//============================================================================= // KFAutoPurchaseHeler //============================================================================= // Hold logic for auto purchase //============================================================================= // Killing Floor 2 // Copyright (C) 2016 Tripwire Interactive LLC //============================================================================= class KFAutoPurchaseHelper extends Object within KFPlayerController dependson(KFGFxMenu_Trader) native(UI); var KFPlayerReplicationInfo MyKFPRI; var KFInventoryManager MyKFIM; var KFGFxObject_TraderItems TraderItems; var array OwnedItemList; var SItemInformation GrenadeItem; var SItemInformation ArmorItem; var int TotalDosh; // The total amount of dosh we have var bool bPendingDoshUpdate; // Set this to true if we spent money but haven't received acknowledgement from the server var int TotalBlocks; // The total amount of blocks that our inventory takes up, plus any transactions var byte MaxBlocks; // The maximum number of blocks available var int PrevArmor; var int CostPerAutofillCycle; var int DoshBuffer; var int ArmorMagSize; // Percentage of armor bought individually function Initialize(optional bool bInitOwnedItems = true) { if( Pawn != none && PlayerReplicationInfo != none ) { MyKFPRI = KFPlayerReplicationInfo( PlayerReplicationInfo ); MyKFIM = KFInventoryManager( Pawn.InvManager ); if( MyKFPRI != none && MyKFIM != none ) { // Grab the weapons in our inventory and add them to a stored array called OwnedItemList if (bInitOwnedItems) { InitializeOwnedItemList(); } TotalBlocks = MyKFIM.CurrentCarryBlocks; TotalDosh = MyKFPRI.Score; MaxBlocks = MyKFIM.MaxCarryBlocks; } } } /************************* @Name - Auto purchase **************************/ function DoAutoPurchase() { local int PotentialDosh, i; local Array OnPerkWeapons; local STraderItem TopTierWeapon; local int ItemIndex; local bool bSecondaryWeaponPurchased; local bool bUpgradeSuccess; local bool bAutoFillPurchasedItem; local string AutoFillMessageString; GetTraderItems(); if(CurrentPerk.AutoBuyLoadOutPath.length == 0) { `log("!!!Autobuy load out path not set!!!"); return; } for (i = 0; i < CurrentPerk.AutoBuyLoadOutPath.length; i++) { ItemIndex = TraderItems.SaleItems.Find('WeaponDef', CurrentPerk.AutoBuyLoadOutPath[i]); if(ItemIndex != INDEX_NONE) { OnPerkWeapons.AddItem(TraderItems.SaleItems[ItemIndex]); } } SellOffPerkWeapons(); TopTierWeapon = GetTopTierWeapon(OnPerkWeapons); //can I afford my top teir without selling my current weapon? if(!DoIOwnThisWeapon(TopTierWeapon) && GetCanAfford( GetAdjustedBuyPriceFor(TopTierWeapon) + DoshBuffer ) && CanCarry( TopTierWeapon ) ) { bUpgradeSuccess = AttemptUpgrade(TotalDosh, OnPerkWeapons, true); } else { PotentialDosh = GetPotentialDosh(); bUpgradeSuccess = AttemptUpgrade(PotentialDosh+TotalDosh, OnPerkWeapons); } bAutoFillPurchasedItem = StartAutoFill(); if(DoIOwnThisWeapon(TopTierWeapon)) { while(AttemptToPurchaseNextLowerTier(TotalDosh, OnPerkWeapons)) { bSecondaryWeaponPurchased = true; AttemptToPurchaseNextLowerTier(TotalDosh, OnPerkWeapons); } } MyKFIM.ServerCloseTraderMenu(); if(bUpgradeSuccess) { AutoFillMessageString = class'KFCommon_LocalizedStrings'.default.WeaponUpgradeComepleteString; } else if(bSecondaryWeaponPurchased) { AutoFillMessageString = class'KFCommon_LocalizedStrings'.default.SecondaryWeaponPurchasedString; } else if(bAutoFillPurchasedItem) { AutoFillMessageString = class'KFCommon_LocalizedStrings'.default.AutoFillCompleteString; } else { AutoFillMessageString = class'KFCommon_LocalizedStrings'.default.NoItemsPurchasedString; } if(MyGFxHUD != none) { MyGFxHUD.ShowNonCriticalMessage( class'KFCommon_LocalizedStrings'.default.AutoTradeCompleteString$AutoFillMessageString ); } } function bool AttemptToPurchaseNextLowerTier(int UseableDosh, const out Array OnPerkWeapons) { local int LastAfforableItemIndex; local STraderItem TempTraderItem; LastAfforableItemIndex = GetLastAffordableItemIndex(UseableDosh, OnPerkWeapons); if(LastAfforableItemIndex != INDEX_NONE) { TempTraderItem = OnPerkWeapons[LastAfforableItemIndex]; PurchaseWeapon(TempTraderItem); StartAutoFill(); return true; } return false; } function STraderItem GetTopTierWeapon(const out Array OnPerkWeapons) { local STraderItem HighestValuedWeapon; HighestValuedWeapon = GetHighValuedOnPerkWeapon(OnPerkWeapons); return HighestValuedWeapon; } function bool AttemptUpgrade(int UseableDosh, const out Array OnPerkWeapons, optional bool bHaveTopTier) { local STraderItem TempTraderItem; local bool bUpgradeSuccess; local int LastAfforableItemIndex; local SItemInformation MyHighestValuedWeapon; MyHighestValuedWeapon = GetHighValuedWeapon(OwnedItemList); LastAfforableItemIndex = GetLastAffordableItemIndex(UseableDosh, OnPerkWeapons, MyHighestValuedWeapon); if(LastAfforableItemIndex != INDEX_NONE) { TempTraderItem = OnPerkWeapons[LastAfforableItemIndex]; if(MyHighestValuedWeapon.DefaultItem.WeaponDef.default.BuyPrice < TempTraderItem.WeaponDef.default.BuyPrice) { //Sell on perk weapons if(!bHaveTopTier) { SellOnPerkWeapons(); } PurchaseWeapon(TempTraderItem); bUpgradeSuccess = true; } } return bUpgradeSuccess; } function int GetLastAffordableItemIndex(int UseableDosh, const out Array OnPerkWeapons, optional SItemInformation TradeInItem) { local int LastAfforableItemIndex, i; local STraderItem TempTraderItem; local int TradeInItemWeight; TradeInItemWeight = MyKFIM.GetDisplayedBlocksRequiredFor(TradeInItem.DefaultItem); LastAfforableItemIndex = INDEX_NONE; //figure out which weapon we can afford for (i = 0; i < OnPerkWeapons.length; i++) { TempTraderItem = OnPerkWeapons[i]; if(UseableDosh > GetAdjustedBuyPriceFor(TempTraderItem) + DoshBuffer ) { if(!DoIOwnThisWeapon(TempTraderItem) && !( (TotalBlocks - TradeInItemWeight + MyKFIM.GetDisplayedBlocksRequiredFor(TempTraderItem)) > MaxBlocks) && !IsInOwnedItemList(TempTraderItem.DualClassName)) { LastAfforableItemIndex = i; } } else { break; } } return LastAfforableItemIndex; } function STraderItem GetHighValuedOnPerkWeapon(const out array ItemList) { local STraderItem HighestValuedWeapon; local int i; for (i = 0; i < ItemList.length; i++) { if( HighestValuedWeapon.WeaponDef == none || ItemList[i].WeaponDef.default.BuyPrice > HighestValuedWeapon.WeaponDef.default.BuyPrice) { HighestValuedWeapon = ItemList[i]; } } return HighestValuedWeapon; } function SItemInformation GetHighValuedWeapon(const out array ItemList) { local SItemInformation HighestValuedWeapon; local int i; for (i = 0; i < ItemList.length; i++) { if(ItemList[i].DefaultItem.BlocksRequired == -1) { continue; } if( HighestValuedWeapon.DefaultItem.WeaponDef == none || ItemList[i].DefaultItem.WeaponDef.default.BuyPrice > HighestValuedWeapon.DefaultItem.WeaponDef.default.BuyPrice) { HighestValuedWeapon = ItemList[i]; } } return HighestValuedWeapon; } function SellOnPerkWeapons() { local int i; for (i = 0; i < OwnedItemList.length; i++) { if( OwnedItemList[i].DefaultItem.AssociatedPerkClasses.length > 0 && OwnedItemList[i].DefaultItem.AssociatedPerkClasses[0] == CurrentPerk.Class && OwnedItemList[i].DefaultItem.BlocksRequired != -1) { SellWeapon(OwnedItemList[i], i); i=-1; } } } function SellOffPerkWeapons() { local int i; for (i = 0; i < OwnedItemList.length; i++) { if( OwnedItemList[i].DefaultItem.AssociatedPerkClasses[0] != CurrentPerk.Class && OwnedItemList[i].DefaultItem.BlocksRequired != -1 && OwnedItemList[i].SellPrice != 0 ) { if(CurrentPerk.ShouldAutosellWeapon(OwnedItemList[i].DefaultItem.WeaponDef)) { SellWeapon(OwnedItemList[i], i); i=-1; } } } } function bool DoIOwnThisWeapon(const out STraderItem TraderItem) { return OwnedItemList.Find('DefaultItem', TraderItem) != INDEX_NONE; } function int GetPotentialDosh() { local int PotentialDosh, i; for (i = 0; i TotalDosh) { return false; } return true; } // Checks if we can have enough blocks to hold this item function bool CanCarry(const out STraderItem Item, optional int OverrideLevelValue = INDEX_NONE) { if (TotalBlocks + MyKFIM.GetDisplayedBlocksRequiredFor(Item, OverrideLevelValue) > MaxBlocks) { return false; } return true; } function bool CanUpgrade(STraderItem SelectedItem, out int CanCarryIndex, out int bCanAffordIndex, optional bool bPlayDialog) { local bool bCanAfford, bCanCarry; local int UpgradePrice; local int ItemUpgradeLevel; local KFPlayerController MyKFPC; local int AddedWeightBlocks; MyKFPC = Outer; ItemUpgradeLevel = GetItemUpgradeLevelByClassName(SelectedItem.ClassName); if (ItemUpgradeLevel == INDEX_NONE || !(ItemUpgradeLevel < SelectedItem.WeaponDef.default.UpgradePrice.length)) { `log("Item at max level"); return false; } UpgradePrice = SelectedItem.WeaponDef.static.GetUpgradePrice(ItemUpgradeLevel); bCanAfford = GetCanAfford(UpgradePrice); AddedWeightBlocks = SelectedItem.WeaponUpgradeWeight[ItemUpgradeLevel + 1] - SelectedItem.WeaponUpgradeWeight[ItemUpgradeLevel]; bCanCarry = !(TotalBlocks + AddedWeightBlocks > MaxBlocks); //bCanUpgrade = MyKFIM.ItemEligableForUpgrade(SelectedItem); if (bPlayDialog) { MyKFPC.PlayTraderSelectItemDialog(!bCanAfford, !bCanCarry); } CanCarryIndex = bCanCarry ? 1 : 0; bCanAffordIndex = bCanAfford ? 1 : 0; return bCanAfford && bCanCarry; } function PurchaseWeapon(STraderItem ShopItem) { local int ItemUpgradeLevel; if(!bCanPurchase(ShopItem, true)) { return; } ItemUpgradeLevel = ShopItem.SingleClassName != '' ? GetItemUpgradeLevelByClassName(ShopItem.SingleClassName) : INDEX_None; AddDosh(-GetAdjustedBuyPriceFor(ShopItem)); AddBlocks(MyKFIM.GetWeaponBlocks(ShopItem, ItemUpgradeLevel)); AddWeaponToOwnedItemList(ShopItem); } function SellWeapon(SItemInformation ItemInfo, optional int SelectedItemIndex = -1) { AddDosh(GetAdjustedSellPriceFor(ItemInfo.DefaultItem)); AddBlocks( -MyKFIM.GetDisplayedBlocksRequiredFor(ItemInfo.DefaultItem) ); if(SelectedItemIndex != INDEX_NONE) { RemoveWeaponFromOwnedItemList( SelectedItemIndex ); } } function bool UpgradeWeapon(int OwnedItemIndex) { local byte ItemIndex; local