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class SpecialKillMessage extends LocalMessage; var(Messages) localized string DecapitationString; var sound HeadShotSound; // OBSOLETE static function string GetString( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { return Default.DecapitationString; } static simulated function ClientReceive( PlayerController P, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { Super.ClientReceive(P, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject); P.PlayRewardAnnouncement('HeadShot',1); } defaultproperties { bFadeMessage=True bIsSpecial=True bIsUnique=True Lifetime=3 bBeep=False DrawColor=(R=255,G=0,B=0,A=255) DecapitationString="Head Shot!!" StackMode=SM_Down PosY=0.10 } |
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