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/**
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* This feature fixes a vulnerability in a code of 'Frag' that can allow
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* player to throw grenades even when he no longer has any.
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* There's also no cooldowns on the throw, which can lead to a server crash.
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* Copyright 2019 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class FixInfiniteNades extends Feature;
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/**
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* It is possible to call 'ServerThrow' function from client,
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* forcing it to get executed on a server. This function consumes the grenade
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* ammo and spawns a nade, but it doesn't check if player had any grenade ammo
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* in the first place, allowing you him to throw however many grenades
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* he wants. Moreover, unlike a regular throwing method, calling this function
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* allows to spawn many grenades without any delay,
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* which can lead to a server crash.
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*
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* This fix tracks every instance of 'Frag' weapon that's responsible for
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* throwing grenades and records how much ammo they have have.
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* This is necessary, because whatever means we use, when we get a say in
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* preventing grenade from spawning the ammo was already reduced.
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* This means that we can't distinguished between a player abusing a bug by
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* throwing grenade when he doesn't have necessary ammo and player throwing
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* his last nade, as in both cases current ammo visible to us will be 0.
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* Then, before every nade throw, it checks if player has enough ammo and
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* blocks grenade from spawning if he doesn't.
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* We change a 'FireModeClass[0]' from 'FragFire' to 'FixedFragFire' and
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* only call 'super.DoFireEffect()' if we decide spawning grenade
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* should be allowed. The side effect is a change in server's 'FireModeClass'.
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*/
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// Setting this flag to 'true' will allow to throw grenades by calling
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// 'ServerThrow' directly, as long as player has necessary ammo.
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// This can allow some players to throw grenades much quicker than intended,
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// therefore it's suggested to keep this flag set to 'false'.
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var private config const bool ignoreTossFlags;
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// Records how much ammo given frag grenade ('Frag') has.
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struct FragAmmoRecord
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{
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var public Frag fragReference;
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var public int amount;
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};
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var private array<FragAmmoRecord> ammoRecords;
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public function OnEnabled()
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{
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local Frag nextFrag;
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// Find all frags, that spawned when this fix wasn't running.
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foreach level.DynamicActors(class'KFMod.Frag', nextFrag)
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{
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RegisterFrag(nextFrag);
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}
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RecreateFrags();
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}
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public function OnDisabled()
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{
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RecreateFrags();
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ammoRecords.length = 0;
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}
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// Returns index of the connection corresponding to the given controller.
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// Returns '-1' if no connection correspond to the given controller.
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// Returns '-1' if given controller is equal to 'none'.
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private final function int GetAmmoIndex(Frag fragToCheck)
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{
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local int i;
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if (fragToCheck == none) return -1;
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for (i = 0; i < ammoRecords.length; i += 1)
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{
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if (ammoRecords[i].fragReference == fragToCheck)
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{
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return i;
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}
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}
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return -1;
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}
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// Recreates all the 'Frag' actors, to change their fire mode mid-game.
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private final function RecreateFrags()
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{
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local int i;
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local float maxAmmo, currentAmmo;
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local Frag newFrag;
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local Pawn fragOwner;
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local array<FragAmmoRecord> oldRecords;
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oldRecords = ammoRecords;
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for (i = 0; i < oldRecords.length; i += 1)
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{
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// Check if we even need to recreate that instance of 'Frag'
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if (oldRecords[i].fragReference == none) continue;
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fragOwner = oldRecords[i].fragReference.instigator;
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if (fragOwner == none) continue;
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// Recreate
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oldRecords[i].fragReference.Destroy();
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fragOwner.CreateInventory("KFMod.Frag");
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newFrag = GetPawnFrag(fragOwner);
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// Restore ammo amount
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if (newFrag != none)
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{
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newFrag.GetAmmoCount(maxAmmo, currentAmmo);
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newFrag.AddAmmo(oldRecords[i].amount - Int(currentAmmo), 0);
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}
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}
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}
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// Utility function to help find a 'Frag' instance in a given pawn's inventory.
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static private final function Frag GetPawnFrag(Pawn pawnWithFrag)
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{
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local Frag foundFrag;
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local Inventory invIter;
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if (pawnWithFrag == none) return none;
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invIter = pawnWithFrag.inventory;
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while (invIter != none)
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{
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foundFrag = Frag(invIter);
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if (foundFrag != none)
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{
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return foundFrag;
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}
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invIter = invIter.inventory;
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}
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return none;
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}
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// Utility function for extracting current ammo amount from a frag class.
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private final function int GetFragAmmo(Frag fragReference)
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{
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local float maxAmmo;
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local float currentAmmo;
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if (fragReference == none) return 0;
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fragReference.GetAmmoCount(maxAmmo, currentAmmo);
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return Int(currentAmmo);
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}
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// Attempts to add new 'Frag' instance to our records.
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public final function RegisterFrag(Frag newFrag)
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{
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local int index;
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local FragAmmoRecord newRecord;
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index = GetAmmoIndex(newFrag);
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if (index >= 0) return;
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newRecord.fragReference = newFrag;
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newRecord.amount = GetFragAmmo(newFrag);
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ammoRecords[ammoRecords.length] = newRecord;
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}
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// This function tells our fix that there was a nade throw and we should
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// reduce current 'Frag' ammo in our records.
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// Returns 'true' if we had ammo for that, and 'false' if we didn't.
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public final function bool RegisterNadeThrow(Frag relevantFrag)
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{
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if (CanThrowGrenade(relevantFrag))
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{
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ReduceGrenades(relevantFrag);
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return true;
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}
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return false;
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}
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// Can we throw grenade according to our rules?
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// A throw can be prevented if:
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// - we think that player doesn't have necessary ammo;
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// - Player isn't currently 'tossing' a nade,
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// meaning it was a direct call of 'ServerThrow'.
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private final function bool CanThrowGrenade(Frag fragToCheck)
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{
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local int index;
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// Nothing to check
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if (fragToCheck == none) return false;
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// No ammo
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index = GetAmmoIndex(fragToCheck);
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if (index < 0) return false;
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if (ammoRecords[index].amount <= 0) return false;
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// Not tossing
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if (ignoreTossFlags) return true;
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if (!fragToCheck.bTossActive || fragToCheck.bTossSpawned) return false;
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return true;
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}
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// Reduces recorded amount of ammo in our records for the given nade.
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private final function ReduceGrenades(Frag relevantFrag)
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{
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local int index;
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index = GetAmmoIndex(relevantFrag);
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if (index < 0) return;
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ammoRecords[index].amount -= 1;
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}
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event Tick(float delta)
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{
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local int i;
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// Update our ammo records with current, correct data.
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i = 0;
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while (i < ammoRecords.length)
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{
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if (ammoRecords[i].fragReference != none)
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{
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ammoRecords[i].amount = GetFragAmmo(ammoRecords[i].fragReference);
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i += 1;
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}
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else
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{
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ammoRecords.Remove(i, 1);
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}
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}
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}
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defaultproperties
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{
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ignoreTossFlags = false
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// Listeners
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requiredListeners(0) = class'MutatorListener_FixInfiniteNades'
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}
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