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class DamTypeSniperHeadShot extends WeaponDamageType abstract; var class<LocalMessage> KillerMessage; var sound HeadHunter; // OBSOLETE static function IncrementKills(Controller Killer) { local xPlayerReplicationInfo xPRI; if ( PlayerController(Killer) == None ) return; PlayerController(Killer).ReceiveLocalizedMessage( Default.KillerMessage, 0, Killer.PlayerReplicationInfo, None, None ); xPRI = xPlayerReplicationInfo(Killer.PlayerReplicationInfo); if ( xPRI != None ) { xPRI.headcount++; if ( (xPRI.headcount == 15) && (UnrealPlayer(Killer) != None) ) UnrealPlayer(Killer).ClientDelayedAnnouncementNamed('HeadHunter',15); } } static function GetHitEffects(out class<xEmitter> HitEffects[4], int VictemHealth ) { HitEffects[0] = class'HitSmoke'; HitEffects[1] = class'HitFlameBig'; } defaultproperties { KillerMessage=Class'XGame.SpecialKillMessage' WeaponClass=Class'XWeapons.SniperRifle' DeathString="%o's cranium was made extra crispy by %k's lightning gun." FemaleSuicide="%o violated the laws of space-time and sniped herself." MaleSuicide="%o violated the laws of space-time and sniped himself." bAlwaysSevers=Wahr bSpecial=Wahr bCauseConvulsions=Wahr DamageOverlayMaterial=Shader'XGameShaders.PlayerShaders.LightningHit' DamageOverlayTime=0.900000 } |
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