class SchlonzSniperRiflePickup extends UTWeaponPickup; #exec OBJ LOAD FILE=NewWeaponStatic.usx static function StaticPrecache(LevelInfo L) { L.AddPrecacheMaterial(Material'XGameShaders.WeaponEnvShader'); L.AddPrecacheMaterial(Texture'NewSniperRifle.COGAssaultZoomedCrosshair'); L.AddPrecacheMaterial(Texture'NewSniperRifle.NewSniper1'); L.AddPrecacheMaterial(Texture'NewSniperRifle.Sniper2'); L.AddPrecacheMaterial(Texture'Engine.WhiteTexture'); L.AddPrecacheStaticMesh(StaticMesh'NewWeaponStatic.newsniperpickup'); } simulated function UpdatePrecacheMaterials() { Level.AddPrecacheMaterial(Material'XGameShaders.WeaponEnvShader'); Level.AddPrecacheMaterial(Texture'NewSniperRifle.COGAssaultZoomedCrosshair'); Level.AddPrecacheMaterial(Texture'NewSniperRifle.NewSniper1'); Level.AddPrecacheMaterial(Texture'NewSniperRifle.Sniper2'); Level.AddPrecacheMaterial(Texture'Engine.WhiteTexture'); super.UpdatePrecacheMaterials(); } defaultproperties { MaxDesireability=0.750000 InventoryType=SchlonzUT.SchlonzSniperRifle PickupMessage="You got the Sniper Rifle." PickupSound=NewWeaponSounds.NewSniper_load PickupForce="SniperRiflePickup" DrawType=DT_StaticMesh StaticMesh=NewWeaponStatic.newsniperpickup DrawScale=0.210000 }