class King_DamTypeSniperHeadShot extends WeaponDamageType abstract; var class KillerMessage; var sound HeadHunter; // OBSOLETE static function IncrementKills(Controller Killer) { local xPlayerReplicationInfo xPRI; local float HeadShotCounter; local Inventory Crown; local Class 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 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 }