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class DamTypeClassicHeadshot extends WeaponDamageType abstract; var class<LocalMessage> KillerMessage; var sound HeadHunter; // OBSOLETE static function IncrementKills(Controller Killer) { local xPlayerReplicationInfo xPRI; if ( PlayerController(Killer) == None ) return; PlayerController(Killer).ReceiveLocalizedMessage( Default.KillerMessage, 0, Killer.PlayerReplicationInfo, None, None ); xPRI = xPlayerReplicationInfo(Killer.PlayerReplicationInfo); if ( xPRI != None ) { xPRI.headcount++; if ( (xPRI.headcount == 15) && (UnrealPlayer(Killer) != None) ) UnrealPlayer(Killer).ClientDelayedAnnouncementNamed('HeadHunter',15); } } defaultproperties { DeathString="%k put a bullet in %o's skull." MaleSuicide="%o shot himself in the head." FemaleSuicide="%o shot herself in the head." WeaponClass=class'ClassicSniperRifle' bAlwaysSevers=true bSpecial=true KillerMessage=class'SpecialKillMessage' VehicleDamageScaling=0.65 } |
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