class NiceSkillGenAmmo extends NiceSkill abstract; function static UpdateWeapons(NicePlayerController nicePlayer){ local Inventory I; local NiceHumanPawn nicePawn; nicePawn = NiceHumanPawn(nicePlayer.Pawn); if(nicePawn != none){ for(I = nicePawn.Inventory; I != none; I = I.Inventory) if(NiceWeapon(I) != none){ NiceWeapon(I).UpdateWeaponAmmunition(); NiceWeapon(I).ClientUpdateWeaponMag(); } else if(FragAmmo(I) != none){ FragAmmo(I).MaxAmmo = FragAmmo(I).default.MaxAmmo; if(KFPlayerReplicationInfo(nicePawn.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(nicePawn.PlayerReplicationInfo).ClientVeteranSkill != none) FragAmmo(I).MaxAmmo = float(FragAmmo(I).MaxAmmo) * KFPlayerReplicationInfo(nicePawn.PlayerReplicationInfo).ClientVeteranSkill.static.AddExtraAmmoFor(KFPlayerReplicationInfo(nicePawn.PlayerReplicationInfo), class'FragAmmo'); FragAmmo(I).AmmoAmount = Min(FragAmmo(I).AmmoAmount, FragAmmo(I).MaxAmmo); } } } function static SkillSelected(NicePlayerController nicePlayer){ super.SkillSelected(nicePlayer); UpdateWeapons(nicePlayer); } function static SkillDeSelected(NicePlayerController nicePlayer){ super.SkillDeSelected(nicePlayer); UpdateWeapons(nicePlayer); } defaultproperties { }