ProjectileEnergyRifle'.default.Damage *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2FireFlameThrower'.default.DamageMin *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2FireFlameThrower'.default.DamageMax *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2ProjectileFragGrenade'.default.Damage *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2ProjectileIncendiaryGrenade'.default.Damage *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2ProjectileConcussionGrenade'.default.Damage *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2ProjectileRocketDrunken'.default.Damage *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2ProjectileRocketSeeking'.default.Damage *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2ProjectileRocket'.default.Damage *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2ProjectileAltShotgun'.default.Damage *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2FireShotgun'.default.DamageMin *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2FireShotgun'.default.DamageMax *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2FireSniper'.default.DamageMin *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2FireSniper'.default.DamageMax *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2FirePistol'.default.DamageMin *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2FirePistol'.default.DamageMax *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2FireAltPistol'.default.DamageMin *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2FireAltPistol'.default.DamageMax *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2ProjectileEMPGrenade'.default.Damage *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2ProjectileToxicGrenade'.default.Damage *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2HurterProxy_Gas'.default.myDamage *= DamageMultiplier * k; | ||||||
|  |         Class'U2Weapons.U2HurterProxy_Fire'.default.myDamage *= DamageMultiplier * k; | ||||||
|  |       } | ||||||
|  |       //Dampened U2 is already the default - no need for a rewrite? | ||||||
|  |       else if (bUseXMPFeel) { //General XMP | ||||||
|  |         Class'U2Weapons.U2AssaultRifleFire'.default.Spread = 6.0; | ||||||
|  |         Class'U2Weapons.U2AssaultRifleAmmoInv'.default.MaxAmmo = 300; | ||||||
|  |         Class'U2Weapons.U2AssaultRifleProjAlt'.default.Speed = 5000; | ||||||
|  |         Class'U2Weapons.U2AssaultRifleProjAlt'.default.MomentumTransfer = 8000; | ||||||
|  |         Class'U2Weapons.U2WeaponEnergyRifle'.default.ClipSize = 30; | ||||||
|  |         Class'U2Weapons.U2FireAltEnergyRifle'.default.FireLastReloadTime = 2.265000; | ||||||
|  |         Class'U2Weapons.U2ProjectileAltEnergyRifle'.default.Speed = 1400.000000; | ||||||
|  |         Class'U2Weapons.U2ProjectileAltEnergyRifle'.default.DamageRadius = 290.000000; | ||||||
|  |         Class'U2Weapons.U2ProjectileAltEnergyRifle'.default.LifeSpan = 6.0; | ||||||
|  |         Class'U2Weapons.U2ProjectileEnergyRifle'.default.ShakeRadius = 1024.0; | ||||||
|  |         Class'U2Weapons.U2ProjectileEnergyRifle'.default.ShakeMagnitude = 1.0; | ||||||
|  |         Class'U2Weapons.U2ProjectileEnergyRifle'.default.Speed = 2500.0; | ||||||
|  |         Class'U2Weapons.U2ProjectileEnergyRifle'.default.MaxSpeed = 5000.0; | ||||||
|  |         Class'U2Weapons.U2ProjectileEnergyRifle'.default.LifeSpan = 6.0; | ||||||
|  |         Class'U2Weapons.U2AmmoEnergyRifle'.default.MaxAmmo = 150; | ||||||
|  |         Class'U2Weapons.U2FireAltFlameThrower'.default.FireRate = 0.25; | ||||||
