class NiceSkill extends ReplicationInfo abstract; var bool bBroadcast; // Should we broadcast to clients that someone has this skill? var string SkillName, SkillEffects; // Functions that are called when skills becomes active / deactivated function static SkillSelected(NicePlayerController nicePlayer){ local NiceHumanPawn nicePawn; nicePawn = NiceHumanPawn(nicePlayer.Pawn); if(nicePawn != none){ nicePawn.RecalcAmmo(); if(nicePawn.Role < Role_AUTHORITY) nicePawn.ApplyWeaponStats(nicePawn.weapon); } } function static SkillDeSelected(NicePlayerController nicePlayer){ local NiceHumanPawn nicePawn; nicePawn = NiceHumanPawn(nicePlayer.Pawn); if(nicePawn != none){ nicePawn.RecalcAmmo(); if(nicePawn.Role < Role_AUTHORITY) nicePawn.ApplyWeaponStats(nicePawn.weapon); } } function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){ return 0; } defaultproperties { SkillName="All Fiction" SkillEffects="Does nothing!" }