12 Commits

Author SHA1 Message Date
7a761341d6 fix premature deletion of RepInfo 2022-07-13 22:29:23 +03:00
04851413f1 update description 2022-07-11 10:27:16 +03:00
8921e42265 update description 2022-07-11 04:28:00 +03:00
a0cc8e7378 preload refactoring and bugfixes 2022-07-11 03:54:08 +03:00
c5481344a6 upd description 2022-07-10 07:08:41 +03:00
78cb8c2292 update description and README.md 2022-07-10 07:01:19 +03:00
c36fcb61bc PCv1 2022-07-10 05:49:38 +03:00
c1e9a436c4 Update Helper.uc 2022-07-09 23:10:27 +03:00
47a4480771 Update description.txt 2022-07-08 22:01:21 +03:00
04ac55882c update description 2022-07-08 21:38:53 +03:00
fdc97e4fdc completly remove force preload 2022-07-08 21:18:58 +03:00
8cb2005ec1 crutch to keep the notification 2022-07-08 06:55:31 +03:00
7 changed files with 177 additions and 279 deletions

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@ -7,11 +7,18 @@ const CfgRemoveItems = class'RemoveItems';
const CfgAddItems = class'AddItems';
const Helper = class'Helper';
struct S_PreloadContent
{
var class<KFWeaponDefinition> KFWD;
var class<KFWeapon> KFWC;
var KFWeapon KFW;
var KFW_Access KFWA;
};
var private config int Version;
var private config E_LogLevel LogLevel;
var private config bool bPreloadContent;
var private config bool bForcePreloadContent;
var private config bool UnlockDLC;
var private config bool bPreloadContent;
var private KFGameInfo KFGI;
var private KFGameReplicationInfo KFGRI;
@ -23,6 +30,8 @@ var private Array<CTI_RepInfo> RepInfos;
var private bool ReadyToSync;
var private Array<S_PreloadContent> PreloadContent;
public simulated function bool SafeDestroy()
{
`Log_Trace(`Location);
@ -67,7 +76,6 @@ private function PreInit()
{
LogLevel = LL_Info;
bPreloadContent = true;
bForcePreloadContent = false;
UnlockDLC = false;
SaveConfig();
}
@ -79,7 +87,7 @@ private function PreInit()
{
case `NO_CONFIG:
`Log_Info("Config created");
case MaxInt:
`Log_Info("Config updated to version"@LatestVersion);
break;
@ -146,7 +154,7 @@ private function PostInit()
if (KFGI.KFGFxManagerClass != class'KFGameInfo_VersusSurvival'.default.KFGFxManagerClass)
{
`Log_Warn("Found custom 'KFGFxManagerClass' (" $ KFGI.KFGFxManagerClass $ "), there may be compatibility issues");
`Log_Warn("If you notice problems, try disabling DLC unlock");
`Log_Warn("If you notice problems, try disabling UnlockDLC");
}
KFGI.KFGFxManagerClass = class'CTI_GFxMoviePlayer_Manager_Versus';
@ -160,7 +168,7 @@ private function PostInit()
if (KFGI.KFGFxManagerClass != class'KFGameInfo'.default.KFGFxManagerClass)
{
`Log_Warn("Found custom 'KFGFxManagerClass' (" $ KFGI.KFGFxManagerClass $ "), there may be compatibility issues");
`Log_Warn("If you notice problems, try disabling DLC unlock");
`Log_Warn("If you notice problems, try disabling UnlockDLC");
}
KFGI.KFGFxManagerClass = class'CTI_GFxMoviePlayer_Manager';
@ -187,7 +195,7 @@ private function PostInit()
if (bPreloadContent)
{
Helper.static.PreloadContent(AddItems);
Preload(AddItems);
}
ReadyToSync = true;
@ -201,6 +209,39 @@ private function PostInit()
}
}
private function Preload(Array<class<KFWeaponDefinition> > Content)
