- Extends
- UTWeaponPickup
BFRLPickup
Creation date: 2011-02-22 20:09
Last change: $Id$
Copyright © 2011, Wormbo
Website: http://www.koehler-homepage.de/Wormbo/
Feel free to reuse this code. Send me a note if you found it helpful or want
to report bugs/provide improvements.
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Pickup
|
+-- Engine.WeaponPickup
|
+-- XWeapons.UTWeaponPickup
|
+-- BFRL10k.BFRLPickup
Inherited Functions from Engine.WeaponPickup |
AllowRepeatPickup, BotDesireability, DetourWeight, GetRespawnTime, InitDroppedPickupFor, PostBeginPlay, Reset, SetWeaponStay, StartSleeping, UpdateHUD, ValidTouch |
var int RepAmmo;
simulated function Destroyed ( ) )
function InitDroppedPickupFor (
Inventory Inv) )
function PostBeginPlay ( ) )
simulated function PostNetBeginPlay ( ) )
function SetWeaponStay ( ) )
defaultproperties
{
InventoryType = class'BFRL10k'
PickupMessage = "You got the BFRL10k."
PickupSound = Sound'PickupSounds.FlakCannonPickup'
PickupForce = "ONSAVRiLPickup"
MaxDesireability = 1.5
StaticMesh = StaticMesh'VMWeaponsSM.AVRiLsm'
Skins = (BFRLShader,AVRiLreticleTEX)
DrawType = DT_StaticMesh
DrawScale = 0.05
Standup = (Y=0.25,Z=0.0)
bWeaponStay = False
}
|
Creation time: Sa 23.8.2014 09:18:06.735 - Created with
UnCodeX