class King_DamTypeSniperHeadShot extends WeaponDamageType
abstract;
var class<LocalMessage> KillerMessage;
var sound HeadHunter; // OBSOLETE
static function IncrementKills(Controller Killer)
{
local xPlayerReplicationInfo xPRI;
local float HeadShotCounter;
local Inventory Crown;
local Class<Inventory> Crown_Inv;
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);
if ( (xPRI.headcount == HeadShotCounter) && (UnrealPlayer(Killer) != None) ) {
Killer.Pawn.ClientMessage("For being such a good Head Hunter, you are now a HeadShot King!");
Crown = Killer.Pawn.FindInventoryType(Crown_Inv);
Crown_Inv(Crown).CrownHide();
if(Crown != None ){
Crown_Inv(Crown).CrownHide();
}
}
}
}
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
}