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//============================================================================= // xWeaponBase //============================================================================= class xWeaponBase extends xPickUpBase placeable; #exec OBJ LOAD FILE=2k4ChargerMeshes.usx var() class<Weapon> WeaponType; function bool CheckForErrors() { if ( (WeaponType == None) || WeaponType.static.ShouldBeHidden() ) { log(self$" ILLEGAL WEAPONTYPE "$Weapontype); return true; } return Super.CheckForErrors(); } function byte GetInventoryGroup() { if (WeaponType != None) return WeaponType.Default.InventoryGroup; return 999; } simulated function PostBeginPlay() { if (WeaponType != None) { PowerUp = WeaponType.default.PickupClass; if ( WeaponType.Default.InventoryGroup == 0 ) bDelayedSpawn = true; } Super.PostBeginPlay(); SetLocation(Location + vect(0,0,-2)); // adjust because reduced drawscale } defaultproperties { SpiralEmitter=Class'XEffects.Spiral' NewStaticMesh=StaticMesh'2k4ChargerMeshes.ChargerMeshes.WeaponChargerMesh-DS' NewPrePivot=(Z=3.700000) NewDrawScale=0.500000 DrawType=DT_StaticMesh StaticMesh=StaticMesh'XGame_rc.WildcardChargerMesh' Texture=None DrawScale=0.500000 Skins(0)=Texture'XGameTextures.WildcardChargerTex' Skins(1)=Texture'XGameTextures.WildcardChargerTex' CollisionRadius=60.000000 CollisionHeight=3.000000 } |
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