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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)=Class'XWeapons.RedeemerFire' FireModeClass(1)=Class'XWeapons.RedeemerGuidedFire' SelectAnim="Pickup" PutDownAnim="PutDown" SelectAnimRate=0.667000 PutDownAnimRate=1.000000 PutDownTime=0.450000 BringUpTime=0.675000 SelectSound=Sound'WeaponSounds.Misc.redeemer_change' SelectForce="SwitchToFlakCannon" AIRating=1.500000 CurrentRating=1.500000 bNotInDemo=Wahr 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." DemoReplacement=Class'XWeapons.RocketLauncher' DisplayFOV=60.000000 Priority=16 SmallViewOffset=(X=26.000000,Y=6.000000,Z=-34.000000) CustomCrosshair=13 CustomCrossHairColor=(B=128) CustomCrossHairScale=2.000000 CustomCrossHairTextureName="Crosshairs.Hud.Crosshair_Circle2" InventoryGroup=0 GroupOffset=1 PickupClass=Class'XWeapons.RedeemerPickup' PlayerViewOffset=(X=14.000000,Z=-28.000000) PlayerViewPivot=(Pitch=1000,Yaw=-400) BobDamping=1.400000 AttachmentClass=Class'XWeapons.RedeemerAttachment' IconMaterial=Texture'HUDContent.Generic.HUD' IconCoords=(X1=4,Y1=350,X2=110,Y2=395) ItemName="Redeemer" Mesh=SkeletalMesh'Weapons.Redeemer_1st' DrawScale=1.200000 } |
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