NicePack/sources/Weapons/NiceWeaponPickup.uc
2020-02-16 19:53:59 +07:00

29 lines
1.1 KiB
Ucode

class NiceWeaponPickup extends KFWeaponPickup
dependson(NicePlainData)
placeable;
var bool bBackupWeapon;
var array<int> crossPerkIndecies; // List of indices for perks that also should recive bonuses from this weapon
// Data that should be transferred between various instances of 'NiceWeapon' classes, corresponding to this pickup class
var NicePlainData.Data weaponData;
simulated function NicePlainData.Data GetNiceData(){
return weaponData;
}
simulated function SetNiceData(NicePlainData.Data newData){
weaponData = newData;
}
simulated function InitDroppedPickupFor(Inventory Inv){
local NiceWeapon niceWeap;
niceWeap = NiceWeapon(Inv);
if(niceWeap != none)
SetNiceData(niceWeap.GetNiceData());
// Do as usual
if(Role == ROLE_Authority)
super.InitDroppedPickupFor(Inv);
}
function Destroyed(){
if(bDropped && Inventory != none && class<Weapon>(Inventory.Class) != none && KFGameType(Level.Game) != none)
KFGameType(Level.Game).WeaponDestroyed(class<Weapon>(Inventory.Class));
super(WeaponPickup).Destroyed();
}
defaultproperties
{
cost=1000
}