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@ -48,6 +48,9 @@ var protected float PostAuthorityChangeLifeSpan;
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/** Amount of delay before anything can pick this up */
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var protected float PickupDelay;
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/** Previous Owner (Added for Autoturret) */
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var KFPlayerController PreviousOwner;
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// Visuals
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var bool bEmptyPickup; // pickup has an inventory with no ammo
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var LinearColor EmptyPickupColor;
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@ -430,6 +433,11 @@ function GiveTo(Pawn P)
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KFW = KFWeapon(NewInventory);
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if (KFW != none)
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{
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if (PreviousOWner != none)
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{
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KFW.KFPlayer = PreviousOwner;
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}
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KFW.SetOriginalValuesFromPickup(KFWeapon(Inventory));
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KFW = KFIM.CombineWeaponsOnPickup(KFW);
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KFW.NotifyPickedUp();
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@ -252,7 +252,12 @@ simulated function ModifyMagSizeAndNumber( KFWeapon KFW, out int MagazineCapacit
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// FAMAS needs its secondary ammo affected
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// Autoturret cannot modify its magazine capacity
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if( (!bSecondary || IsFAMAS(KFW)) && !IsAutoTurret(KFW) && IsWeaponOnPerk( KFW, WeaponPerkClass, self.class ) && (KFW == none || !KFW.bNoMagazine) )
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if (IsAutoTurret(KFW) || WeaponClassName == 'KFWeap_Autoturret')
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{
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return;
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}
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if( (!bSecondary || IsFAMAS(KFW)) && IsWeaponOnPerk( KFW, WeaponPerkClass, self.class ) && (KFW == none || !KFW.bNoMagazine) )
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{
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if( IsLargeMagActive() )
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{
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@ -509,7 +514,7 @@ final private function bool IsEatLeadActive()
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*
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* @return true/false
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*/
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final private function bool IsAmmoVestActive()
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simulated final private function bool IsAmmoVestActive()
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{
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return PerkSkills[ECommandoAmmoVest].bActive && IsPerkLevelAllowed(ECommandoAmmoVest);
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}
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@ -9280,6 +9280,7 @@ reliable client function ClientDrawDebugCylinder(vector CylinderLocation, float
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event Destroyed()
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{
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local KFProjectile KFProj;
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local int i;
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// Stop currently playing stingers when the map is being switched
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if( StingerAkComponent != none )
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@ -9289,10 +9290,11 @@ event Destroyed()
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// Destroy deployed turrets
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// Destroyed event on Turret calls the KFPlayer to modify the same list, that's why we use a while loop...
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while (DeployedTurrets.Length > 0)
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for (i = 0; i < DeployedTurrets.Length; i++)
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{
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DeployedTurrets[0].Destroy();
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DeployedTurrets[i].Destroy();
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}
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DeployedTurrets.Remove(0, DeployedTurrets.Length);
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SetRTPCValue( 'Health', 100, true );
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PostAkEvent( LowHealthStopEvent );
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