STraderItem DefaultItemInfo; local SItemInformation ItemInfo; local int Test1, Test2; //place holder ints ItemInfo = OwnedItemList[OwnedItemIndex]; DefaultItemInfo = ItemInfo.DefaultItem; if (ItemInfo.bIsSecondaryAmmo || !CanUpgrade(DefaultItemInfo, Test1, Test2, true)) { `log("cannot upgrade"); return false; } TraderItems.GetItemIndicesFromArche(ItemIndex, DefaultItemInfo.ClassName); MyKFIM.BuyUpgrade(ItemIndex, ItemInfo.ItemUpgradeLevel); OwnedItemList[OwnedItemIndex].SellPrice = GetAdjustedSellPriceFor(DefaultItemInfo); if (MyGfxManager != none && MyGfxManager.TraderMenu != none) { MyGfxManager.TraderMenu.OwnedItemList = OwnedItemList; } return true; } /****************** @Name - Player Inventory *******************/ function int GetFillArmorCost() { // local float ArmorPercentage, FillCost, ArmorPricePerPercent; // ArmorPercentage = (float() / float(ArmorItem.MaxSpareAmmo)) * 100.f; // ArmorPricePerPercent = ArmorItem.AmmoPricePerMagazine; // FillCost = FCeil( (ArmorItem.SpareAmmoCount - ArmorItem.MaxSpareAmmo) * ArmorItem.AmmoPricePerMagazine ); return FCeil( (ArmorItem.MaxSpareAmmo - ArmorItem.SpareAmmoCount) * ArmorItem.AmmoPricePerMagazine ); } function int GetChunkArmorCost() { return FCeil ( FMin(ArmorItem.MaxSpareAmmo - ArmorItem.SpareAmmoCount, ArmorMagSize) * ArmorItem.AmmoPricePerMagazine ); } function int FillArmor( ) { local float ArmorPricePerPercent, FillCost; local float PercentBoughtUnit, PercentArmorBought; local int ActualArmorPointsAvailable; FillCost = GetFillArmorCost(); ActualArmorPointsAvailable = ArmorItem.MaxSpareAmmo - ArmorItem.SpareAmmoCount; PercentBoughtUnit = float(ActualArmorPointsAvailable) / float(ArmorItem.MaxSpareAmmo); PercentArmorBought = PercentBoughtUnit * 100.f; // Buy as much armor as we possibly can if (FillCost > TotalDosh) { ArmorPricePerPercent = ArmorItem.AmmoPricePerMagazine; // Because we are using ints this will round down and we can get how much we actually spent PercentArmorBought = TotalDosh / ArmorPricePerPercent; PercentBoughtUnit = PercentArmorBought / 100.f; FillCost = ArmorPricePerPercent * PercentArmorBought; } PercentArmorBought = (PercentArmorBought > 0.f && PercentArmorBought < 1.f) ? 1.f : PercentArmorBought; ArmorItem.SpareAmmoCount = FMin( float(ArmorItem.SpareAmmoCount) + (PercentBoughtUnit * float(ArmorItem.MaxSpareAmmo)), float(ArmorItem.MaxSpareAmmo) ); BoughtAmmo(PercentArmorBought, FillCost, EIT_Armor); return FillCost; } function int BuyArmorMag( ) { local float ArmorPricePerPercent; local float ChunkCost; local float ArmorAvailable; local float PercentArmorBought; local float ArmorAmmountBought; ArmorAvailable = (1 - float(ArmorItem.SpareAmmoCount) / ArmorItem.MaxSpareAmmo) * 100; ArmorAmmountBought = ArmorMagSize; PercentArmorBought = ArmorMagSize * 100.0f / ArmorItem.MaxSpareAmmo; if (ArmorAvailable < PercentArmorBought) return FillArmor(); ChunkCost = ArmorAmmountBought * ArmorItem.AmmoPricePerMagazine; // Buy as much armor as we possibly can if (ChunkCost > TotalDosh) { ArmorPricePerPercent = ArmorItem.AmmoPricePerMagazine; // Because we are using ints this will round down and we can get how much we actually spent PercentArmorBought = TotalDosh / ArmorPricePerPercent; ChunkCost = ArmorPricePerPercent * PercentArmorBought; ArmorAmmountBought = ArmorItem.MaxSpareAmmo * PercentArmorBought / 100; } PercentArmorBought = (PercentArmorBought > 0.f && PercentArmorBought < 1.f) ? 1.f : PercentArmorBought; ArmorItem.SpareAmmoCount = FMin(ArmorItem.SpareAmmoCount + ArmorAmmountBought, ArmorItem.MaxSpareAmmo); BoughtAmmo(PercentArmorBought, ChunkCost, EIT_Armor); return ChunkCost; } function bool AttemptBuyArmorChunk( out int InAutoFillDosh ) { local float PercentArmorBought; local int ArmorPricePerPercent; local int ChunkCost; local int ActualArmorPointsAvailable; ActualArmorPointsAvailable = ArmorItem.MaxSpareAmmo - ArmorItem.SpareAmmoCount; ArmorPricePerPercent = ArmorItem.AmmoPricePerMagazine; PercentArmorBought = 0; if( ArmorItem.SpareAmmoCount < ArmorItem.MaxSpareAmmo ) { // Because we are using int's this will round down and we can get how much we actually spent PercentArmorBought = FMin(CostPerAutofillCycle / ArmorPricePerPercent, float(ActualArmorPointsAvailable)); ChunkCost = ArmorPricePerPercent * PercentArmorBought; if( InAutoFillDosh < ChunkCost ) { PercentArmorBought = FMin(InAutoFillDosh / ArmorPricePerPercent, float(ActualArmorPointsAvailable)); ChunkCost = ArmorPricePerPercent * PercentArmorBought; } InAutoFillDosh -= ChunkCost; PercentArmorBought = (PercentArmorBought > 0.f && PercentArmorBought < 1.f) ? 