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/** * * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class UTPowerupPickupFactory extends UTPickupFactory abstract; /** adds weapon overlay material this powerup uses (if any) to the GRI in the correct spot * @see UTPawn.WeaponOverlayFlags, UTWeapon::SetWeaponOverlayFlags */ simulated function AddWeaponOverlay(UTGameReplicationInfo GRI) { local class<UTInventory> UTInvClass; UTInvClass = class<UTInventory>(InventoryType); if (UTInvClass != None) { UTInvClass.static.AddWeaponOverlay(GRI); } } function SpawnCopyFor( Pawn Recipient ) { if ( UTPlayerReplicationInfo(Recipient.PlayerReplicationInfo) != None ) { UTPlayerReplicationInfo(Recipient.PlayerReplicationInfo).IncrementPickupStat(GetPickupStatName()); } Recipient.MakeNoise(0.5); super.SpawnCopyFor(Recipient); } defaultproperties { // setting bMovable=FALSE will break pickups and powerups that are on movers. // I guess once we get the LightEnvironment brightness issues worked out and if this is needed maybe turn this on? // will need to look at all maps and change the defaults for the pickups that move tho. bMovable=TRUE bStatic=FALSE bRotatingPickup=true YawRotationRate=32768 bIsSuperItem=true } |
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