|  |         Class'U2Weapons.U2ProjectileAltFlameThrower'.default.MaxSpeed = 500.0; | ||||||
|  |         Class'U2Weapons.U2ProjectileAltFlameThrower'.default.LifeSpan = 22.0; | ||||||
|  |         Class'U2Weapons.U2ProjectileAltFlameThrower'.default.MomentumTransfer = 500.0; | ||||||
|  |         Class'U2Weapons.U2WeaponFlameThrower'.default.ClipSize = 80; | ||||||
|  |         Class'U2Weapons.U2WeaponFlameThrower'.default.ReloadTime = 2.0; | ||||||
|  |         Class'U2Weapons.U2AmmoFlameThrower'.default.MaxAmmo = 480; | ||||||
|  |         Class'U2Weapons.U2ProjectileFragGrenade'.default.MomentumTransfer = 9000; | ||||||
|  |         Class'U2Weapons.U2ProjectileFragGrenade'.default.MaxSpeed = 2600.0; | ||||||
|  |         Class'U2Weapons.U2ProjectileFragGrenade'.default.Speed = 2600.0; | ||||||
|  |         Class'U2Weapons.U2ProjectileSmokeGrenade'.default.MaxSpeed = 2600.0; | ||||||
|  |         Class'U2Weapons.U2ProjectileSmokeGrenade'.default.Speed = 2600.0; | ||||||
|  |         Class'U2Weapons.U2ProjectileIncendiaryGrenade'.default.DamageRadius = 256.0; | ||||||
|  |         Class'U2Weapons.U2ProjectileIncendiaryGrenade'.default.MomentumTransfer = 9000.0; | ||||||
|  |         Class'U2Weapons.U2ProjectileConcussionGrenade'.default.DamageRadius = 180.0; | ||||||
|  |         Class'U2Weapons.U2FireGrenade'.default.FireRate = 1.33; | ||||||
|  |         Class'U2Weapons.U2WeaponRocketLauncher'.default.ReloadTime = 2.0; | ||||||
|  |         Class'U2Weapons.U2AmmoRocketLauncher'.default.MaxAmmo = 25; | ||||||
|  |         Class'U2Weapons.U2ProjectileRocketDrunken'.default.Speed = 1200.0; | ||||||
|  |         Class'U2Weapons.U2ProjectileRocketSeeking'.default.Speed = 1200.0; | ||||||
|  |         Class'U2Weapons.U2ProjectileRocket'.default.Speed = 2133.0;//3200 is too much | ||||||
|  |         Class'U2Weapons.U2ProjectileRocket'.default.MaxSpeed = 2133.0; | ||||||
|  |         Class'U2Weapons.U2ProjectileRocket'.default.DamageRadius = 384.0; | ||||||
|  |         Class'U2Weapons.U2WeaponShotgun'.default.ReloadTime = 2.21; | ||||||
|  |         Class'U2Weapons.U2WeaponShotgun'.default.ClipSize = 6; | ||||||
|  |         Class'U2Weapons.U2AmmoShotgun'.default.MaxAmmo = 42; | ||||||
|  |         Class'U2Weapons.U2WeaponSniper'.default.ClipSize = 3; | ||||||
|  |         Class'U2Weapons.U2FireSniper'.default.FireRate = 1.0; | ||||||
|  |         Class'U2Weapons.U2AmmoSniper'.default.MaxAmmo = 18; | ||||||
|  |         Class'U2Weapons.U2FirePistol'.default.FireLastReloadTime = 2.4; | ||||||
|  |         Class'U2Weapons.U2FireAltPistol'.default.FireLastReloadTime = 2.4; | ||||||
|  |         Class'U2Weapons.U2AmmoPistol'.default.MaxAmmo = 45; | ||||||
|  |         Class'U2Weapons.U2DamTypePistol'.default.VehicleDamageScaling = 0.30; | ||||||
|  |         Class'U2Weapons.U2DamTypeAltPistol'.default.VehicleDamageScaling = 0.30; | ||||||
|  |  | ||||||
|  |         Class'U2Weapons.U2AssaultRifleFire'.default.DamageMin = 20*k; | ||||||
|  |         Class'U2Weapons.U2AssaultRifleFire'.default.DamageMax = 20*k; | ||||||
|  |         Class'U2Weapons.U2AssaultRifleProjAlt'.default.Damage = 175*k; | ||||||
|  |         Class'U2Weapons.U2ProjectileASExplAlt'.default.Damage = 64.0*k; | ||||||
|  |         Class'U2Weapons.U2ProjectileAltEnergyRifle'.default.Damage = 120.0*k; | ||||||
|  |         Class'U2Weapons.U2ProjectileEnergyRifle'.default.Damage = 13.0*k; | ||||||
|  |         Class'U2Weapons.U2FireFlameThrower'.default.DamageMin = 15*k; | ||||||
|  |         Class'U2Weapons.U2FireFlameThrower'.default.DamageMax = 15*k; | ||||||
|  |         Class'U2Weapons.U2ProjectileFragGrenade'.default.Damage = 200.0*k; | ||||||
