UE1 - UT What do I need to know when porting a U1 mod to UT?

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Gizzy

The Banhammer Cometh
May 30, 2009
195
0
0
United Kingdom
I've never really touched on UT's weapon code before, but I've seen some functions that made little/no sense, like ClientFire and loads more. I'm planning on porting my own CounterStrike weapons mod to UT and I was wondering if anybody knew of any specific extra bits of code I'd need to add before I go on a copy/paste frenzy.

Here is the base class (CSWeapons.uc) - http://pastebin.com/R1EFGd6U
And here's a child class of that (SG552.uc) - http://pastebin.com/68DRPUfT

(The ClientSetMFlash and PostRender functions are hacks of my own canvas hack to get MuzzleFlash working in different resolutions and to move it when some guns are zoomed. If somebody knows of a better way to handle this, do tell!)

It would be very helpful if someone could look over the code and tell me how I could optimise it for Unreal Tournament?

MANY thanks :)
 
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