1.f : PercentArmorBought; ArmorItem.SpareAmmoCount = FMin(ArmorItem.SpareAmmoCount + PercentArmorBought, ArmorItem.MaxSpareAmmo); BoughtAmmo(PercentArmorBought, ChunkCost, EIT_Armor); } return (PercentArmorBought > 0); } //grenade function int GetFillGrenadeCost( ) { local int AmmoCount, MaxAmmoCount; local float MissingAmmo, PricePerMag; AmmoCount = GrenadeItem.SpareAmmoCount; MaxAmmoCount = GrenadeItem.MaxSpareAmmo; PricePerMag = GrenadeItem.AmmoPricePerMagazine; MissingAmmo = MaxAmmoCount - AmmoCount; // Use FCeil so you can never buy ammo for 0 Do$h on an int conversion return FCeil(MissingAmmo * PricePerMag); } function int BuyGrenade( ) { local int MagAmmoCost; MagAmmoCost = 0; if( (GrenadeItem.MaxSpareAmmo - GrenadeItem.SpareAmmoCount) > 0 ) { MagAmmoCost = GrenadeItem.AmmoPricePerMagazine; GrenadeItem.SpareAmmoCount += 1; BoughtAmmo(1, MagAmmoCost, EIT_Grenade); } return MagAmmoCost; } // Ammo //@todo give item information rather than index function int BuySecondaryAmmoMag( out SItemInformation ItemInfo ) { local int MagAmmoCost; local int MagSpaceAvailable; local int AddedAmmo; local float AmmoCostScale; local KFGameReplicationInfo KFGRI; KFGRI = KFGameReplicationInfo(WorldInfo.GRI); if (KFGRI != none) { AmmoCostScale = KFGRI.GameAmmoCostScale; } else { AmmoCostScale = 1.0; } MagAmmoCost = 0; MagSpaceAvailable = ItemInfo.MaxSecondaryAmmo - ItemInfo.SecondaryAmmoCount; if( MagSpaceAvailable > 0 ) { MagAmmoCost = AmmoCostScale * ItemInfo.DefaultItem.WeaponDef.default.SecondaryAmmoMagPrice; // Don't charge them full price if they don't buy a full mag's worth of ammo // or we can only afford part of a magazine if( (MagSpaceAvailable < ItemInfo.DefaultItem.WeaponDef.default.SecondaryAmmoMagSize) || (TotalDosh < MagAmmoCost) ) { return FillAmmo( ItemInfo ); } AddedAmmo = ItemInfo.DefaultItem.WeaponDef.default.SecondaryAmmoMagSize; ItemInfo.SecondaryAmmoCount += AddedAmmo; ItemInfo.SecondaryAmmoCount = Min( ItemInfo.MaxSecondaryAmmo, ItemInfo.SecondaryAmmoCount ); BoughtAmmo(AddedAmmo, MagAmmoCost, EIT_Weapon, ItemInfo.DefaultItem.ClassName, ItemInfo.bIsSecondaryAmmo); } return MagAmmoCost; } function int BuyMagazine( int ItemSlotIndex ) { local SItemInformation ItemInfo; local int MagCost; ItemInfo = OwnedItemList[ ItemSlotIndex ]; if( ItemInfo.bIsSecondaryAmmo ) { MagCost = BuySecondaryAmmoMag( ItemInfo ); } else { MagCost = BuyItemMagazine( ItemInfo ); } OwnedItemList[ ItemSlotIndex ] = ItemInfo; return MagCost; } function int BuyItemMagazine( out SItemInformation ItemInfo ) { local int MagAmmoCost; local int MagSpaceAvailable; MagAmmoCost = 0; MagSpaceAvailable = ItemInfo.MaxSpareAmmo - ItemInfo.SpareAmmoCount; if( MagSpaceAvailable > 0 ) { MagAmmoCost = ItemInfo.AmmoPricePerMagazine; // Don't charge them full price if they don't buy a full mag's worth of ammo // or we can only afford part of a magazine if( (MagSpaceAvailable < ItemInfo.DefaultItem.MagazineCapacity) || (TotalDosh < MagAmmoCost) ) { return FillAmmo( ItemInfo ); } ItemInfo.SpareAmmoCount += ItemInfo.DefaultItem.MagazineCapacity; ItemInfo.SpareAmmoCount = Min( ItemInfo.MaxSpareAmmo, ItemInfo.SpareAmmoCount ); BoughtAmmo(ItemInfo.DefaultItem.MagazineCapacity, MagAmmoCost, EIT_Weapon, ItemInfo.DefaultItem.ClassName, ItemInfo.bIsSecondaryAmmo); } return MagAmmoCost; } function float FillAmmo( out SItemInformation ItemInfo, optional bool bIsGrenade ) { local float MissingAmmo, MagSize; local float FillAmmoCost, PricePerMag; local float PricePerRound; local float AmmoCostScale; local KFGameReplicationInfo KFGRI; KFGRI = KFGameReplicationInfo(WorldInfo.GRI); if (KFGRI != none) { AmmoCostScale = KFGRI.GameAmmoCostScale; } else { AmmoCostScale = 1.0; } if( ItemInfo.bIsSecondaryAmmo ) { MagSize = ItemInfo.DefaultItem.WeaponDef.default.SecondaryAmmoMagSize; PricePerMag = AmmoCostScale * ItemInfo.DefaultItem.WeaponDef.default.SecondaryAmmoMagPrice; MissingAmmo = ItemInfo.MaxSecondaryAmmo - ItemInfo.SecondaryAmmoCount; FillAmmoCost = GetFillAmmoCost(ItemInfo); } else { MagSize = ItemInfo.DefaultItem.MagazineCapacity; PricePerMag = ItemInfo.AmmoPricePerMagazine; MissingAmmo = ItemInfo.MaxSpareAmmo - ItemInfo.SpareAmmoCount; FillAmmoCost = ( bIsGrenade ) ? GetFillGrenadeCost() : GetFillAmmoCost(ItemInfo); } // If we cannot fill all our ammo, fill as much as possible if ( FillAmmoCost > TotalDosh ) { PricePerRound = ( bIsGrenade ) ? PricePerMag : PricePerMag / MagSize; MissingAmmo = FFloor(TotalDosh / PricePerRound); FillAmmoCost = FCeil(MissingAmmo * PricePerRound); } if( ItemInfo.bIsSecondaryAmmo ) { ItemInfo.SecondaryAmmoCount += MissingAmmo; } else { ItemInfo.SpareAmmoCount += MissingAmmo; } if( bIsGrenade ) { BoughtAmmo(MissingAmmo, FillAmmoCost, EIT_Grenade); } else { BoughtAmmo(MissingAmmo, FillAmmoCost, EIT_Weapon, ItemInfo.DefaultItem.ClassName, ItemInfo.bIsSecondaryAmmo); } return FillAmmoCost; } //Refresh player inventory /** Returns the cost to refill this items ammo */ function int GetFillAmmoCost( out SItemInformation ItemInfo ) { local int AmmoCount, MaxAmmoCount; local float MissingAmmo, PricePerMag, MagSize, PricePerRound; local float AmmoCostScale; local KFGameReplicationInfo KFGRI; KFGRI = KFGameReplicationInfo(WorldInfo.GRI); if (KFGRI != none) { AmmoCostScale = KFGRI.GameAmmoCostScale; } else { AmmoCostScale = 1.0; } if( ItemInfo.bIsSecondaryAmmo ) { AmmoCount = ItemInfo.SecondaryAmmoCount; MaxAmmoCount = ItemInfo.MaxSecondaryAmmo; PricePerMag = AmmoCostScale * ItemInfo.DefaultItem.WeaponDef.default.SecondaryAmmoMagPrice; MagSize = ItemInfo.DefaultItem.WeaponDef.default.SecondaryAmmoMagSize; } else { AmmoCount = ItemInfo.SpareAmmoCount; MaxAmmoCount = ItemInfo.MaxSpareAmmo; PricePerMag = ItemInfo.AmmoPricePerMagazine; MagSize = ItemInfo.DefaultItem.MagazineCapacity; } if( MagSize <= 0 ) { return 0; } MissingAmmo = MaxAmmoCount - AmmoCount; PricePerRound = PricePerMag / MagSize; // Use FCeil so you can never buy ammo for 0 Do$h on an int conversion return FCeil(MissingAmmo * PricePerRound); } // auto fill // Change the look of the button dependant on if we can afford it, or are at max capacity function bool AttemptAutoFillOnItem( out SItemInformation ItemInfo, out int InAutoFillDosh, int Price ) { local int DoshSpent; DoshSpent = Min(InAutoFillDosh, CostPerAutofillCycle); InAutoFillDosh -= DoshSpent; ItemInfo.AutoFillDosh += DoshSpent; return ( ItemInfo.AutoFillDosh >= Price ); } /** Take all dosh out of current weapons and pool it back into AutoFillDosh for the final cycle */ function RePoolAutoFillDosh( out int AutoFillDosh ) { local byte i; // If we could not buy anything else, clear all cached dosh and buy whatevers possible for (i = 0; i < OwnedItemList.Length; i++) { AutoFillDosh += OwnedItemList[ i ].AutoFillDosh; OwnedItemList[ i ].AutoFillDosh = 0; } AutoFillDosh += ArmorItem.AutoFillDosh; ArmorItem.AutoFillDosh = 0; AutoFillDosh += GrenadeItem.AutoFillDosh; GrenadeItem.AutoFillDosh = 0; } /** Empty out any cached dosh in weapons once we've finished autofilling */ function ClearAutoFillDosh() { local byte i; // If we could not buy anything else, clear all cached dosh and buy whatevers possible for (i = 0; i < OwnedItemList.Length; i++) { OwnedItemList[ i ].AutoFillDosh = 0; } ArmorItem.AutoFillDosh = 0; GrenadeItem.AutoFillDosh = 0; } function bool AutoFillOwnedItems( out int AutoFillDosh, bool bLastCycle ) { local int i, PricePerMag, AmmoCount, MaxAmmoCount; local SItemInformation ItemInfo; local float AmmoCostScale; local KFGameReplicationInfo KFGRI; KFGRI = KFGameReplicationInfo(WorldInfo.GRI); if (KFGRI != none) { AmmoCostScale = KFGRI.GameAmmoCostScale; } else { AmmoCostScale = 1.0; } for (i = 0; i < OwnedItemList.Length; i++) { ItemInfo = OwnedItemList[ i ]; if( ItemInfo.bIsSecondaryAmmo ) { PricePerMag = AmmoCostScale * ItemInfo.DefaultItem.WeaponDef.default.SecondaryAmmoMagPrice; AmmoCount = ItemInfo.SecondaryAmmoCount; MaxAmmoCount = ItemInfo.MaxSecondaryAmmo; } else { PricePerMag = ItemInfo.AmmoPricePerMagazine; AmmoCount = ItemInfo.SpareAmmoCount; MaxAmmoCount = ItemInfo.MaxSpareAmmo; } // Only buy ammo if we are missing any if ( AmmoCount < MaxAmmoCount ) { if( bLastCycle ) { AutoFillDosh -= FillAmmo( ItemInfo ); } else if( AttemptAutoFillOnItem(ItemInfo, AutoFillDosh, PricePerMag) ) { ItemInfo.AutoFillDosh -= BuyMagazine(i); OwnedItemList[ i ].AutoFillDosh = ItemInfo.AutoFillDosh; return true; } OwnedItemList[ i ] = ItemInfo; } } return false; } function bool StartAutoFill() { local int AutoFillDosh; local bool bBoughtSomething; local bool bLastCycle; local bool bAutoFillPurchasedItem; bLastCycle = false; AutoFillDosh = TotalDosh; // try and buy items until we cannot afford anything else or we've bought everything while( true ) { // Tries to buy ammo for the highest priority weapon with missing ammo, unless we're on the last cycle in which case buy for all weapons bBoughtSomething = AutoFillOwnedItems(AutoFillDosh, bLastCycle); // Fill armor if( ArmorItem.SpareAmmoCount < ArmorItem.MaxSpareAmmo ) { if( bLastCycle ) { AutoFillDosh -= FillArmor(); } else if( AttemptBuyArmorChunk( AutoFillDosh ) ) { bBoughtSomething = true; } } // Fill grenades if( GrenadeItem.SpareAmmoCount < GrenadeItem.MaxSpareAmmo ) { if( bLastCycle ) { AutoFillDosh -= FillAmmo(GrenadeItem, true); } else if( AttemptAutoFillOnItem(GrenadeItem, AutoFillDosh, GrenadeItem.AmmoPricePerMagazine) ) { GrenadeItem.AutoFillDosh -= BuyGrenade(); bBoughtSomething = true; } } if( bLastCycle ) { break; } else if( !bBoughtSomething ) { // buy whatever we can with our last cycle if( !bLastCycle ) { // Return all accumulated dosh from weapons to AutoFillDosh RePoolAutoFillDosh(AutoFillDosh); bLastCycle = true; } } if( !bAutoFillPurchasedItem ) { bAutoFillPurchasedItem = bBoughtSomething; } bBoughtSomething = false; } ClearAutoFillDosh(); return bAutoFillPurchasedItem; } //This is for external use of the UI. DO NOT use this in the menu. -ZG function Int GetAutoFillCost() { local byte SlotIndex; local int FillAmmoCost, AutoFillCost; local SItemInformation ItemInfo; AutoFillCost += GetFillArmorCost(); AutoFillCost += GetFillGrenadeCost(); // Iterate through all the items to get the auto fill cost, and update the items // for the page we are currently on for ( SlotIndex = 0; SlotIndex < OwnedItemList.Length; SlotIndex++ ) { ItemInfo = OwnedItemList[SlotIndex]; FillAmmoCost = GetFillAmmoCost(ItemInfo); AutoFillCost += FillAmmoCost; } return AutoFillCost; } /****************** @Name - General *******************/ function InitializeOwnedItemList() { local Inventory Inv; local KFWeapon KFW; local KFPawn_Human KFP; local bool AllowGrenades; OwnedItemList.length = 0; TraderItems = KFGameReplicationInfo( WorldInfo.GRI ).TraderItems; AllowGrenades = KFGameReplicationInfo( WorldInfo.GRI ).bAllowGrenadePurchase; KFP = KFPawn_Human( Pawn ); if( KFP != none ) { // init armor purchase values ArmorItem.SpareAmmoCount = KFP.Armor; ArmorItem.MaxSpareAmmo = KFP.GetMaxArmor(); ArmorItem.AmmoPricePerMagazine = TraderItems.ArmorPrice * CurrentPerk.GetArmorDiscountMod(); ArmorItem.DefaultItem.WeaponDef = TraderItems.ArmorDef; // init grenade purchase values GrenadeItem.SpareAmmoCount = MyKFIM.GrenadeCount; GrenadeItem.MaxSpareAmmo = AllowGrenades ? KFP.GetPerk().MaxGrenadeCount : 0; GrenadeItem.AmmoPricePerMagazine = TraderItems.GrenadePrice; GrenadeItem.DefaultItem.WeaponDef = CurrentPerk.GetGrenadeWeaponDef(); // @temp: fill in stuff that is normally serialized in the archetype GrenadeItem.DefaultItem.AssociatedPerkClasses[0] = CurrentPerk.Class; for ( Inv = MyKFIM.InventoryChain; Inv != none; Inv = Inv.Inventory ) { KFW = KFWeapon( Inv ); if( KFW != none ) { // Set the weapon information and add it to the OwnedItemList SetWeaponInformation( KFW ); } } if(MyGfxManager != none && MyGfxManager.TraderMenu != none) { MyGfxManager.TraderMenu.OwnedItemList = OwnedItemList; } } } /** returns true if item can be bought/sold at trader */ function bool IsSellable(const out STraderItem TraderItem) { return (TraderItem.WeaponDef != None && TraderItem.WeaponDef.default.BuyPrice > 0); } /** Called from KFGFxTraderContainer_Store */ simulated function int GetAdjustedBuyPriceFor( const out STraderItem ShopItem ) { return MyKFIM.GetAdjustedBuyPriceFor( ShopItem, OwnedItemList ); } simulated function int GetAdjustedSellPriceFor(const out STraderItem ShopItem) { return MyKFIM.GetAdjustedSellPriceFor(ShopItem, OwnedItemList); } simulated function int GetAdjustedUpgradePriceFor(const out STraderItem ItemInfo, int UpgradeLevel) { return MyKFIM.GetAdjustedUpgradePriceFor(ItemInfo, UpgradeLevel); } simulated function int GetItemUpgradeLevelByClassName(name ClassName) { local int i; local name OwnedItemClassName; for (i = 0; i < OwnedItemList.Length; i++) { OwnedItemClassName = OwnedItemList[i].DefaultItem.ClassName; if (OwnedItemClassName == '') { `warn("Owned item with Class NAME_None"); continue; } else if (OwnedItemClassName == ClassName) { return OwnedItemList[i].ItemUpgradeLevel; } } return 0; } function bool IsInOwnedItemList( name ItemName ) { local int i; local name OwnedItemClassName; for (i = 0; i < OwnedItemList.Length; i++) { OwnedItemClassName = OwnedItemList[i].DefaultItem.ClassName; if ( OwnedItemClassName == '' ) { `warn("Owned item with Class NAME_None"); continue; } else if ( OwnedItemClassName == ItemName ) { return true; } } return false; } function AddDosh( int AddedDosh ) { TotalDosh = Max( TotalDosh + AddedDosh, 0 ); if(Role < ROLE_Authority) { bPendingDoshUpdate = true; // If we have not heard anything back form the server, update the clients dosh value SetTimer(2.0f, false, nameof(UpdateCurrentDosh), self); } } simulated function NotifyDoshChanged() { // If we've spent dosh just prior to receiving an update, keep our client value and wait for the next server update if( bPendingDoshUpdate ) { bPendingDoshUpdate = false; if(MyKFPRI.Score != TotalDosh) { return; } } UpdateCurrentDosh(); } simulated function UpdateCurrentDosh() { // If we receive dosh outside of the menu update our TotalDosh and refresh the menus TotalDosh = Max( MyKFPRI.Score, 0 ); if(MyGfxManager != none && MyGfxManager.TraderMenu != none) { MyGfxManager.TraderMenu.RefreshItemComponents(); } bPendingDoshUpdate = false; ClearTimer(nameof(UpdateCurrentDosh), self); } function BoughtAmmo(float AmountPurchased, int Price, EItemType ItemType, optional name ClassName, optional bool bIsSecondaryAmmo) { local byte ItemIndex; AddDosh( -Price ); if( ItemType == EIT_Weapon ) { // Get the proper weapon prices from the servers trader archetype TraderItems.GetItemIndicesFromArche(ItemIndex, ClassName); } MyKFIM.BuyAmmo( AmountPurchased, ItemType, ItemIndex, bIsSecondaryAmmo ); } function SetWeaponInformation( KFWeapon KFW ) { local int i; for (i = 0; i < TraderItems.SaleItems.Length; i++) { if( KFW.Class.name == TraderItems.SaleItems[i].ClassName ) { SetWeaponInfo(KFW, TraderItems.SaleItems[i]); return; } } } /** Add a currently owned item to the "OwnedItemList" on initialization */ function SetWeaponInfo(const KFWeapon KFW, STraderItem DefaultItem) { local SItemInformation WeaponInfo; local float AmmoCostScale; local KFGameReplicationInfo KFGRI; KFGRI = KFGameReplicationInfo(WorldInfo.GRI); if (KFGRI != none) { AmmoCostScale = KFGRI.GameAmmoCostScale; } else { AmmoCostScale = 1.0; } // Include current magazine ammo in spare ammo count WeaponInfo.SpareAmmoCount = KFW.GetTotalAmmoAmount(0); // Max spare ammo already includes perk modifications and