{
local S_PreloadContent SPC;
foreach Content(SPC.KFWD)
{
SPC.KFWC = class<KFWeapon> (DynamicLoadObject(SPC.KFWD.default.WeaponClassPath, class'Class'));
if (SPC.KFWC != None)
{
SPC.KFW = KFGI.Spawn(SPC.KFWC);
if (SPC.KFW == None)
{
`Log_Warn("Spawn failed:" @ SPC.KFWD.default.WeaponClassPath);
continue;
}
SPC.KFWA = new (SPC.KFW) class'KFW_Access';
if (SPC.KFWA == None)
{
`Log_Warn("Spawn failed:" @ SPC.KFWD.default.WeaponClassPath @ "KFW_Access");
continue;
}
PreloadContent.AddItem(SPC);
}
}
foreach PreloadContent(SPC)
{
SPC.KFWA.KFW_StartLoadWeaponContent();
}
}
public function NotifyLogin(Controller C)
{
`Log_Trace(`Location);
@ -232,9 +273,7 @@ public function bool CreateRepLink(Controller C)
LogLevel,
RemoveItems,
AddItems,
CfgRemoveItems.default.bAll,
bPreloadContent,
bForcePreloadContent);
CfgRemoveItems.default.bAll);
RepInfos.AddItem(RepLink);

View File

@ -10,32 +10,31 @@ var private Array<class<KFWeaponDefinition> > RemoveItems;
var private Array<class<KFWeaponDefinition> > AddItems;
var private bool ReplaceMode;
var private bool PreloadContent;
var private bool ForcePreloadContent;
var private int Recieved;
var private int SyncSize;
var private int Preloaded;
var private KFPlayerController KFPC;
var private KFPawn KFP;
var private KFInventoryManager KFIM;
var private KFGFxWidget_PartyInGame PartyInGameWidget;
var private GFxObject Notification;
var private class<Weapon> PreloadWeaponClass;
var private float PreloadWeaponTime;
var private String NotificationHeaderText;
var private String NotificationLeftText;
var private String NotificationRightText;
var private int NotificationPercent;
var private int WaitingGRI;
replication
{
if (bNetInitial && Role == ROLE_Authority)
LogLevel, ReplaceMode, PreloadContent, ForcePreloadContent, SyncSize;
LogLevel, ReplaceMode, SyncSize;
}
public simulated function bool SafeDestroy()
{
`Log_Trace(`Location);
return (bPendingDelete || bDeleteMe || Destroy());
}
@ -44,9 +43,7 @@ public function PrepareSync(
E_LogLevel _LogLevel,
Array<class<KFWeaponDefinition> > _RemoveItems,
Array<class<KFWeaponDefinition> > _AddItems,
bool _ReplaceMode,
bool _PreloadContent,
bool _ForcePreloadContent)
bool _ReplaceMode)
{
`Log_Trace(`Location);
@ -55,8 +52,6 @@ public function PrepareSync(
RemoveItems = _RemoveItems;
AddItems = _AddItems;
ReplaceMode = _ReplaceMode;
PreloadContent = _PreloadContent;
ForcePreloadContent = _ForcePreloadContent;
SyncSize = RemoveItems.Length + AddItems.Length;
}
@ -76,46 +71,6 @@ private simulated function KFPlayerController GetKFPC()
return KFPC;
}
private simulated function KFPawn GetKFP()
{
local Pawn P;
`Log_Trace(`Location);
if (KFP != None) return KFP;
if (GetKFPC() != None)
{
P = GetKFPC().Pawn;
if (P != None)
{
KFP = KFPawn(P);
}
}
return KFP;
}
private simulated function KFInventoryManager GetKFIM()
{
local InventoryManager IM;
`Log_Trace(`Location);
if (KFIM != None) return KFIM;
if (GetKFP() != None)
{
IM = GetKFP().InvManager;
if (IM != None)
{
KFIM = KFInventoryManager(IM);
}
}
return KFIM;
}
private simulated function SetPartyInGameWidget()
{
`Log_Trace(`Location);
