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	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" | ||||
|   primary_extension: .upc | ||||
|  | ||||
| UnrealScript: | ||||
|   type: programming | ||||
|   color: "#a54c4d" | ||||
|   lexer: JavaScript | ||||
|   primary_extension: .uc | ||||
|  | ||||
| VHDL: | ||||
|   type: programming | ||||
|   lexer: vhdl | ||||
|   | ||||
							
								
								
									
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								samples/UnrealScript/MutU2Weapons.uc
									
									
									
									
									
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								samples/UnrealScript/MutU2Weapons.uc
									
									
									
									
									
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							| @@ -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