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//============================================================================= // RifleAmmo. //============================================================================= class RifleAmmo extends Ammo; #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Pickups\AMMOPUP1.wav" NAME="AmmoSnd" GROUP="Pickups" #exec TEXTURE IMPORT NAME=I_RIFLEAmmo FILE=Textures\Hud\i_RIFLE.pcx GROUP="Icons" MIPS=OFF #exec MESH IMPORT MESH=RifleBullets ANIVFILE=Models\rifleb_a.3d DATAFILE=Models\rifleb_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=RifleBullets X=0 Y=-200 Z=0 YAW=0 #exec MESH SEQUENCE MESH=RifleBullets SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=RifleBul1 FILE=Models\rifleb.pcx GROUP="Skins" #exec MESHMAP SCALE MESHMAP=RifleBullets X=0.025 Y=0.025 Z=0.05 #exec MESHMAP SETTEXTURE MESHMAP=RifleBullets NUM=1 TEXTURE=RifleBul1 defaultproperties { AmmoAmount=8 MaxAmmo=50 UsedInWeaponSlot(9)=1 PickupMessage="You got 8 Rifle rounds." PickupViewMesh=LodMesh'UnrealI.RifleBullets' MaxDesireability=0.240000 PickupSound=Sound'UnrealI.Pickups.AmmoSnd' Icon=Texture'UnrealI.Icons.I_RIFLEAmmo' Mesh=LodMesh'UnrealI.RifleBullets' CollisionRadius=15.000000 CollisionHeight=20.000000 bCollideActors=True } |
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