@ -141,7 +96,7 @@ private simulated function bool CheckPartyInGameWidget()
return (PartyInGameWidget != None);
}
private unreliable client function HideReadyButton()
private simulated function HideReadyButton()
{
`Log_Trace(`Location);
@ -164,7 +119,7 @@ private simulated function ShowReadyButton()
}
}
private unreliable client function UpdateNotification(String Title, String Downloading, String Remainig, int Percent)
private simulated function UpdateNotification(String Title, String Downloading, String Remainig, int Percent)
{
`Log_Trace(`Location);
@ -183,16 +138,21 @@ private unreliable client function UpdateNotification(String Title, String Downl
private reliable client function ClientSync(class<KFWeaponDefinition> WeapDef, optional bool Remove = false)
{
`Log_Trace(`Location);
if (WeapDef == None)
{
`Log_Fatal("WeapDef is:" @ WeapDef);
Cleanup();
ConsoleCommand("Disconnect");
SafeDestroy();
return;
}
HideReadyButton();
if (!IsTimerActive(nameof(KeepNotification)))
{
SetTimer(0.1f, true, nameof(KeepNotification));
}
if (Remove)
{
RemoveItems.AddItem(WeapDef);
@ -200,46 +160,84 @@ private reliable client function ClientSync(class<KFWeaponDefinition> WeapDef, o
else
{
AddItems.AddItem(WeapDef);
if (PreloadContent)
{
Helper.static.PreloadWeapon(WeapDef);
}
}
Recieved = RemoveItems.Length + AddItems.Length;
UpdateNotification(
"Sync trader items, please wait...",
Remove ? "-" : "+" @ Repl(String(WeapDef), "KFWeapDef_", ""),
Recieved @ "/" @ SyncSize,
(float(Recieved) / float(SyncSize)) * 100);
NotificationLeftText = Remove ? "-" : "+" @ Repl(String(WeapDef), "KFWeapDef_", "");
NotificationRightText = Recieved @ "/" @ SyncSize;
if (SyncSize != 0)
{
NotificationPercent = (float(Recieved) / float(SyncSize)) * 100;
}
`Log_Debug("ClientSync:" @ NotificationLeftText @ NotificationRightText);
ServerSync();
}
private simulated function KeepNotification()
{
HideReadyButton();
UpdateNotification(
NotificationHeaderText,
NotificationLeftText,
NotificationRightText,
NotificationPercent);
}
private simulated reliable client function ClientSyncFinished()
{
local KFGameReplicationInfo KFGRI;
`Log_Trace(`Location);
ClearTimer(nameof(WaitForPreloadWeapon));
if (WorldInfo.GRI == None)
{
`Log_Debug("ClientSyncFinished: Waiting GRI");
NotificationHeaderText = "Waiting for GameReplicationInfo...";
NotificationLeftText = String(++WaitingGRI) $ "s";
SetTimer(1.0f, false, nameof(ClientSyncFinished));
return;
}
KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
if (KFGRI == None)
{
`Log_Fatal("Incompatible Replication info:" @ WorldInfo.GRI);
`Log_Fatal("Incompatible Replication info:" @ String(WorldInfo.GRI));
ClearTimer(nameof(KeepNotification));
UpdateNotification(
"Error: Incompatible Replication info:" @ String(WorldInfo.GRI),
"Disconnect...", "", 0);
Cleanup();
ConsoleCommand("Disconnect");
SafeDestroy();
return;
}
Helper.static.ModifyTrader(KFGRI, RemoveItems, AddItems, ReplaceMode);
`Log_Debug("ClientSyncFinished: Helper.static.ModifyTrader");
ClearTimer(nameof(KeepNotification));
ShowReadyButton();
Cleanup();
SafeDestroy();
}
private reliable server function Cleanup()
{
`Log_Trace(`Location);
