Á*D 0 @ & XVł¸yÓ˝¤ HŐ 0 None EShock ReplaceWith System Engine Core RespawnTime LimitedSuperCore Botpack LimitedSuperShock UseAmmo AIRating RefireRate UDamage CheckReplacement hitdamage MaxAmmo AmmoAmount FiringSpeed Fire AltFire ShockRifle DeathMessage ShockCore PickupAmmoCount AmmoName Ammo BoolProperty Other Class Value ReturnValue Package Mutator AmmoType Weapon Actor Count TextBuffer SuperShockRifle FloatProperty ObjectProperty Object IntProperty bSuperRelevant SuperShockCore ByteProperty Function ˙˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙ 2 Ď!Ö WO˝a" " $ B & ˙˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙ 2 - ęďgJ _ä°T _ä°T"d " $ ?$ÍĚL?$ >]%k drilled %o with the %w. $ B ˙˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙ şiÜ ňĐš ˝Žl ˝Žl ˝Žl ˝Žl ˝Žl ) ă : a/! Botpack.UT_invisibility ( a/! a/! EShock.LimitedSuperShock (ß a/! a/! EShock.LimitedSuperCore (' p & Ż p//============================================================================= // LimitedSuperShock. //============================================================================= class LimitedSuperShock expands SuperShockRifle; function Fire( float Value ) { if(AmmoType.UseAmmo(1)) { Super.Fire(Value); } } function AltFire( float Value ) { if(AmmoType.UseAmmo(1)) { Super.AltFire(Value); } } w u //============================================================================= // EShock. //============================================================================= class EShock expands Mutator; var int count; function bool CheckReplacement(Actor Other, out byte bSuperRelevant) { if(Other.IsA('UDamage')) { ReplaceWith(Other,"Botpack.UT_invisibility"); return false; } if(Other.IsA('ShockRifle') && !Other.IsA('LimitedSuperShock')) { ReplaceWith(Other,"EShock.LimitedSuperShock"); return false; } if(Other.IsA('ShockCore') && !Other.IsA('LimitedSuperCore')) { ReplaceWith(Other,"EShock.LimitedSuperCore"); return false; } return true; } ę k//============================================================================= // LimitedSuperCore. //============================================================================= class LimitedSuperCore expands SuperShockCore; ý˙˙˙'ţ˙˙˙$ţ˙˙˙!˙˙˙˙*˙˙˙˙&˙˙˙˙˙˙˙˙/)ń˙˙˙"˙˙˙˙(/ü˙˙˙ţ˙˙˙ţ˙˙˙#ý˙˙˙-/ü˙˙˙˙˙˙˙.˙˙˙˙˙˙˙˙+/ú˙˙˙˙˙˙˙) S $ h` H T -` $ nM $ B{ L} -I v 4 {B , } % J 4 @V 4 vV*[Public] Object=(Name=EShock.EShock,Class=Class,MetaClass=Engine.Mutator,Description="Limited Enhanced Shock Rifles") Object=(Name=EShock.LimitedSuperShock,Class=Class,MetaClass=Botpack.SuperShockRifle,Description="Limited Enhanced Shock Rifle") Object=(Name=EShock.LimitedSuperCore,Class=Class,MetaClass=BotPack.SuperShockCore,Description="Enhanced Shock Rifle Cell")
Author: | David Frey aka Mastaba |
Description: | This mutator replaces shock rifles with enhanced shock rifles which are much more limited than the InstaGib variety. These do not have infinite ammo, in fact they can't hold than 10 cells, and have 2 shots upon pickup. Similarly, the shock rifle cores are replaced with enhanced shock rifle cores, but these are only one shot each. Another thing this mutator does is replace the Damage Amplifier with the Invisbility powerup. |