class BuyableWeapon extends GUIBuyable; var int PowerValue; var int SpeedValue; var int RangeValue; /* var bool bHideSale,bInitalInit,bHasThisGun; function bool CanBuyMe(PlayerController p) { return Super.CanBuyMe(p) && !HasMe(p.Pawn); } function bool HasMe(Pawn p) { if( bInitalInit ) Return bHasThisGun; bHasThisGun = Super.HasMe(p); bInitalInit = True; Return bHasThisGun; } function bool ShowMe(Pawn p, eSaleCat index, GUIBuyMenu ParentMenu) { local bool hasThis,melee; local class stuf; //cost *= 10; hasThis = HasMe(p); stuf = class(relatedInventory); melee = stuf.Default.bMeleeWeapon; switch(index) { case SALE_Personal: return hasThis && !bHideSale; case SALE_Melee: return melee && !hasThis; case SALE_Power: return !melee && IsPowerWeapon() && !hasThis; case SALE_Speed: return !melee && IsSpeedWeapon() && !hasThis; case SALE_Range: return !melee && IsRangeWeapon() && !hasThis; default: return false; } return false; } function bool IsPowerWeapon() { return (PowerValue >= 65 || IsPrimaryAtt(PowerValue)); } function bool IsSpeedWeapon() { return (SpeedValue >= 65 || IsPrimaryAtt(SpeedValue)); } function bool IsRangeWeapon() { return (RangeValue >= 65 || IsPrimaryAtt(RangeValue)); } function bool IsPrimaryAtt(int att) { return (att >= RangeValue && att >=PowerValue && att >=SpeedValue); } //Consider ourselves bought function BuyMe( KFPawn P ) { bHasThisGun = True; P.ServerBuyWeapon(Class(relatedInventory)); } //Consider ourselves sold function SellMe( KFPawn P ) { bHasThisGun = False; P.ServerSellWeapon(Class(relatedInventory)); } */ defaultproperties { // InfoPanel=Class'KFGui.GUIBuyWeaponInfoPanel' }