This patch reverts first step of global weapon conversion that would have halted the release of the next version for too long.
34 lines
1.1 KiB
Ucode
34 lines
1.1 KiB
Ucode
class NiceWeaponPickup extends KFWeaponPickup
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dependson(NicePlainData)
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placeable;
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var bool bBackupWeapon;
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var array<int> crossPerkIndecies; // List of indices for perks that also should recive bonuses from this weapon
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// Data that should be transferred between various instances of 'NiceWeapon' classes, corresponding to this pickup class
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var NicePlainData.Data weaponData;
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simulated function NicePlainData.Data GetNiceData(){
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return weaponData;
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}
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simulated function SetNiceData(NicePlainData.Data newData){
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weaponData = newData;
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}
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simulated function InitDroppedPickupFor(Inventory Inv){
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local NiceWeapon niceWeap;
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niceWeap = NiceWeapon(Inv);
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if(niceWeap != none)
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SetNiceData(niceWeap.GetNiceData());
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// Do as usual
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if(Role == ROLE_Authority)
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super.InitDroppedPickupFor(Inv);
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}
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function Destroyed(){
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if(bDropped && Inventory != none && class<Weapon>(Inventory.Class) != none && KFGameType(Level.Game) != none)
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KFGameType(Level.Game).WeaponDestroyed(class<Weapon>(Inventory.Class));
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super(WeaponPickup).Destroyed();
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}
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defaultproperties
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{
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cost=1000
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}
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