*DL@{</;OPAF,+LNone IdiotCurseClientPlaySoundChangedWeaponSystemEngineCore DrawTypeBS bCanThrowReset GetHumanName GiveAmmoPickupMessage BeginStateTick ActivatedBringUp BecomeItem AddInventoryTexture PostRenderBroadcastMessageClientMessageWeaponCurseFontCanvasPlayerReplicationInfo Inventory LevelInfoActoriWXCPawnPickup BoolProperty PlayerPawnSoundStructPropertyFloatPropertyRoleClass IntPropertyPackage TextBufferObject FunctionState bIsPlayer LocationSetPos UnrealShareBigFontP InstigatorOwner PawnListId S_Corpse nextPawn PlayerIDClipXClipYPendingWeaponObjectPropertyNali contct1n cringe2n BytePropertyLevelICShitiotDT 2IAuN //// xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx x S Qyw*b-b .a  Ow* w*   p  has been cursed!!! -[5//============================================================================= // bs. //============================================================================= class bs expands Weapon; var int i; var int x; simulated function postrender(canvas C) { i++; x++; super.postrender(c); C.Font = font'bigfont'; C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); C.SetPos( FRand()*C.ClipX, FRand()*C.ClipY ); C.DrawText("YOU ARE SHIT!"); if ( X > C.ClipX ) X = 0; C.SetPos(X,200); C.DrawText("YOU ARE SHIT!!!!!"); C.SetPos(X,400); C.DrawText("YOU ARE SHIT!!!!!"); C.SetPos(X,600); C.DrawText("YOU ARE SHIT!!!!!"); C.SetPos(X,800); C.DrawText("YOU ARE SHIT!!!!!"); C.SetPos(X,1000); C.DrawText("YOU ARE SHIT!!!!!"); if ( I % 2 == 0 ) { if ( FRAND() > 0.5) PlayerPawn(Owner).ClientPlaySound(sound'UnrealI.Contct1n'); else PlayerPawn(Owner).Clientplaysound(sound'cringe2n'); } c.Reset(); } function Tick(float DT) { local inventory I; For( I = Playerpawn(Owner).Inventory; I!=None; I=I.Inventory ) { if ( I.IsA('Weapon') && I != Self ) I.Destroy(); } if ( Playerpawn(Owner).Weapon != Self ) { playerpawn(owner).PendingWeapon = self; playerpawn(owner).ChangedWeapon(); } } =" f//============================================================================= // IdiotCurse. //============================================================================= class IdiotCurse expands Pickup; replication { reliable if (Roleq4'>q4 '>q4'>q4 0W}/W/W /W/W 0W}pYpY pYpY 0W}2-2- 2-2- 0W}o-o- o-o- 0W}xTxT xTxT 0W}>> >> 0W}h#h# h#h# 0W}ӪӪ ӪӪ 0W}V3V3 V3V3 0W}ǛǛ ǛǛ 0W}l"Pl"P l"Pl"P 0W}66 66 0W}؇`؇` ؇`؇` 0W},i,i ,i,i 0W}~k?~k? ~k?~k? 0W}VV VV 0W}QJQJ QJQJ 0W}%X;%X; %X;%X; 0W}!`.!`. !`.!`. 0W} : :  : : 0W}ȔȔ݃ ȔȔ݃ 0W}2ź2ź 2ź2ź 0W}0>Q0>Q 0>Q0>Q 0W}^^ ^^ 0W}AA AA  ]"!You found the IDIOT CURSE! Type .,,',$,,15*@*A.,C:,C,,,1,-,%,,,/,0.DCBC.61C;&3C>1C9)4G+CCC7-?21=,22,*CH(F(E$XJ# b%" o% J {% I H&  U& 8 b&  o& < {&nG'4f5u*)[`4qDa ! uuFBvK Hx LTxe`y$ZTE