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class InstagibCTF extends xCTFGame; var globalconfig bool bZoomInstagib; var globalconfig bool bAllowBoost; var globalconfig bool bLowGrav; var localized string ZoomDisplayText, ZoomDescText; static function bool AllowMutator( string MutatorClassName ) { if ( MutatorClassName == "" ) return false; if ( static.IsVehicleMutator(MutatorClassName) ) return false; if ( MutatorClassName ~= "xGame.MutInstagib" ) return false; if ( MutatorClassName ~= "xGame.MutZoomInstagib" ) return false; return super.AllowMutator(MutatorClassName); } static function FillPlayInfo(PlayInfo PlayInfo) { Super.FillPlayInfo(PlayInfo); PlayInfo.AddSetting(default.RulesGroup, "bAllowBoost", class'MutInstagib'.default.BoostDisplayText, 0, 1, "Check"); PlayInfo.AddSetting(default.RulesGroup, "bZoomInstagib", default.ZoomDisplayText, 0, 1, "Check"); PlayInfo.AddSetting(default.RulesGroup, "bLowGrav", class'MutLowGrav'.default.Description, 0, 1, "Check"); } static event string GetDescriptionText(string PropName) { switch (PropName) { case "bAllowBoost": return class'MutInstagib'.default.BoostDescText; case "bZoomInstagib": return default.ZoomDescText; case "bLowGrav": return class'MutLowGrav'.default.Description; } return Super.GetDescriptionText(PropName); } static event bool AcceptPlayInfoProperty(string PropertyName) { if ( InStr(PropertyName, "bWeaponStay") != -1 ) return false; if ( InStr(PropertyName, "bAllowWeaponThrowing") != -1 ) return false; return Super.AcceptPlayInfoProperty(PropertyName); } defaultproperties { bAllowBoost=Wahr ZoomDisplayText="Allow Zoom" ZoomDescText="Instagib rifles have sniper scopes." bAllowTrans=Falsch bDefaultTranslocator=Falsch MutatorClass="xGame.InstagibMutator" GameName="Instagib CTF" DecoTextName="XGame.InstagibCTF" Acronym="ICTF" } |
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