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Legacy:MinigunPickup
From Unreal Wiki, The Unreal Engine Documentation Site
UT2003, Build 2225
The Pickup class for any weapon defines how the weapon looks when it's sitting on the ground (or in a xWeaponBase in the case of UT2003).
//============================================================================= // Minigun. //============================================================================= class MinigunPickup extends UTWeaponPickup; //The pickup class and its parent static function StaticPrecache(LevelInfo L) //This are the stuff used by the gun. Used only after first time game is run { L.AddPrecacheMaterial(Texture'XEffects.TracerT'); //The tracers you see when firing L.AddPrecacheMaterial(Texture'XEffects.ShellCasingTex'); //The casing texture L.AddPrecacheMaterial(Texture'XGameShaders.MinigunFlash'); //The flash of the muzzle L.AddPrecacheStaticMesh(StaticMesh'WeaponStaticMesh.MinigunPickup'); //The actual pick-up model } simulated function UpdatePrecacheMaterials() //This adds the stuff used by the minigun to the precache. Only used first time you play unreal or if a server has changed these materials { Level.AddPrecacheMaterial(Texture'XEffects.TracerT'); Level.AddPrecacheMaterial(Texture'XEffects.ShellCasingTex'); Level.AddPrecacheMaterial(Texture'XGameShaders.MinigunFlash'); } defaultproperties //The default settings for a few variables { MaxDesireability=0.730000 //How much the bots love this weapon. InventoryType=Class'XWeapons.Minigun' //The type of slot it takes. PickupMessage="You got the Minigun." //The message when you get it. PickupSound=Sound'PickupSounds.MinigunPickup' //The sound you hear when you pick it up. PickupForce="MinigunPickup" DrawType=DT_StaticMesh StaticMesh=StaticMesh'WeaponStaticMesh.MinigunPickup' DrawScale=0.600000 }
Well, that's it for the minigun. As always corrections are always wanted.
Comments[edit]
Dragonmaw: I have added a site for cataloguing all break-downs of the code. Here is the link: Code References