|  |         Class'U2Weapons.U2ProjectileIncendiaryGrenade'.default.Damage = 50.0*k; | ||||||
|  |         Class'U2Weapons.U2ProjectileConcussionGrenade'.default.Damage = 15.0*k; | ||||||
|  |         Class'U2Weapons.U2ProjectileRocketDrunken'.default.Damage = 70.0*k; | ||||||
|  |         Class'U2Weapons.U2ProjectileRocketSeeking'.default.Damage = 70.0*k; | ||||||
|  |         Class'U2Weapons.U2ProjectileRocket'.default.Damage = 190.0*k; | ||||||
|  |         Class'U2Weapons.U2ProjectileAltShotgun'.default.Damage = 22.0*k; | ||||||
|  |         Class'U2Weapons.U2FireShotgun'.default.DamageMin = 16*k; | ||||||
|  |         Class'U2Weapons.U2FireShotgun'.default.DamageMax = 16*k; | ||||||
|  |         Class'U2Weapons.U2FireSniper'.default.DamageMin = 75*k; | ||||||
|  |         Class'U2Weapons.U2FireSniper'.default.DamageMax = 75*k; | ||||||
|  |         Class'U2Weapons.U2FirePistol'.default.DamageMin = 40*k; | ||||||
|  |         Class'U2Weapons.U2FirePistol'.default.DamageMax = 40*k; | ||||||
|  |         Class'U2Weapons.U2FireAltPistol'.default.DamageMin = 65*k; | ||||||
|  |         Class'U2Weapons.U2FireAltPistol'.default.DamageMax = 65*k; | ||||||
|  |         Class'U2Weapons.U2ProjectileEMPGrenade'.default.Damage = 140.0*k; | ||||||
|  |         Class'U2Weapons.U2ProjectileToxicGrenade'.default.Damage = 100.0*k; | ||||||
|  |         Class'U2Weapons.U2HurterProxy_Gas'.default.myDamage = 30.0*k; | ||||||
|  |         Class'U2Weapons.U2HurterProxy_Fire'.default.myDamage = 80.0*k; | ||||||
|  |       } | ||||||
|  |  | ||||||
|  |       // | ||||||
|  |       //----------------------------------------------------------- | ||||||
|  |       // | ||||||
|  |       //Experimental options - lets you Unuse EMPimp projectile and fire from two CAR barrels | ||||||
|  |       if ((bExperimental) && (!bUseXMPFeel)) { //General U2 | ||||||
|  |         Class'U2Weapons.U2ProjectileAltEnergyRifle'.default.LifeSpan = 2.0; | ||||||
|  |         Class'U2Weapons.U2ProjectileAltEnergyRifle'.default.Damage = 210.0*k; | ||||||
|  |       } | ||||||
|  |       if (bExperimental) { //CAR - nothing's setting it, FireMode independent | ||||||
|  |         Class'U2Weapons.U2AssaultRifleFire'.default.bModeExclusive = false; | ||||||
|  |         Class'U2Weapons.U2AssaultRifleAltFire'.default.bModeExclusive = false; | ||||||
|  |       } | ||||||
|  |  | ||||||
|  |       class'U2ProjectileConcussionGrenade'.static.SetFlashbangMode(FlashbangModeString); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | defaultproperties | ||||||
|  | { | ||||||
|  |      ReplacedWeaponClassNames0="XWeapons.Minigun" | ||||||
|  |      ReplacedWeaponClassNames1="XWeapons.AssaultRifle" | ||||||
|  |      ReplacedWeaponClassNames2="XWeapons.BioRifle" | ||||||
|  |      ReplacedWeaponClassNames3="XWeapons.ShockRifle" | ||||||
|  |      ReplacedWeaponClassNames4="Onslaught.ONSGrenadeLauncher" | ||||||
|  |      ReplacedWeaponClassNames5="XWeapons.RocketLauncher" | ||||||
|  |      ReplacedWeaponClassNames6="XWeapons.FlakCannon" | ||||||
|  |      ReplacedWeaponClassNames7="XWeapons.SniperRifle" | ||||||
|  |      ReplacedWeaponClassNames8="UTClassic.ClassicSniperRifle" | ||||||
|  |      ReplacedWeaponClassNames9="Onslaught.ONSMineLayer" | ||||||
|  |      ReplacedWeaponClassNames10="XWeapons.Redeemer" | ||||||
|  |      ReplacedWeaponClassNames11="XWeapons.Painter" | ||||||
|  |      ReplacedWeaponClassNames12="XWeapons.LinkGun" | ||||||
|  |      bConfigUseU2Weapon0=True | ||||||
|  |      bConfigUseU2Weapon1=True | ||||||
|  |      bConfigUseU2Weapon2=True | ||||||
