Core.Object | +--Engine.Actor | +--Engine.Inventory | +--Engine.Pickup | +--Engine.Ammo | +--Botpack.TournamentAmmo | +--Botpack.BioAmmo
00001 //============================================================================= 00002 // Sludge. 00003 //============================================================================= 00004 class BioAmmo extends TournamentAmmo; 00005 00006 #exec MESH IMPORT MESH=BioAmmoM ANIVFILE=MODELS\bioammo_a.3D DATAFILE=MODELS\bioammo_d.3D X=0 Y=0 Z=0 00007 #exec MESH LODPARAMS MESH=BioAmmoM STRENGTH=0.3 00008 #exec MESH ORIGIN MESH=BioAmmoM X=0 Y=0 Z=0 Roll=64 PITCH=128 00009 #exec MESH SEQUENCE MESH=BioAmmoM SEQ=All STARTFRAME=0 NUMFRAMES=1 00010 #exec TEXTURE IMPORT NAME=JBammo1 FILE=MODELS\bioammo.PCX GROUP="Skins" LODSET=2 00011 #exec MESHMAP SCALE MESHMAP=BioAmmoM X=0.04 Y=0.04 Z=0.08 00012 #exec MESHMAP SETTEXTURE MESHMAP=BioAmmoM NUM=1 TEXTURE=JBammo1 00013 00014 auto state Init 00015 { 00016 Begin: 00017 BecomePickup(); 00018 GoToState('Pickup'); 00019 } 00020 00021 defaultproperties 00022 { 00023 AmmoAmount=25 00024 MaxAmmo=100 00025 UsedInWeaponSlot(8)=1 00026 PickupMessage="You picked up the Biosludge Ammo." 00027 ItemName="Biosludge Ammo" 00028 PickupViewMesh=LodMesh'Botpack.BioAmmoM' 00029 MaxDesireability=0.220000 00030 Physics=PHYS_Falling 00031 Mesh=LodMesh'Botpack.BioAmmoM' 00032 CollisionRadius=22.000000 00033 CollisionHeight=9.000000 00034 bCollideActors=True 00035 }