Áƒ*ž‚%@ fÚóKX-˝^Jš˜ţŐ¸¨ˇ %NoneFlagplaytheCoreEngine Gameplay Movement LightColor Collision PreBeginPlayForceKarma LightingProcessedText ScriptTextActorSClassPackage TextBufferObject FunctionbCanBeDamagedMutatorObjectPropertyBaseObjectClassesBasePowerGeneratorBaseDeployableSpawn BaseTurretBaseInventoryStationBaseDeployableSpawnShockMineBaseDeployableSpawnTurret BoolPropertysTurretsMinebaseGenbaseINV†…ˆŒŠ‡rclass flag extends Gameplay.Mutator config(flag); function PreBeginPlay() { local BaseObjectClasses.BaseDeployableSpawnTurret sTurret; local BaseObjectClasses.BaseDeployableSpawnShockMine sMine; local BaseObjectClasses.BaseTurret baseTurret; local BaseObjectClasses.BaseDeployableSpawn s; local BaseObjectClasses.BasePowerGenerator baseGen; local BaseObjectClasses.BaseInventoryStation baseINV; ForEach AllActors(Class'BaseObjectClasses.BaseDeployableSpawnTurret', sTurret) { sTurret.Destroy(); } ForEach AllActors(Class'BaseObjectClasses.BaseDeployableSpawnShockMine', sMine) { sMine.Destroy(); } ForEach AllActors(Class'BaseObjectClasses.BaseTurret', baseTurret) { baseTurret.Destroy(); } ForEach AllActors(Class'BaseObjectClasses.BaseDeployableSpawn', s) { s.bcanBeDamaged = False; } ForEach AllActors(Class'BaseObjectClasses.BasePowerGenerator', baseGen) { baseGen.bcanBeDamaged = False; } ForEach AllActors(Class'BaseObjectClasses.BaseInventoryStation', baseINV) { baseINV.bcanBeDamaged = False; } } rclass flag extends Gameplay.Mutator config(flag); //Nerfed Burner //Stronger shield for heavies than in vanilla. Less than retail //Remove base turrets //Flag physics? //Faster Disk? //Buckler Bounce? function PreBeginPlay() { local BaseObjectClasses.BaseDeployableSpawnTurret sTurret; local BaseObjectClasses.BaseDeployableSpawnShockMine sMine; local BaseObjectClasses.BaseTurret baseTurret; local BaseObjectClasses.BaseDeployableSpawn s; local BaseObjectClasses.BasePowerGenerator baseGen; local BaseObjectClasses.BaseInventoryStation baseINV; ForEach AllActors(Class'BaseObjectClasses.BaseDeployableSpawnTurret', sTurret) { sTurret.Destroy(); } ForEach AllActors(Class'BaseObjectClasses.BaseDeployableSpawnShockMine', sMine) { sMine.Destroy(); } ForEach AllActors(Class'BaseObjectClasses.BaseTurret', baseTurret) { baseTurret.Destroy(); } ForEach AllActors(Class'BaseObjectClasses.BaseDeployableSpawn', s) { s.bcanBeDamaged = False; } ForEach AllActors(Class'BaseObjectClasses.BasePowerGenerator', baseGen) { baseGen.bcanBeDamaged = False; } ForEach AllActors(Class'BaseObjectClasses.BaseInventoryStation', baseINV) { baseINV.bcanBeDamaged = False; } }  ˙˙˙˙˙˙˙˙€˙˙˙˙˙˙˙˙˙˙2€  쀏1ĎoŠƒdţ†ľRą=ŒoĘŤŸˆ ŹC…řCÄu‡Ôf’  €ŃÝ?  Ç€ŃÝ?  Ç{ ..\playthe\Classes\flag.uc“ MĹ/a0 Ša10/a0 †;a10/a0 ŒYa10/a0 ˆ|-‰(10/a0 …Ÿ-‰(10/a0 ‡Â-‰(10 ţ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙ ő˙˙˙˙˙˙˙ü˙˙˙˙˙˙˙ţ˙˙˙ó˙˙˙ţ˙˙˙ţ˙˙˙ţ˙˙˙ě˙˙˙ ü˙˙˙ƒ "J ƒ #h ƒ F ƒ d ƒ !B ƒ $` Ž 4I~ Ž 4IG!YP5“ qi8