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class Redeemer extends Weapon config(user); function PrebeginPlay() { Super.PreBeginPlay(); } simulated function SuperMaxOutAmmo() {} simulated event ClientStopFire(int Mode) { if (Role < ROLE_Authority) { StopFire(Mode); } if ( Mode == 0 ) ServerStopFire(Mode); } simulated event WeaponTick(float dt) { if ( (Instigator.Controller == None) || HasAmmo() ) return; Instigator.Controller.SwitchToBestWeapon(); } // AI Interface function float SuggestAttackStyle() { return -1.0; } function float SuggestDefenseStyle() { return -1.0; } /* BestMode() choose between regular or alt-fire */ function byte BestMode() { return 0; } function float GetAIRating() { local Bot B; B = Bot(Instigator.Controller); if ( B == None ) return 0.4; if ( B.IsShootingObjective() ) return 1.0; if ( (B.Enemy == None) || B.Enemy.bCanFly || VSize(B.Enemy.Location - Instigator.Location) < 2400 ) return 0.4; return AIRating; } defaultproperties { FireModeClass(0)=RedeemerFire FireModeClass(1)=RedeemerGuidedFire InventoryGroup=0 GroupOffset=1 Mesh=mesh'Weapons.Redeemer_1st' ItemName="Redeemer" Description="The first time you witness this miniature nuclear device in action, you'll agree it is the most powerful weapon in the Tournament.|Launch a slow-moving but utterly devastating missile with the primary fire; but make sure you're out of the Redeemer's impressive blast radius before it impacts. The secondary fire allows you to guide the nuke yourself with a rocket's-eye view.||Keep in mind, however, that you are vulnerable to attack when steering the Redeemer's projectile. Due to the extreme bulkiness of its ammo, the Redeemer is exhausted after a single shot." BobDamping=1.4 PickupClass=class'RedeemerPickup' EffectOffset=(X=0.0,Y=0.0,Z=-0.0) AttachmentClass=class'RedeemerAttachment' PutDownAnim=PutDown DisplayFOV=60 DrawScale=1.2 PlayerViewOffset=(X=14,Y=0,Z=-28) SmallViewOffset=(X=26,Y=6,Z=-34) PlayerViewPivot=(Pitch=1000,Roll=0,Yaw=-400) SelectSound=Sound'WeaponSounds.Redeemer_change' IconMaterial=Material'HudContent.Generic.HUD' IconCoords=(X1=4,Y1=350,X2=110,Y2=395) SelectForce="SwitchToFlakCannon" AIRating=1.5 CurrentRating=1.5 SelectAnim=Pickup bNotInDemo=true DemoReplacement=class'xWeapons.RocketLauncher' Priority=16 CustomCrosshair=13 CustomCrosshairTextureName="Crosshairs.Hud.Crosshair_Circle2" CustomCrosshairColor=(r=255,g=255,b=128,a=255) CustomCrosshairScale=+2.0 SelectAnimRate=0.667 PutDownAnimRate=1.0 BringUpTime=+0.675 PutDownTime=+0.45 } |
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