74 lines
1.4 KiB
Ucode
74 lines
1.4 KiB
Ucode
class BuyableAmmo extends GUIBuyable;
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var bool bHasAmmo;
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var int maxAmmoCount;
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var class<Ammunition> ammoType;
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// Function to initialise values when player is buying a new gun,
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// but has not completed purchase, therefore the weapon is not in the players
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// inventory (and therefore InitOwnedQuantity is useless)
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/*
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function InitNewPurchase( Pawn P )
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{
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bHasAmmo = ShowMe(p,SALE_Ammo,None);
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}
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function int BuyMoreClips()
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{
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Return 0;
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}
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function int NumClips()
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{
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Return 0;
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}
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function string GetBuyCaption(eSaleCat index)
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{
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return "Clip";
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}
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//Consider ourselves bought
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function BuyMe( KFPawn P )
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{
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P.ServerBuyAmmo(ammoType,True);
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}
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//Consider ourselves sold
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function SellMe( KFPawn P )
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{
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P.ServerSellAmmo(ammoType);
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}
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//Fill up the weapon
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function FillMe( KFPawn P )
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{
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P.ServerBuyAmmo(ammoType,False);
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}
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function bool ShowMe(Pawn p, eSaleCat index, GuiBuyMenu ParentMenu )
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{
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local Inventory I;
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if(index != SALE_Ammo)
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return false;
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For( I=P.Inventory; I!=None; I=I.Inventory )
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{
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if( I.Class==relatedInventory )
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Return True;
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else if( Weapon(I)!=None && (Weapon(I).AmmoClass[0]==ammoType || Weapon(I).AmmoClass[1]==ammoType) )
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Return True;
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}
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return false;
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}
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*/
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defaultproperties
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{
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/* InfoPanel=Class'KFGui.GUIBuyAmmoInfoPanel'
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infoDrawRotation=(Pitch=0,Yaw=-35000,Roll=0)
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infoDrawOffset=(X=50.000000,Y=0.000000,Z=-5.000000)
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infoDrawScale=0.800000
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*/
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}
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