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#exec OBJ LOAD FILE=EpicParticles.utx #exec OBJ LOAD FILE=2K4HUD.utx class RedeemerPickup extends UTWeaponPickup; var material PrecacheHUDTextures[4]; function PrebeginPlay() { Super.PreBeginPlay(); if ( Level.Game.IsA('xMutantGame') ) Destroy(); } function SetWeaponStay() { bWeaponStay = false; } function float GetRespawnTime() { return ReSpawnTime; } static function StaticPrecache(LevelInfo L) { local int i; for ( i=0; i<4; i++ ) L.AddPrecacheMaterial(Default.PrecacheHUDTextures[i]); L.AddPrecacheMaterial(Material'EpicParticles.Smokepuff2'); L.AddPrecacheMaterial(Material'EpicParticles.IonBurn'); L.AddPrecacheMaterial(Material'EpicParticles.IonWave'); L.AddPrecacheMaterial(Material'EpicParticles.BurnFlare1'); L.AddPrecacheMaterial(Material'EpicParticles.WhiteStreak01aw'); L.AddPrecacheMaterial(Material'EpicParticles.Smokepuff'); L.AddPrecacheMaterial(Material'EpicParticles.SoftFlare'); L.AddPrecacheMaterial(Material'WeaponSkins.RDMR_Missile'); L.AddPrecacheMaterial(Material'AW-2004Explosions.Part_explode2'); L.AddPrecacheStaticMesh(StaticMesh'WeaponStaticMesh.RedeemerPickup'); L.AddPrecacheStaticMesh(StaticMesh'WeaponStaticMesh.RedeemerMissile'); } simulated function UpdatePrecacheMaterials() { local int i; for ( i=0; i<4; i++ ) Level.AddPrecacheMaterial(Default.PrecacheHUDTextures[i]); Level.AddPrecacheMaterial(Material'EpicParticles.Smokepuff2'); Level.AddPrecacheMaterial(Material'EpicParticles.IonBurn'); Level.AddPrecacheMaterial(Material'EpicParticles.IonWave'); Level.AddPrecacheMaterial(Material'EpicParticles.BurnFlare1'); Level.AddPrecacheMaterial(Material'EpicParticles.WhiteStreak01aw'); Level.AddPrecacheMaterial(Material'EpicParticles.Smokepuff'); Level.AddPrecacheMaterial(Material'EpicParticles.SoftFlare'); Level.AddPrecacheMaterial(Material'WeaponSkins.RDMR_Missile'); Level.AddPrecacheMaterial(Material'AW-2004Explosions.Part_explode2'); super.UpdatePrecacheMaterials(); } simulated function UpdatePrecacheStaticMeshes() { Level.AddPrecacheStaticMesh(StaticMesh'WeaponStaticMesh.RedeemerMissile'); Level.AddPrecacheStaticMesh(StaticMesh'WeaponStaticMesh.RedeemerPickup'); Super.UpdatePrecacheStaticMeshes(); } defaultproperties { InventoryType=class'Redeemer' PickupMessage="You got the Redeemer." PickupSound=Sound'PickupSounds.FlakCannonPickup' PickupForce="FlakCannonPickup" MaxDesireability=+1.0 StaticMesh=StaticMesh'WeaponStaticMesh.RedeemerPickup' DrawType=DT_StaticMesh DrawScale=0.9 RespawnTime=120.0 bWeaponStay=false PrecacheHUDTextures(0)=Material'2K4Hud.Redeemerinnerscope' PrecacheHUDTextures(1)=Material'2K4Hud.Redeemerouteredge' PrecacheHUDTextures(2)=Material'2K4Hud.Redeemerouterscope' PrecacheHUDTextures(3)=Material'2K4Hud.Rdm_Altitude' } |
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