`Log_Debug("Cleanup");
if (!CTI.DestroyRepLink(Controller(Owner)))
{
`Log_Debug("Cleanup (forced)");
SafeDestroy();
}
}
public reliable server function ServerSync()
{
`Log_Trace(`Location);
@ -248,16 +246,11 @@ public reliable server function ServerSync()
if (bPendingDelete || bDeleteMe) return;
`Log_Debug("ServerSync:" @ Recieved @ "/" @ SyncSize);
if (SyncSize <= Recieved || WorldInfo.NetMode == NM_StandAlone)
{
if (ForcePreloadContent)
{
ServerPreloadWeaponWorkaround();
}
else
{
ServerSyncFinished();
}
`Log_Debug("ServerSync: SyncFinished");
ClientSyncFinished();
}
else
{
@ -272,134 +265,6 @@ public reliable server function ServerSync()
}
}
private function ServerSyncFinished()
{
`Log_Trace(`Location);
ClientSyncFinished();
if (!CTI.DestroyRepLink(Controller(Owner)))
{
SafeDestroy();
}
}
private reliable server function ServerPreloadWeaponWorkaround()
{
local class<Weapon> WC;
`Log_Trace(`Location);
RemovePreloadWeapon();
if (AddItems.Length <= Preloaded)
{
ServerSyncFinished();
}
else
{
WC = class<Weapon> (DynamicLoadObject(AddItems[Preloaded++].default.WeaponClassPath, class'Class'));
if (WC != None)
{
PreloadWeaponTime = WorldInfo.TimeSeconds - 1.0f;
PreloadWeaponClass = WC;
ClientPreloadWeapon(WC);
if (!AddPreloadWeapon(WC))
{
ServerPreloadWeaponWorkaround();
}
}
}
}
private reliable server function bool AddPreloadWeapon(class<Weapon> WC)
{
local Weapon W;
`Log_Trace(`Location);
if (GetKFIM() == None || WC == None) return false;
KFIM.bInfiniteWeight = true;
W = Weapon(KFP.FindInventoryType(WC));
if (W == None)
{
W = Weapon(KFP.CreateInventory(WC));
}
if (W != None)
{
KFIM.SetCurrentWeapon(W);
}
KFIM.bInfiniteWeight = false;
if (W == None) `Log_Warn("Can't preload" @ WC @ "for some reason (skip)");
return (W != None);
}
private function RemovePreloadWeapon()
{
local DroppedPickup DP;
local Weapon W;
`Log_Trace(`Location);
if (GetKFIM() == None || PreloadWeaponClass == None) return;
foreach KFIM.InventoryActors(class'Weapon', W)
{
if (W != None && W.class == PreloadWeaponClass)
{
if (W.CanThrow())
{
KFP.TossInventory(W);
W.Destroy();
}
}
}
foreach WorldInfo.DynamicActors(class'DroppedPickup', DP)
{
if (DP.Instigator == KFP && DP.CreationTime > PreloadWeaponTime)
{
DP.Destroy();
}
}
}
private reliable client function ClientPreloadWeapon(class<Weapon> WC)
{
`Log_Trace(`Location);
Preloaded++;
PreloadWeaponClass = WC;
SetTimer(0.5f, false, nameof(WaitForPreloadWeapon));
}
private simulated function WaitForPreloadWeapon()
{
`Log_Trace(`Location);
HideReadyButton();
UpdateNotification(
"Preload weapon models, please wait...",
Repl(String(PreloadWeaponClass), "KFWeap_", ""),
Preloaded @ "/" @ AddItems.Length,
(float(Preloaded) / float(AddItems.Length)) * 100);
if (GetKFIM() != None
&& KFIM.Instigator.Weapon != None
&& KFIM.Instigator.Weapon.Class == PreloadWeaponClass)
{
ServerPreloadWeaponWorkaround();
}
else
{
SetTimer(0.5f, false, nameof(WaitForPreloadWeapon));
}
}
defaultproperties
{
bAlwaysRelevant = false
@ -408,5 +273,8 @@ defaultproperties
PendingSync = false
Recieved = 0
Preloaded = 0
NotificationHeaderText = "Sync trader items, please wait..."