|  |      bConfigUseU2Weapon3=True | ||||||
|  |      bConfigUseU2Weapon4=True | ||||||
|  |      bConfigUseU2Weapon5=True | ||||||
|  |      bConfigUseU2Weapon6=True | ||||||
|  |      bConfigUseU2Weapon7=True | ||||||
|  |      bConfigUseU2Weapon8=True | ||||||
|  |      bConfigUseU2Weapon9=True | ||||||
|  |      bConfigUseU2Weapon10=True | ||||||
|  |      bConfigUseU2Weapon11=True | ||||||
|  |      bConfigUseU2Weapon12=True | ||||||
|  |      bUseFieldGenerator=True | ||||||
|  |      bUseProximitySensor=True | ||||||
|  |      U2WeaponClasses(0)=Class'U2Weapons.U2AssaultRifleInv' | ||||||
|  |      U2WeaponClasses(1)=Class'U2Weapons.U2WeaponEnergyRifle' | ||||||
|  |      U2WeaponClasses(2)=Class'U2Weapons.U2WeaponFlameThrower' | ||||||
|  |      U2WeaponClasses(3)=Class'U2Weapons.U2WeaponPistol' | ||||||
|  |      U2WeaponClasses(4)=Class'U2Weapons.U2AutoTurretDeploy' | ||||||
|  |      U2WeaponClasses(5)=Class'U2Weapons.U2WeaponRocketLauncher' | ||||||
|  |      U2WeaponClasses(6)=Class'U2Weapons.U2WeaponGrenadeLauncher' | ||||||
|  |      U2WeaponClasses(7)=Class'U2Weapons.U2WeaponSniper' | ||||||
|  |      U2WeaponClasses(8)=Class'U2Weapons.U2WeaponSniper' | ||||||
|  |      U2WeaponClasses(9)=Class'U2Weapons.U2WeaponRocketTurret' | ||||||
|  |      U2WeaponClasses(10)=Class'U2Weapons.U2WeaponLandMine' | ||||||
|  |      U2WeaponClasses(11)=Class'U2Weapons.U2WeaponLaserTripMine' | ||||||
|  |      U2WeaponClasses(12)=Class'U2Weapons.U2WeaponShotgun' //GE: Has to be in !Level.Game.bAllowVehicles | ||||||
|  |      bIsVehicle(0)=0 | ||||||
|  |      bIsVehicle(1)=0 | ||||||
|  |      bIsVehicle(2)=0 | ||||||
|  |      bIsVehicle(3)=0 | ||||||
|  |      bIsVehicle(4)=1 | ||||||
|  |      bIsVehicle(5)=0 | ||||||
|  |      bIsVehicle(6)=0 | ||||||
|  |      bIsVehicle(7)=0 | ||||||
|  |      bIsVehicle(8)=0 | ||||||
|  |      bIsVehicle(9)=1 | ||||||
|  |      bIsVehicle(10)=1 | ||||||
|  |      bIsVehicle(11)=1 | ||||||
|  |      bIsVehicle(12)=0 | ||||||
|  |      bNotVehicle(12)=1 | ||||||
|  |      U2AmmoPickupClassNames(0)="U2Weapons.U2AssaultRifleAmmoPickup" | ||||||
|  |      U2AmmoPickupClassNames(1)="U2Weapons.U2PickupAmmoEnergyRifle" | ||||||
|  |      U2AmmoPickupClassNames(2)="U2Weapons.U2PickupAmmoFlameThrower" | ||||||
|  |      U2AmmoPickupClassNames(3)="U2Weapons.U2PickupAmmoPistol" | ||||||
|  |      U2AmmoPickupClassNames(4)="U2Weapons.U2PickupAutoTurret" | ||||||
|  |      U2AmmoPickupClassNames(5)="U2Weapons.U2PickupAmmoRocket" | ||||||
|  |      U2AmmoPickupClassNames(6)="U2Weapons.U2PickupAmmoGrenade" | ||||||
|  |      U2AmmoPickupClassNames(7)="U2Weapons.U2PickupAmmoSniper" | ||||||
|  |      U2AmmoPickupClassNames(8)="U2Weapons.U2PickupAmmoSniper" | ||||||
|  |      U2AmmoPickupClassNames(9)="U2Weapons.U2PickupRocketTurret" | ||||||
|  |      U2AmmoPickupClassNames(10)="U2Weapons.U2PickupLandMine" | ||||||
|  |      U2AmmoPickupClassNames(11)="U2Weapons.U2PickupLaserTripMine" | ||||||
|  |      U2AmmoPickupClassNames(12)="U2Weapons.U2PickupAmmoShotgun" | ||||||
|  |      U2WeaponDisplayText(0)="Include the Combat Assault Rifle" | ||||||
|  |      U2WeaponDisplayText(1)="Replace this with the M32 Duster CAR" | ||||||
|  |      U2WeaponDisplayText(2)="Include the Shock Lance" | ||||||
|  |      U2WeaponDisplayText(3)="Replace this with the Shock Lance" | ||||||
|  |      U2WeaponDisplayText(4)="Use XMP-style fire power?" | ||||||
|  |      U2WeaponDisplayText(5)="Use alternative options?" | ||||||
|  |      U2WeaponDisplayText(6)="Include the Flamethrower" | ||||||
