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//----------------------------------------------------------- // Copyright 2007, Infinity Impossible //----------------------------------------------------------- class UTMT_UTAttachment_SniperRifle extends UTAttachment_SniperRifle abstract; var array<LinearColor> TeamSkinColors; simulated function SetupTeamSkins() { local int i; for(i = 0; i < TeamSkins.Length; ++i) { if(MaterialInstance(TeamSkins[i]) != None) { // The Sniper Rifle material's team color parameter is called // "None", apparently because the author didn't name it properly MaterialInstance(TeamSkins[i]).SetVectorParameterValue('none', TeamSkinColors[i]); } } } simulated function PostBeginPlay() { SetupTeamSkins(); Super.PostBeginPlay(); } defaultproperties { TeamSkinColors(0)=(R=1.500000,G=0.200000,B=0.000000,A=1.000000) TeamSkinColors(1)=(R=0.100000,G=0.500000,B=2.000000,A=1.000000) TeamSkinColors(2)=(R=0.000000,G=0.300000,B=0.000000,A=1.000000) TeamSkinColors(3)=(R=1.500000,G=1.500000,B=0.000000,A=1.000000) Begin Object name=SkeletalMeshComponent0 Animations=UTAnimNodeSequence'UTMultiTeam.Default__UTMT_UTAttachment_SniperRifle:SkeletalMeshComponent0.MeshSequenceA' End Object Mesh=SkeletalMeshComponent0 } |
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