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class BioAmmoPickup extends UTAmmoPickup; #exec OBJ LOAD FILE=PickupSounds.uax simulated function PostBeginPlay() { local actor HitActor; local vector HitLocation, HitNormal; Super.PostBeginPlay(); // check to see if imbedded (stupid LD) HitActor = Trace(HitLocation, HitNormal, Location - CollisionHeight * vect(0,0,1), Location + CollisionHeight * vect(0,0,1), false); if ( (HitActor != None) && HitActor.bWorldGeometry ) SetLocation(HitLocation + vect(0,0,1) * CollisionHeight); } defaultproperties { InventoryType=class'BioAmmo' PrePivot=(Z=10.5) PickupMessage="You picked up some Bio-Rifle ammo" PickupSound=Sound'PickupSounds.FlakAmmoPickup' PickupForce="FlakAmmoPickup" // jdf AmmoAmount=20 MaxDesireability=0.320000 CollisionHeight=8.250000 StaticMesh=StaticMesh'WeaponStaticMesh.BioAmmoPickup' DrawType=DT_StaticMesh } |
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