Refactor to simplify
`CheckAmmoPickup` effectively only contained another function call and itself was only called once. As it also didn't add to readbility, it needed to be removed.
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@ -33,7 +33,8 @@ static function bool CheckReplacement(Actor other, out byte isSuperRelevant)
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return false;
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return false;
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}
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}
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CheckAbusableWeapon(KFWeapon(other));
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CheckAbusableWeapon(KFWeapon(other));
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CheckAmmoPickup(KFAmmoPickup(other));
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// If it's ammo pickup - we need to stalk it
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class'AmmoPickupStalker'.static.StalkAmmoPickup(KFAmmoPickup(other));
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return true;
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return true;
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}
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}
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@ -46,12 +47,6 @@ private static function CheckAbusableWeapon(KFWeapon newWeapon)
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ammoSellingFix.FixWeapon(newWeapon);
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ammoSellingFix.FixWeapon(newWeapon);
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}
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}
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private static final function CheckAmmoPickup(KFAmmoPickup newAmmoPickup)
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{
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if (newAmmoPickup == none) return;
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class'AmmoPickupStalker'.static.StalkAmmoPickup(newAmmoPickup);
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}
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// This function recreates the logic of 'KFWeapon.DropFrom()',
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// This function recreates the logic of 'KFWeapon.DropFrom()',
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// since standard 'ReplaceWith' function produces bad results.
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// since standard 'ReplaceWith' function produces bad results.
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private static function ReplacePickupWith(Pickup oldPickup)
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private static function ReplacePickupWith(Pickup oldPickup)
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