NotificationPercent = 0
WaitingGRI = 0
}

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@ -52,32 +52,7 @@ public static simulated function ModifyTrader(
KFGRI.TraderItems = TraderItems;
}
public static simulated function PreloadContent(Array<class<KFWeaponDefinition> > WeapDefs)
{
local class<KFWeaponDefinition> WeapDef;
foreach WeapDefs(WeapDef)
{
PreloadWeapon(WeapDef);
}
}
public static simulated function PreloadWeapon(class<KFWeaponDefinition> WeapDef)
{
local class<KFWeapon> KFW;
KFW = class<KFWeapon> (DynamicLoadObject(WeapDef.default.WeaponClassPath, class'Class'));
if (KFW != None)
{
// This doesn't seem to have any effect right now,
// so we're forced to use a workaround: CTI_RepInfo.ServerPreloadWeaponWorkaround()
// But I still leave it for the future
// in the hope that someday we can preload weapon models using this function
class'KFWeapon'.static.TriggerAsyncContentLoad(KFW);
}
}
defaultproperties
{
}
}

12
CTI/Classes/KFW_Access.uc Normal file
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@ -0,0 +1,12 @@
class KFW_Access extends Object
within KFWeapon;
public function KFW_StartLoadWeaponContent()
{
StartLoadWeaponContent();
}
defaultproperties
{
}

View File

@ -1,55 +1,59 @@
[img]https://img.shields.io/static/v1?logo=GitHub&labelColor=gray&color=blue&logoColor=white&label=&message=Open Source[/img] [img]https://img.shields.io/github/license/GenZmeY/KF2-CustomTraderInventory[/img] [img]https://img.shields.io/steam/subscriptions/2830826239[/img] [img]https://img.shields.io/steam/favorites/2830826239[/img] [img]https://img.shields.io/steam/update-date/2830826239[/img] [url=https://steamcommunity.com/sharedfiles/filedetails/changelog/2830826239][img]https://img.shields.io/github/v/tag/GenZmeY/KF2-CustomTraderInventory[/img][/url]
[h1]Features[/h1]
- remove and/or add items;
- unlock DLC weapons;
- correct items sorting (by price);
- can preload weapon models (no lags during trader time);
- don't have to worry about adding new guns after each Tripware update.
[list]
[*]remove/add items to trader;
[*]can preload weapon models (no lags when someone buys weapons);
[*]unlock DLC weapons;
[*]correct items sorting (by price);
[*]don't have to worry about adding new guns after each KF2 update.
[/list]
[h1]Whitelisted?[/h1]
No. This mod is not whitelisted and will unrank your server. Any XP gained will not be saved.
No. This mod is not whitelisted and will de-rank your server. Any XP gained will not be saved.
[h1]Usage (single player)[/h1]
1. Subscribe to this mutator;
2. Start KF2;
3. Open console (`) and input:
[olist]
[*]Subscribe to this mutator;
[*]Start KF2;
[*]Open console (`) and input:
[b]open KF-BioticsLab?Mutator=CTI.CTIMut[/b]
(replace the map and add the parameters you need)
4. <Enter>.
[*]<Enter>.
[/olist]
[h1]Usage (server)[/h1]
[b]Note:[/b] [i]If you don't understand what is written here, read the article [url=https://wiki.killingfloor2.com/index.php?title=Dedicated_Server_(Killing_Floor_2)][u]Dedicated Server (KF2 wiki)[/u][/url] before following these instructions.[/i]
1. Open your [b]PCServer-KFEngine.ini[/b] / [b]LinuxServer-KFEngine.ini[/b];
2. Add the following string to the [b][OnlineSubsystemSteamworks.KFWorkshopSteamworks][/b] section (create one if it doesn't exist):
[olist]
[*]Open your [b]PCServer-KFEngine.ini[/b] / [b]LinuxServer-KFEngine.ini[/b];
[*]Find the [b][IpDrv.TcpNetDriver][/b] section and make sure that there is a line (add if not):
[b]DownloadManagers=OnlineSubsystemSteamworks.SteamWorkshopDownload[/b]
❗️ If there are several [b]DownloadManagers=[/b] then the line above should be the first ❗️
[*]Add the following string to the [b][OnlineSubsystemSteamworks.KFWorkshopSteamworks][/b] section (create one if it doesn't exist):
[b]ServerSubscribedWorkshopItems=2830826239[/b]
3. Start the server and wait while the mutator is downloading;
4. Add mutator to server start parameters: [b]?Mutator=CTI.CTIMut[/b] and restart the server.
[*]Start the server and wait while the mutator is downloading;
[*]Add mutator to server start parameters: [b]?Mutator=CTI.CTIMut[/b] and restart the server.
[/olist]
[h1]Setup (KFCTI.ini)[/h1]
Config will be created at the first start.
Set [b]UnlockDLC=True[/b] to allow all players to buy DLC weapons.
Set [b]bForcePreloadContent=True[/b] to preload weapon models and have no lags during trader time.
Use [b][CTI.RemoveItems][/b] to remove items from the trader inventory.
[list]
[*]Set [b]UnlockDLC=True[/b] to allow all players to buy DLC weapons.
[*]Set [b]bPreloadContent=True[/b] to load weapon models in advance and have no lags during the game.
