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// // KillerProfile holds the information of your killer in multiplayer // class KillerProfile extends Info; var String name; var String activeWeapon; var String activeSkill; var int activeSkillLevel; var String activeAugs[9]; var int numActiveAugs; var bool bProximityKilled; var int streak; var int healthLow; var int healthMid; var int healthHigh; var int remainingBio; var int damage; var String bodyLoc; var bool bTurretKilled; var bool bBurnKilled; var bool bPoisonKilled; var bool bProjKilled; var Vector killerLoc; var String methodStr; var String myActiveAugs[9]; var int myNumActiveAugs; var String myActiveWeapon; var String myActiveSkill; var int myActiveSkillLevel; var bool bKilledSelf; var bool bValid; replication { reliable if ((Role==ROLE_Authority) && bNetOwner) name, activeWeapon, activeSkill, activeSkillLevel, numActiveAugs, bProximityKilled, streak, healthLow, healthMid, healthHigh, remainingBio, damage, activeAugs, bodyLoc, bTurretKilled, bBurnKilled, bPoisonKilled, bProjKilled, killerLoc, methodStr, myActiveAugs, myNumActiveAugs, myActiveWeapon, myActiveSkill, myActiveSkillLevel; } function Reset() { activeWeapon="None"; activeSkill="None"; activeSkillLevel = 0; bProximityKilled=False; bTurretKilled=False; bBurnKilled=False; bPoisonKilled=False; bProjKilled=False; numActiveAugs=0; myNumActiveAugs=0; } defaultproperties { } |
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