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class AbilityAmmoRegen extends RPGAbility abstract; static simulated function int Cost(RPGPlayerDataObject Data, int CurrentLevel) { if (Data.AmmoMax < 50) return 0; else return Super.Cost(Data, CurrentLevel); } static simulated function ModifyPawn(Pawn Other, int AbilityLevel) { local AmmoRegenInv R; local Inventory Inv; if (Other.Role != ROLE_Authority) return; //remove old one, if it exists //might happen if player levels up this ability while still alive Inv = Other.FindInventoryType(class'AmmoRegenInv'); if (Inv != None) Inv.Destroy(); R = Other.spawn(class'AmmoRegenInv', Other,,,rot(0,0,0)); R.RegenAmount = AbilityLevel; R.GiveTo(Other); } defaultproperties { AbilityName="Resupply" Description="Adds 1 ammo per level to each ammo type you own every 3 seconds. Does not give ammo to superweapons or the translocator. You must have a Max Ammo stat of at least 50 to purchase this ability. (Max Level: 4)" StartingCost=15 CostAddPerLevel=5 MaxLevel=4 } |
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