[*]Use [b][CTI.RemoveItems][/b] to remove items from the trader inventory.
For example: [b]Item=KFGame.KFWeapDef_Mac10[/b] will remove MAC10 from sale.
Set [b]bAll=True[/b] if you want to remove all items (can be useful if you want to set the entire sale list in the [b][CTI.AddItems][/b] section yourself).
Use [b][CTI.AddItems][/b] to add items to the trader inventory.
[*]Set [b]bAll=True[/b] if you want to remove all items (can be useful if you want to set the entire sale list in the [b][CTI.AddItems][/b] section yourself).
[*]Use [b][CTI.AddItems][/b] to add items to the trader inventory.
For example: [b]Item=WeaponPack.KFWeapDef_XM25[/b] will add [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1147408497]XM25[/url] to sale.
[h1]Example config(s)[/h1]
🔗 [url=https://steamcommunity.com/workshop/filedetails/discussion/2830826239/3409804177172972154/]Reinforcement Weapon Pack[/url]
🔗 [url=https://steamcommunity.com/workshop/filedetails/discussion/2830826239/3409804177173363434/]Warface Arsenal[/url]
[/list]
[h1]🔗 [url=https://steamcommunity.com/workshop/filedetails/discussion/2830826239/3409804177172972154]Weapon Packs Items[/url][/h1]
[h1]Notes[/h1]
📌 Mutator does not contain custom weapons. You must have the required weapon packs in your subscriptions to be able to add them to the trader.
📌 If you are using this mutator to add weapons, you should [b]not[/b] use mutators from weapon packs (just having them in subscriptions is enough).
📌 Unlike [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2193261170]DLC Weapon Unlocker[/url], a different method is used here.
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2193261170]DLC Weapon Unlocker[/url] creates clones of DLC weapons and adds them to the trader. This allows you not to replace any classes in the game, so Hunter mutator has better compatibility with other mutators. However, those who have already purchased the DLC will not be able to use their skins on clones.
CTI unlocks DLC weapons differently - it changes the trader filter allowing you to buy original DLC weapons without restrictions. Those who bought the DLC can use their skins and you don't need to update the mutator when new kf2 updates are released - unlocking will work with future weapons as well. However, when you set UnlockDLC=True CTI replaces the [b]KFGFxMoviePlayer_Manager[/b] class, so CTI may not be compatible with mods that replaces this class too. If you notice any compatibility issues, try turning off UnlockDLC.
You can use this method or use a [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2193261170]DLC Weapon Unlocker[/url] - choose what suits you best.
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2193261170]DLC Weapon Unlocker[/url] creates clones of DLC weapons and adds them to the trader. This allows you not to replace any classes in the game, so Hunter mutator has better compatibility with other mutators, however you need to update DWU every time kf2 update comes out with new guns.
CTI unlocks DLC weapons differently - it changes the trader filter allowing you to buy original DLC weapons without restrictions. You don't need to update the mutator when new kf2 updates are released - unlocking will work with future weapons as well. However, when you set UnlockDLC=True CTI replaces the [b]KFGFxMoviePlayer_Manager[/b] class, so CTI may not be compatible with mods that replaces this class too. If you notice any compatibility issues, try turning off UnlockDLC.
You can use this built-in method or add weapons from [url=https://steamcommunity.com/workshop/filedetails/discussion/2193261170/3046108212603783998]DLC Weapon Unlocker[/url] - choose what suits you best.
[h1]Sources[/h1]
[url=https://github.com/GenZmeY/KF2-CustomTraderInventory]https://github.com/GenZmeY/KF2-CustomTraderInventory[/url] (GNU GPLv3)
[url=https://github.com/GenZmeY/KF2-CustomTraderInventory]https://github.com/GenZmeY/KF2-CustomTraderInventory[/url] [b](GNU GPLv3)[/b]

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@ -11,10 +11,10 @@
Add/Remove Items in the Trader's Inventory
# Features
- remove and/or add items;
- remove/add items to trader;
- can preload weapon models (no lags when buying weapons);
- unlock DLC weapons;
- correct items sorting (by price);
- can preload weapon models (no lags during trader time);
- don't have to worry about adding new guns after each Tripware update.
# Usage & Setup