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//============================================================================= // RLAmmo. //============================================================================= class RLAmmo expands Ammo; #forceexec MESH IMPORT MESH=RLammo ANIVFILE=MODELS\ROCKETLAUNCHER\RLammo_a.3d DATAFILE=MODELS\ROCKETLAUNCHER\RLammo_d.3d X=0 Y=0 Z=0 #forceexec MESH ORIGIN MESH=RLammo X=0 Y=0 Z=0 #forceexec MESH SEQUENCE MESH=RLammo SEQ=All STARTFRAME=0 NUMFRAMES=1 #forceexec MESH SEQUENCE MESH=RLammo SEQ=RLAMMO STARTFRAME=0 NUMFRAMES=1 #forceexec TEXTURE IMPORT NAME=JRLAmmo1 FILE=MODELS\ROCKETLAUNCHER\PART2.PCX GROUP=Skins FLAGS=2; #forceexec MESHMAP NEW MESHMAP=RLammo MESH=RLammo #forceexec MESHMAP SCALE MESHMAP=RLammo X=0.0375 Y=0.0375 Z=0.075 #forceexec MESHMAP SETTEXTURE MESHMAP=RLammo NUM=1 TEXTURE=JRLammo1 // // Ammo icon #forceexec TEXTURE IMPORT NAME=RLAmmoI FILE=MODELS\ROCKETLAUNCHER\RLAmmoI.PCX GROUP=Skins MIPS=OFF defaultproperties { AmmoAmount=10 MaxAmmo=100 UsedInWeaponSlot(5)=1 PickupMessage="You got 10 rockets." PickupViewMesh=LodMesh'UPak.RLAmmo' PickupSound=Sound'UnrealShare.Pickups.AmmoSnd' Icon=Texture'UPak.Skins.RLAmmoI' Mesh=LodMesh'UPak.RLAmmo' CollisionRadius=15.000000 CollisionHeight=25.000000 bCollideActors=True } |
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