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@ -153,10 +153,10 @@ protected function OnEnabled() |
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{ |
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{ |
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local LevelInfo level; |
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local LevelInfo level; |
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local KFWeapon nextWeapon; |
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local KFWeapon nextWeapon; |
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_.unreal.OnTick(self).connect = Tick; |
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_server.unreal.OnTick(self).connect = Tick; |
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_.unreal.mutator.OnCheckReplacement(self).connect = CheckReplacement; |
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_server.unreal.mutator.OnCheckReplacement(self).connect = CheckReplacement; |
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_.unreal.gameRules.OnOverridePickupQuery(self).connect = PickupQuery; |
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_server.unreal.gameRules.OnOverridePickupQuery(self).connect = PickupQuery; |
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level = _.unreal.GetLevel(); |
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level = _server.unreal.GetLevel(); |
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// Find all weapons, that spawned when this fix wasn't running. |
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// Find all weapons, that spawned when this fix wasn't running. |
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foreach level.DynamicActors(class'KFMod.KFWeapon', nextWeapon) { |
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foreach level.DynamicActors(class'KFMod.KFWeapon', nextWeapon) { |
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RegisterSinglePistol(nextWeapon, false); |
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RegisterSinglePistol(nextWeapon, false); |
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@ -166,9 +166,9 @@ protected function OnEnabled() |
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protected function OnDisabled() |
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protected function OnDisabled() |
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{ |
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{ |
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local int i; |
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local int i; |
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_.unreal.OnTick(self).Disconnect(); |
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_server.unreal.OnTick(self).Disconnect(); |
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_.unreal.mutator.OnCheckReplacement(self).Disconnect(); |
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_server.unreal.mutator.OnCheckReplacement(self).Disconnect(); |
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_.unreal.gameRules.OnOverridePickupQuery(self).Disconnect(); |
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_server.unreal.gameRules.OnOverridePickupQuery(self).Disconnect(); |
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for (i = 0; i < storedValues.length; i += 1) |
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for (i = 0; i < storedValues.length; i += 1) |
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{ |
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{ |
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storedValues[i].reference.FreeSelf(); |
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storedValues[i].reference.FreeSelf(); |
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@ -302,9 +302,9 @@ public final function RegisterSinglePistol( |
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if (singlePistol == none) return; |
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if (singlePistol == none) return; |
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if (GetIndexAs(singlePistol, true) < 0) return; |
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if (GetIndexAs(singlePistol, true) < 0) return; |
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newRecord.reference = _.unreal.ActorRef(singlePistol); |
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newRecord.reference = _server.unreal.ActorRef(singlePistol); |
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newRecord.class = singlePistol.class; |
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newRecord.class = singlePistol.class; |
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newRecord.owner = _.unreal.ActorRef(singlePistol.instigator); |
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newRecord.owner = _server.unreal.ActorRef(singlePistol.instigator); |
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if (justSpawned) { |
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if (justSpawned) { |
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newRecord.value = nextSellValue; |
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newRecord.value = nextSellValue; |
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} |
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} |
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@ -362,7 +362,7 @@ public final function FixCostAfterBuying(KFWeapon dualPistols) |
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// `dualPistols` will be the new pair of pistols, but it's value will |
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// `dualPistols` will be the new pair of pistols, but it's value will |
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// get overwritten by vanilla's code after this function. |
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// get overwritten by vanilla's code after this function. |
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// So we must add it to pending values to be changed later. |
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// So we must add it to pending values to be changed later. |
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newPendingValue.weapon = _.unreal.ActorRef(dualPistols); |
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newPendingValue.weapon = _server.unreal.ActorRef(dualPistols); |
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if (dualPistols.class == class'KFMod.Dualies') |
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if (dualPistols.class == class'KFMod.Dualies') |
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{ |
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{ |
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// 9mm is an exception. |
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// 9mm is an exception. |
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@ -417,7 +417,7 @@ public final function FixCostAfterPickUp(KFWeapon dualPistols) |
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if (storedValues[i].class != dualiesClasses[index].single) continue; |
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if (storedValues[i].class != dualiesClasses[index].single) continue; |
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if (storedValues[i].owner.Get() != dualPistols.instigator) continue; |
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if (storedValues[i].owner.Get() != dualPistols.instigator) continue; |
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newPendingValue.weapon = _.unreal.ActorRef(dualPistols); |
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newPendingValue.weapon = _server.unreal.ActorRef(dualPistols); |
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newPendingValue.value = storedValues[i].value + nextSellValue; |
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newPendingValue.value = storedValues[i].value + nextSellValue; |
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pendingValues[pendingValues.length] = newPendingValue; |
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pendingValues[pendingValues.length] = newPendingValue; |
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break; |
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break; |
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