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//============================================================================= // ShieldBelt. //============================================================================= class ShieldBelt expands Pickup; #exec AUDIO IMPORT FILE="Sounds\Pickups\SBELTA1.WAV" NAME="BeltSnd" GROUP="Pickups" #exec AUDIO IMPORT FILE="Sounds\Pickups\pSBELTA2.WAV" NAME="PSbelta2" GROUP="Pickups" #exec AUDIO IMPORT FILE="Sounds\Pickups\SBELThe2.WAV" NAME="Sbelthe2" GROUP="Pickups" #exec TEXTURE IMPORT NAME=I_ShieldBelt FILE=TEXTURES\HUD\i_belt.PCX GROUP="Icons" MIPS=OFF #exec TEXTURE IMPORT NAME=GoldSkin FILE=models\gold.PCX GROUP="None" #exec MESH IMPORT MESH=ShieldBeltMesh ANIVFILE=MODELS\belt_a.3D DATAFILE=MODELS\belt_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=ShieldBeltMesh X=0 Y=120 Z=110 YAW=64 #exec MESH SEQUENCE MESH=ShieldBeltMesh SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Abelt1 FILE=MODELS\belt.PCX GROUP="Skins" #exec MESHMAP SCALE MESHMAP=ShieldBeltMesh X=0.025 Y=0.025 Z=0.05 #exec MESHMAP SETTEXTURE MESHMAP=ShieldBeltMesh NUM=1 TEXTURE=Abelt1 function Timer() { } function ArmorImpactEffect(vector HitLocation) { if ( Owner.IsA('PlayerPawn') ) { PlayerPawn(Owner).ClientFlash(-0.05,vect(400,400,400)); PlayerPawn(Owner).PlaySound(DeActivateSound, SLOT_None, 2.7*PlayerPawn(Owner).SoundDampening); } } function PickupFunction(Pawn Other) { Other.Texture = texture'GoldSkin'; Other.bMeshEnviroMap = True; SetTimer(1.0,True); } function Destroyed() { if ( Owner != None ) Owner.bMeshEnviroMap = False; if (MyMarker != None ) MyMarker.markedItem = None; // Remove from owner's inventory. if( Pawn(Owner)!=None ) Pawn(Owner).DeleteInventory( Self ); } |
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