|  |      U2WeaponDisplayText(7)="Replace this with the Vulcan" | ||||||
|  |      U2WeaponDisplayText(8)="Include the Magnum Pistol" | ||||||
|  |      U2WeaponDisplayText(9)="Replace this with the Magnum Pistol" | ||||||
|  |      U2WeaponDisplayText(10)="Include the Auto Turret" | ||||||
|  |      U2WeaponDisplayText(11)="Replace this with the Auto Turret" | ||||||
|  |      U2WeaponDisplayText(12)="Include the Shark Rocket Launcher" | ||||||
|  |      U2WeaponDisplayText(13)="Replace this with the Shark" | ||||||
|  |      U2WeaponDisplayText(14)="Include the Grenade Launcher" | ||||||
|  |      U2WeaponDisplayText(15)="Replace this with the Hydra" | ||||||
|  |      U2WeaponDisplayText(16)="Include the Widowmaker Sniper (1)" | ||||||
|  |      U2WeaponDisplayText(17)="Replace this with the Widowmaker Rifle" | ||||||
|  |      U2WeaponDisplayText(18)="Include the Widowmaker Sniper (2)" | ||||||
|  |      U2WeaponDisplayText(19)="Replace this with the Widowmaker Rifle too" | ||||||
|  |      U2WeaponDisplayText(20)="Include the Rocket Turret" | ||||||
|  |      U2WeaponDisplayText(21)="Replace this with the Rocket Turret" | ||||||
|  |      U2WeaponDisplayText(22)="Include the Land Mine" | ||||||
|  |      U2WeaponDisplayText(23)="Replace this with the Land Mine" | ||||||
|  |      U2WeaponDisplayText(24)="Include the Laser Trip Mine" | ||||||
|  |      U2WeaponDisplayText(25)="Replace this with the Laser Trip Mine" | ||||||
|  |      U2WeaponDisplayText(26)="Include the Crowd Pleaser Shotgun" | ||||||
|  |      U2WeaponDisplayText(27)="Replace this with the Crowd Pleaser" | ||||||
|  |      U2WeaponDisplayText(28)="Include the Field Generator" | ||||||
|  |      U2WeaponDisplayText(29)="Include the Proximity Sensor" | ||||||
|  |      U2WeaponDisplayText(30)="Firepower damping percentage" | ||||||
|  |      U2WeaponDisplayText(31)="Integrate with Shield Reward" | ||||||
|  |      U2WeaponDisplayText(32)="Concussion grenade behaviour" | ||||||
|  |      U2WeaponDescText(0)="Include the M32 Duster Combat Assault Rifle in the game, i.e. enable it?" | ||||||
|  |      U2WeaponDescText(1)="What weapon should be replaced with the CAR. By default it's the Minigun." | ||||||
|  |      U2WeaponDescText(2)="Enable the Shock Lance Energy Rifle?" | ||||||
|  |      U2WeaponDescText(3)="What weapon should be replaced with the Energy Rifle. By default it's the Assault Rifle. NOTE: Changing this value is not recommended." | ||||||
|  |      U2WeaponDescText(4)="If enabled, this option will make all weapon firepower the same as in Unreal II XMP; if not, the firepower is consistent with Unreal II SP." | ||||||
|  |      U2WeaponDescText(5)="If enabled, will make the Shock Lance use another, limited, secondary fire mode and allow Combat Assault Rifle use Unreal: Return to Na Pali fire style (shooting out of 2 barrels)." | ||||||
|  |      U2WeaponDescText(6)="Enable the Vulcan Flamethrower?" | ||||||
|  |      U2WeaponDescText(7)="What weapon should be replaced with the Flamethrower. By default it's the Bio Rifle." | ||||||
|  |      U2WeaponDescText(8)="Enable the Magnum Pistol?" | ||||||
|  |      U2WeaponDescText(9)="What weapon should be replaced with the Magnum Pistol. By default it's the Shock Rifle." | ||||||
|  |      U2WeaponDescText(10)="Enable the Automatic Turret?" | ||||||
|  |      U2WeaponDescText(11)="What weapon should be replaced with the Auto Turret. By default it's the Onslaught Grenade Launcher." | ||||||
|  |      U2WeaponDescText(12)="Enable the Shark Rocket Launcher?" | ||||||
|  |      U2WeaponDescText(13)="What weapon should be replaced with the Shark Rocket Launcher. By default it's the Rocket Launcher." | ||||||
