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

Discussion in 'Programming' started by Gizzy, Jul 9, 2012.

  1. Gizzy

    Gizzy The Banhammer Cometh

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    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 :)
     
    Last edited: Jul 9, 2012
  2. Gizzy

    Gizzy The Banhammer Cometh

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    Bumping the thread, could somebody help?
     

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