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@ -33,6 +33,7 @@ var private array<Text> berserkerWeaponsList;
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var private array<Text> firebugWeaponsList; |
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var private array<Text> demolitionWeaponsList; |
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var private array<Text> neutralWeaponsList; |
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var private array<Text> toolWeaponsList; |
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protected function Finalizer() |
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{ |
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@ -45,6 +46,7 @@ protected function Finalizer()
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_.memory.FreeMany(firebugWeaponsList); |
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_.memory.FreeMany(demolitionWeaponsList); |
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_.memory.FreeMany(neutralWeaponsList); |
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_.memory.FreeMany(toolWeaponsList); |
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_.memory.FreeMany(availableWeaponLists); |
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if (allWeaponsList.length > 0) { |
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allWeaponsList.length = 0; |
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@ -76,6 +78,9 @@ protected function Finalizer()
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if (availableWeaponLists.length > 0) { |
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availableWeaponLists.length = 0; |
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} |
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if (toolWeaponsList.length > 0) { |
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toolWeaponsList.length = 0; |
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} |
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listsAreReady = false; |
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} |
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@ -97,15 +102,19 @@ private function BuildKFWeaponLists()
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firebugWeaponsList = MakeWeaponList(kfLevelRules.fireItemForSale); |
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demolitionWeaponsList = MakeWeaponList(kfLevelRules.demoItemForSale); |
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neutralWeaponsList = MakeWeaponList(kfLevelRules.neutItemForSale); |
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availableWeaponLists[0] = _.text.FromString("all weapons"); |
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availableWeaponLists[1] = _.text.FromString("trading weapons"); |
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availableWeaponLists[2] = _.text.FromString("medic weapons"); |
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availableWeaponLists[3] = _.text.FromString("support weapons"); |
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availableWeaponLists[4] = _.text.FromString("sharpshooter weapons"); |
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availableWeaponLists[5] = _.text.FromString("commando weapons"); |
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availableWeaponLists[6] = _.text.FromString("firebug weapons"); |
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availableWeaponLists[7] = _.text.FromString("demolition weapons"); |
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availableWeaponLists[8] = _.text.FromString("neutral weapons"); |
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toolWeaponsList[0] = _.text.FromString("kfmod.syringe"); |
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toolWeaponsList[1] = _.text.FromString("kfmod.welder"); |
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availableWeaponLists[0] = _.text.FromString("all weapons"); |
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availableWeaponLists[1] = _.text.FromString("trading weapons"); |
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availableWeaponLists[2] = _.text.FromString("medic weapons"); |
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availableWeaponLists[3] = _.text.FromString("support weapons"); |
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availableWeaponLists[4] = _.text.FromString("sharpshooter weapons"); |
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availableWeaponLists[5] = _.text.FromString("commando weapons"); |
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availableWeaponLists[6] = _.text.FromString("firebug weapons"); |
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availableWeaponLists[7] = _.text.FromString("firebug weapons"); |
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availableWeaponLists[8] = _.text.FromString("demolition weapons"); |
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availableWeaponLists[9] = _.text.FromString("tools"); |
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availableWeaponLists[10] = _.text.FromString("neutral weapons"); |
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listsAreReady = true; |
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} |
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@ -157,6 +166,7 @@ public function bool ItemListExists(Text listName)
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if (listNameAsString == "berserker weapons") return true; |
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if (listNameAsString == "firebug weapons") return true; |
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if (listNameAsString == "demolition weapons") return true; |
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if (listNameAsString == "tools") return true; |
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if (listNameAsString == "neutral weapons") return true; |
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return false; |
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@ -198,6 +208,9 @@ public function array<Text> GetItemList(Text listName)
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if (listNameAsString == "demolition weapons") { |
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return CopyList(demolitionWeaponsList); |
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} |
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if (listNameAsString == "tools") { |
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return CopyList(toolWeaponsList); |
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} |
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if (listNameAsString == "neutral weapons") { |
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return CopyList(neutralWeaponsList); |
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} |
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