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/* Unlike BotComboDefensive, we *do not* want to fully reproduce ComboBerserk. * It sucks. We'd rather come up with something that simply increases the fire * rate of the player in question. */ class BotComboBerserk extends Combo config(BotsCombos); var config float Modifier; var xEmitter Effect; var BCBerserkInv BCBInv; function StartEffect(xPawn P) { if (P.Role == ROLE_Authority) Effect = Spawn(class'OffensiveEffect', P,, P.Location, P.Rotation); // Create an inventory object to do the actual Berserk stuff ... if (BCBInv == None) BCBInv = spawn(class'BCBerserkInv', P,,,rot(0,0,0)); if (BCBInv == None) StopEffect(P); BCBInv.BCD = self; // It will be replicated in BCBInv to the client BCBInv.Modifier = Modifier; BCBInv.bBerserk = true; BCBInv.GiveTo(P); } function StopEffect(xPawn P) { if (BCBInv != None) { BCBInv.StopBerserk(P); } if (Effect != None) Effect.Destroy(); } defaultproperties { ExecMessage="Berserk!" ComboAnnouncementName="Berzerk" Modifier=0.5 keys(0)=2 keys(1)=2 keys(2)=1 keys(3)=1 } |
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