|  |      U2WeaponDescText(14)="Enable the Hydra Grenade Launcher?" | ||||||
|  |      U2WeaponDescText(15)="What weapon should be replaced with the Hydra Grenade Launcher. By default it's the Flak Cannon." | ||||||
|  |      U2WeaponDescText(16)="Should the Lightning Gun be replaced with the Widowmaker Sniper Rifle?" | ||||||
|  |      U2WeaponDescText(17)="What weapon should be replaced with the Widowmaker Sniper Rifle. By default it's the Lightning Gun here." | ||||||
|  |      U2WeaponDescText(18)="Should the Classic Sniper Rifle be replaced with the Widowmaker Sniper Rifle?" | ||||||
|  |      U2WeaponDescText(19)="What weapon should be replaced with the Widowmaker Sniper Rifle. By default it's the Classic Sniper Rifle here." | ||||||
|  |      U2WeaponDescText(20)="Enable the Rocket Turret delpoyable?" | ||||||
|  |      U2WeaponDescText(21)="What weapon should be replaced with the Rocket Turret deployable. By default it's the Mine Layer." | ||||||
|  |      U2WeaponDescText(22)="Enable the Land Mine?" | ||||||
|  |      U2WeaponDescText(23)="What weapon should be replaced with the Land Mine. By default it's the Redeemer." | ||||||
|  |      U2WeaponDescText(24)="Enable the Laser Trip Mine?" | ||||||
|  |      U2WeaponDescText(25)="What weapon should be replaced with the Laser Trip Mine. By default it's the Ion Painter." | ||||||
|  |      U2WeaponDescText(26)="Enable the Crowd Pleaser Shotgun? It won't replace the Link Gun in matches with vehicles." | ||||||
|  |      U2WeaponDescText(27)="What weapon should be replaced with the Crowd Pleaser Shotgun. By default it's the Link Gun. It does not replace it in vehicle matches." | ||||||
|  |      U2WeaponDescText(28)="Enable the Field Generator? If enabled, you start with one." | ||||||
|  |      U2WeaponDescText(29)="Enable the Proximity Sensor? If enabled, you start with one." | ||||||
|  |      U2WeaponDescText(30)="This number controls how powerful all weapons are. By deafult the firepower is set to 55% of the original in order to compensate for the fact that players in UT2004 don't have shields or damage filtering." | ||||||
|  |      U2WeaponDescText(31)="If checked, the Shield Reward mutator produces Unreal II shield pickups." | ||||||
|  |      U2WeaponDescText(32)="Choose between no white overlay, overlay depending on the player's view (XMP style) and overlay depending on the distance from the player (default, foolproof)." | ||||||
|  |      //FirePowerMode=4 | ||||||
|  |      DamagePercentage=55 | ||||||
|  |      bUseXMPFeel=False | ||||||
|  |      bIntegrateShieldReward=True | ||||||
|  |      FlashbangModeString="FM_DistanceBased" | ||||||
|  |      GroupName="Arena" | ||||||
|  |      FriendlyName="Unreal II or XMP Weapons" | ||||||
|  |      Description="Add the Unreal II weapons to other gametypes. Fully customisable, you can choose between Unreal II and XMP weapon behaviour." | ||||||
|  | } | ||||||
							
								
								
									
										10
									
								
								samples/UnrealScript/US3HelloWorld.uc
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								samples/UnrealScript/US3HelloWorld.uc
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,10 @@ | |||||||
|  | class US3HelloWorld extends GameInfo; | ||||||
|  |   | ||||||
|  | event InitGame( string Options, out string Error ) | ||||||
|  | { | ||||||
|  |     `log( "Hello, world!" ); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | defaultproperties | ||||||
|  | { | ||||||
|  | } | ||||||
		Reference in New Issue
	
	Block a user