Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 |
//This is a total hack to fix Epic's not calling GameRules.NetDamage for monsters class FakeMonsterWeapon extends Weapon CacheExempt HideDropDown; function DropFrom(vector StartLocation) { Destroy(); } function bool BotFire(bool bFinished, optional name FiringMode) { return false; } event ServerStartFire(byte Mode) { } function bool CanAttack(Actor Other) { return false; } simulated function bool ReadyToFire(int Mode) { return false; } function HolderDied() { } function GiveTo(Pawn Other, optional Pickup Pickup) { Super(Inventory).GiveTo(Other, Pickup); Instigator.Weapon = self; } //Isn't this just sad? function AdjustPlayerDamage( out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType) { Damage = Level.Game.GameRulesModifiers.NetDamage(Damage, Damage, Instigator, InstigatedBy, HitLocation, Momentum, DamageType); } defaultproperties { bGameRelevant=True } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |