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class RPGWeaponLocker extends WeaponLocker notplaceable; var MutUT2004RPG RPGMut; var WeaponLocker ReplacedLocker; //this is the locker we replaced var array<RPGWeapon.ChaosAmmoTypeStructClone> ChaosAmmoTypes; // see Touch() for the miracle that goes with this function Inventory SpawnCopy( pawn Other ) { local inventory Copy; local RPGWeapon OldWeapon; local RPGStatsInv StatsInv; local class<RPGWeapon> NewWeaponClass; local int x; local bool bRemoveReference; if ( Inventory != None ) Inventory.Destroy(); //if player previously had a weapon of class InventoryType, force modifier to be the same StatsInv = RPGStatsInv(Other.FindInventoryType(class'RPGStatsInv')); if (StatsInv != None) for (x = 0; x < StatsInv.OldRPGWeapons.length; x++) if (StatsInv.OldRPGWeapons[x].ModifiedClass == InventoryType) { OldWeapon = StatsInv.OldRPGWeapons[x].Weapon; if (OldWeapon == None) { StatsInv.OldRPGWeapons.Remove(x, 1); x--; } else { NewWeaponClass = OldWeapon.Class; StatsInv.OldRPGWeapons.Remove(x, 1); bRemoveReference = true; break; } } if (NewWeaponClass == None) NewWeaponClass = RPGMut.GetRandomWeaponModifier(class<Weapon>(InventoryType), Other); Copy = spawn(NewWeaponClass,Other,,,rot(0,0,0)); RPGWeapon(Copy).Generate(OldWeapon); RPGWeapon(Copy).SetModifiedWeapon(Weapon(spawn(InventoryType,Other,,,rot(0,0,0))), ((bDropped && OldWeapon != None && OldWeapon.bIdentified) || RPGMut.bNoUnidentified)); Copy.GiveTo(Other, self); if (bRemoveReference) OldWeapon.RemoveReference(); return Copy; } function Tick(float deltaTime) { local int i; //steal attributes from WeaponLocker we replaced Weapons = ReplacedLocker.Weapons; bSentinelProtected = ReplacedLocker.bSentinelProtected; MaxDesireability = 0; if (bHidden) return; for (i = 0; i < Weapons.Length; i++) MaxDesireability += Weapons[i].WeaponClass.Default.AIRating; SpawnLockerWeapon(); disable('Tick'); bStasis = true; } auto state LockerPickup { simulated function Touch( actor Other ) { local Weapon Copy, RealWeapon; local int i, AmmoIndex; local Inventory Inv; local Pawn P; local Ammunition AmmoCopy; // If touched by a player pawn, let him pick this up. if( ValidTouch(Other) ) { P = Pawn(Other); if ( (PlayerController(P.Controller) != None) && (Viewport(PlayerController(P.Controller).Player) != None) ) { if ( (Effect != None) && !Effect.bHidden ) Effect.TurnOff(30); } if ( Role < ROLE_Authority ) return; if ( !AddCustomer(P) ) return; TriggerEvent(Event, self, P); for ( i=0; i<Weapons.Length; i++ ) { InventoryType = Weapons[i].WeaponClass; Copy = None; for (Inv = P.Inventory; Inv != None; Inv = Inv.Inventory) if ( Inv.Class == Weapons[i].WeaponClass || (RPGWeapon(Inv) != None && RPGWeapon(Inv).ModifiedWeapon.Class == Weapons[i].WeaponClass) ) { Copy = Weapon(Inv); break; } if ( Copy != None ) Copy.FillToInitialAmmo(); else if ( Level.Game.PickupQuery(P, self) ) { Copy = Weapon(SpawnCopy(P)); if ( Copy != None ) { Copy.PickupFunction(P); if ( Weapons[i].ExtraAmmo > 0 ) Copy.AddAmmo(Weapons[i].ExtraAmmo, 0); } } //hack for ChaosUT: randomly choose one of the chaos weapon's extra ammo types to give out //code ripped right out of ChaosWeaponLocker::GiveChaosWeaponAmmo() //except without any references to ChaosUT resources and additions to handle magical weapons if (RPGWeapon(Copy) != None) { RealWeapon = RPGWeapon(Copy).ModifiedWeapon; } else { RealWeapon = Copy; } if (RealWeapon != None && RealWeapon.IsA('ChaosWeapon') && !RealWeapon.bNoAmmoInstances) { //fill our clone ammo array with a copy of the contents from the weapon's array //can you believe this actually works?! //I'm still amazed every time I look at it SetPropertyText("ChaosAmmoTypes", RealWeapon.GetPropertyText("AmmoType")); AmmoIndex = Rand(ChaosAmmoTypes.length); if (AmmoIndex != 0) { InventoryType = ChaosAmmoTypes[AmmoIndex].AmmoClass; AmmoCopy = Ammunition(P.FindInventoryType(ChaosAmmoTypes[AmmoIndex].AmmoClass)); if (AmmoCopy != None) AmmoCopy.AddAmmo(AmmoCopy.InitialAmount); else if (Level.Game.PickupQuery(P, self)) { AmmoCopy = Ammunition(Super.SpawnCopy(P)); // use Super so we skip the magic weapon code if (AmmoCopy != None) AmmoCopy.PickupFunction(P); } } } } AnnouncePickup(P); } } } defaultproperties { bStatic=False bGameRelevant=True bCollideWorld=False } |
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