All pastes #464155 Raw Edit

nova

public text v1 · immutable
#464155 ·published 2007-04-29 10:44 UTC
rendered paste body
class King_DamTypeSniperHeadShot extends WeaponDamageType
	abstract;

var class<LocalMessage> KillerMessage;
var sound HeadHunter; // OBSOLETE

static function IncrementKills(Controller Killer)
{
	local xPlayerReplicationInfo xPRI;
  local Crown e;
 local HeadShotKingCrown em;
    local float HeadShotCounter;
	
	if ( Killer.Pawn != None )
		
	Killer.Pawn.ReceiveLocalizedMessage( Default.KillerMessage, 0, Killer.PlayerReplicationInfo, None, None );
	xPRI = xPlayerReplicationInfo(Killer.PlayerReplicationInfo);
	if ( xPRI != None )
	{
		xPRI.headcount++;
}
HeadShotCounter = class'King_mut'.default.HeadShotCounter;

		if ( (xPRI.headcount == HeadShotCounter) && (Killer.Pawn != None) ) {
			UnrealPlayer(Killer).ClientDelayedAnnouncementNamed('HeadHunter',HeadShotCounter);

e = Killer.Spawn(class'Crown',,,Killer.Location);
e.ImAttachedTo = Killer.Pawn;
Killer.Pawn.AttachToBone(e, 'Head');

em = e.Spawn(class'HeadShotKingCrown',,,e.Location);
em.ImHAttachedTo = Killer.Pawn;
Killer.Pawn.AttachToBone(em, 'Head');
}

if ( (xPRI.headcount == 1) && (UnrealPlayer(Killer) != None) ) {
Killer.Pawn.ClientMessage("For being such a good Head Hunter, you are now a HeadShot King!");
}
 }
		

static function GetHitEffects(out class<xEmitter> HitEffects[4], int VictemHealth )
{
    HitEffects[0] = class'HitSmoke';
    HitEffects[1] = class'HitFlameBig';
}

defaultproperties
{
     KillerMessage=Class'XGame.SpecialKillMessage'
     WeaponClass=Class'King.King_SniperRifle'
     DeathString="%o's cranium was made extra crispy by %k's lightning gun."
     FemaleSuicide="%o violated the laws of space-time and sniped herself."
     MaleSuicide="%o violated the laws of space-time and sniped himself."
     bAlwaysSevers=True
     bSpecial=True
     bCauseConvulsions=True
}