magazine capacity WeaponInfo.MaxSpareAmmo = KFW.GetMaxAmmoAmount(0); WeaponInfo.MagazineCapacity = KFW.MagazineCapacity[0]; WeaponInfo.SecondaryAmmoCount = KFW.GetTotalAmmoAmount(1); WeaponInfo.MaxSecondaryAmmo = KFW.GetMaxAmmoAmount(1); WeaponInfo.DefaultItem = DefaultItem; WeaponInfo.ItemUpgradeLevel = KFW.CurrentWeaponUpgradeIndex; WeaponInfo.AmmoPricePerMagazine = AmmoCostScale * DefaultItem.WeaponDef.default.AmmoPricePerMag; WeaponInfo.SellPrice = GetAdjustedSellPriceFor(DefaultItem); AddItemByPriority( WeaponInfo ); // if adding a dual, remove the related single if( DefaultItem.SingleClassName != '' ) { RemoveWeaponFromOwnedItemList( , DefaultItem.SingleClassName, true ); } } // We've bought a new item, add its information to our owned item list function int AddWeaponToOwnedItemList( STraderItem DefaultItem, optional bool bDoNotBuy, optional int OverrideItemUpgradeLevel = INDEX_NONE ) { local SItemInformation WeaponInfo; local byte ItemIndex; local int AddedWeaponIndex, OwnedSingleIdx, SingleDualAmmoDiff; local bool bAddingDual; local float AmmoCostScale; local KFGameReplicationInfo KFGRI; KFGRI = KFGameReplicationInfo(WorldInfo.GRI); if (KFGRI != none) { AmmoCostScale = KFGRI.GameAmmoCostScale; } else { AmmoCostScale = 1.0; } // Magazine capacity affects both spare ammo and max spare ammo. modify this first WeaponInfo.MagazineCapacity = DefaultItem.MagazineCapacity; CurrentPerk.ModifyMagSizeAndNumber( none, WeaponInfo.MagazineCapacity, DefaultItem.AssociatedPerkClasses,, DefaultItem.ClassName ); // Newly bought weapons need to have their default values modified by the current perk WeaponInfo.MaxSpareAmmo = DefaultItem.MaxSpareAmmo; CurrentPerk.ModifyMaxSpareAmmoAmount(none, WeaponInfo.MaxSpareAmmo, DefaultItem); WeaponInfo.MaxSpareAmmo += WeaponInfo.MagazineCapacity; WeaponInfo.SpareAmmoCount = DefaultItem.InitialSpareMags * DefaultItem.MagazineCapacity; CurrentPerk.ModifySpareAmmoAmount(none, WeaponInfo.SpareAmmoCount, DefaultItem); WeaponInfo.SpareAmmoCount += WeaponInfo.MagazineCapacity; // if adding a dual, adjust the displayed ammo count to reflect ammo of single bAddingDual = DefaultItem.SingleClassName != ''; if( bAddingDual ) { for( OwnedSingleIdx = 0; OwnedSingleIdx < OwnedItemList.Length; ++OwnedSingleIdx ) { if( OwnedItemList[OwnedSingleIdx].DefaultItem.ClassName == DefaultItem.SingleClassName ) { SingleDualAmmoDiff = OwnedItemList[OwnedSingleIdx].SpareAmmoCount - WeaponInfo.SpareAmmoCount; SingleDualAmmoDiff = Max(0, SingleDualAmmoDiff); //If buying a dual, always have it be minimum starting ammo capacity //If the new weapon has more when adding a dual, we're boosting it to the new full amount. Set UI info properly if (WeaponInfo.SpareAmmoCount > OwnedItemList[OwnedSingleIdx].SpareAmmoCount) { OwnedItemList[OwnedSingleIdx].SpareAmmoCount = WeaponInfo.SpareAmmoCount; } //Otherwise we're going to maintain ammo and want the weapon info to match intended else { //If rounding is causing problems, make sure our current ammo is never over the new max in the UI WeaponInfo.SpareAmmoCount = Min(OwnedItemList[OwnedSingleIdx].SpareAmmoCount, WeaponInfo.MaxSpareAmmo); } WeaponInfo.ItemUpgradeLevel = OwnedItemList[OwnedSingleIdx].ItemUpgradeLevel; break; } } } // allow perk to set spare ammo to max (uses different params than ModifySpareAmmoAmount) // mostly just used for firebug CurrentPerk.MaximizeSpareAmmoAmount( DefaultItem.AssociatedPerkClasses, WeaponInfo.SpareAmmoCount, DefaultItem.MaxSpareAmmo + DefaultItem.MagazineCapacity ); WeaponInfo.SecondaryAmmoCount = DefaultItem.InitialSecondaryAmmo; CurrentPerk.ModifyMagSizeAndNumber( none, WeaponInfo.MagazineCapacity, DefaultItem.AssociatedPerkClasses, true, DefaultItem.ClassName ); CurrentPerk.ModifySpareAmmoAmount( none, WeaponInfo.SecondaryAmmoCount, DefaultItem, true ); WeaponInfo.MaxSecondaryAmmo = DefaultItem.MaxSecondaryAmmo; CurrentPerk.ModifyMaxSpareAmmoAmount( none, WeaponInfo.MaxSecondaryAmmo, DefaultItem, true ); WeaponInfo.AmmoPricePerMagazine = AmmoCostScale * DefaultItem.WeaponDef.default.AmmoPricePerMag; WeaponInfo.SellPrice = GetAdjustedSellPriceFor(DefaultItem); WeaponInfo.DefaultItem = DefaultItem; if(OverrideItemUpgradeLevel > INDEX_NONE) { WeaponInfo.ItemUpgradeLevel = OverrideItemUpgradeLevel; } AddedWeaponIndex = AddItemByPriority( WeaponInfo ); TraderItems.GetItemIndicesFromArche(ItemIndex, DefaultItem.ClassName); if (!bDoNotBuy) { // Tell the server to buy the weapon using its trader archetype info MyKFIM.ServerBuyWeapon(ItemIndex, WeaponInfo.ItemUpgradeLevel); } else { // Tell the server to add the weapon (without buying) using its trader archetype info MyKFIM.ServerAddTransactionItem(ItemIndex, WeaponInfo.ItemUpgradeLevel); AddBlocks(MyKFIM.GetWeaponBlocks(DefaultItem, WeaponInfo.ItemUpgradeLevel)); } // if adding a dual, set its transaction ammo (given at trader close) to reflect the single it's replacing if (bAddingDual) { AddTransactionAmmo(ItemIndex, SingleDualAmmoDiff /*+ WeaponInfo.MagazineCapacity/2*/, false); RemoveWeaponFromOwnedItemList(, DefaultItem.SingleClassName, true); } return AddedWeaponIndex; } /** Removes item from owned list and sells it, if applicable */ function RemoveWeaponFromOwnedItemList( optional int OwnedListIdx = INDEX_NONE, optional name ClassName, optional bool bDoNotSell ) { local SItemInformation ItemInfo; local byte ItemIndex; local int SingleOwnedIndex; if( OwnedListIdx == INDEX_NONE && ClassName != '' ) { for( OwnedListIdx = 0; OwnedListIdx < OwnedItemList.length; ++OwnedListIdx ) { if( OwnedItemList[OwnedListIdx].DefaultItem.ClassName == ClassName ) { break; } } } if( OwnedListIdx >= OwnedItemList.length ) { return; } ItemInfo = OwnedItemList[OwnedListIdx]; if( !bDoNotSell ) { // Sell the weapon from our inventory immediately TraderItems.GetItemIndicesFromArche( ItemIndex, ItemInfo.DefaultItem.ClassName ); MyKFIM.ServerSellWeapon(ItemIndex); } else { // Remove the weapon from our inventory immediately (without selling) AddBlocks(-MyKFIM.GetDisplayedBlocksRequiredFor(ItemInfo.DefaultItem)); TraderItems.GetItemIndicesFromArche( ItemIndex, ItemInfo.DefaultItem.ClassName ); MyKFIM.ServerRemoveTransactionItem( ItemIndex ); } // If we try to sell a weapons secondary ammo slot if( OwnedItemList[OwnedListIdx].bIsSecondaryAmmo ) { OwnedItemList.Remove( OwnedListIdx, 1 ); if( OwnedListIdx - 1 >= 0 ) { OwnedItemList.Remove( OwnedListIdx - 1, 1 ); } } // If the weapon we're selling uses secondary ammo, remove the secondary ammo listing also else if( OwnedItemList[OwnedListIdx].DefaultItem.WeaponDef.static.UsesSecondaryAmmo() ) { if( OwnedListIdx + 1 < OwnedItemList.Length ) { OwnedItemList.Remove( OwnedListIdx + 1, 1 ); OwnedItemList.Remove( OwnedListIdx, 1 ); } } else { OwnedItemList.Remove( OwnedListIdx, 1 ); } //now selling duals as we buy them; together. // add a single to owned items when removing a dual //if( ItemInfo.DefaultItem.SingleClassName != '' ) if( ItemInfo.DefaultItem.SingleClassName == 'KFWeap_Pistol_9mm' ) { // When removing a dual, always add a single to the owned list so that it shows up in the player inventory UI. // If we don't own the single, then also buy it (add it to the transaction list). if( TraderItems.GetItemIndicesFromArche( ItemIndex, ItemInfo.DefaultItem.SingleClassName) ) { SingleOwnedIndex = AddWeaponToOwnedItemList( TraderItems.SaleItems[ItemIndex], true, ItemInfo.ItemUpgradeLevel); // modify default single ammo based on how much ammo dual had when sold // The now new single gun will spawn with default ammo. We need to correct that down // to the correct amount. Account for differences in max spare ammo caused by perks. AddTransactionAmmo( ItemIndex, ItemInfo.SpareAmmoCount - (ItemInfo.MaxSpareAmmo / 2.0) + ((ItemInfo.MaxSpareAmmo / 2.0) - OwnedItemList[SingleOwnedIndex].SpareAmmoCount), false ); // update the values in the trader UI OwnedItemList[SingleOwnedIndex].SpareAmmoCount = ItemInfo.SpareAmmoCount; } } if(MyGfxManager != none && MyGfxManager.TraderMenu != none) { MyGfxManager.TraderMenu.OwnedItemList = OwnedItemList; } } function MergeSingleIntoDual(SItemInformation ExistingDual, SItemInformation NewSingle) { ExistingDual.SpareAmmoCount = Min(ExistingDual.SpareAmmoCount + NewSingle.SpareAmmoCount, ExistingDual.MaxSpareAmmo); ExistingDual.SecondaryAmmoCount = Min(ExistingDual.SecondaryAmmoCount + NewSingle.SecondaryAmmoCount, ExistingDual.MaxSecondaryAmmo); } function int AddItemByPriority( out SItemInformation WeaponInfo ) { local byte i; local byte WeaponGroup, WeaponPriority; local byte BestIndex; BestIndex = 0; WeaponGroup = WeaponInfo.DefaultItem.InventoryGroup; WeaponPriority = WeaponInfo.DefaultItem.GroupPriority; for( i = 0; i < OwnedItemList.length; i++ ) { //Receiving a single for a dual we already own (Ex: Weapon thrown at the player) if (WeaponInfo.DefaultItem.DualClassName == OwnedItemList[i].DefaultItem.ClassName) { MergeSingleIntoDual(OwnedItemList[i], WeaponInfo); return i; } // If the weapon belongs in the group prior to the current weapon, we've found the spot if( WeaponGroup < OwnedItemList[i].DefaultItem.InventoryGroup ) { BestIndex = i; break; } else if( WeaponGroup == OwnedItemList[i].DefaultItem.InventoryGroup ) { if( WeaponPriority > OwnedItemList[i].DefaultItem.GroupPriority ) { // if the weapon is in the same group but has a higher priority, we've found the spot BestIndex = i; break; } else if( WeaponPriority == OwnedItemList[i].DefaultItem.GroupPriority && WeaponInfo.DefaultItem.AssociatedPerkClasses.Find(CurrentPerk.Class) != INDEX_NONE ) { // if the weapons have the same priority give the slot to the on perk weapon BestIndex = i; break; } } else { // Covers the case if this weapon is the only item in the last group BestIndex = i + 1; } } OwnedItemList.InsertItem( BestIndex, WeaponInfo ); // Add secondary ammo immediately after the main weapon if( WeaponInfo.DefaultItem.WeaponDef.static.UsesSecondaryAmmo() ) { WeaponInfo.bIsSecondaryAmmo = true; WeaponInfo.SellPrice = 0; OwnedItemList.InsertItem( BestIndex + 1, WeaponInfo ); } if( MyGfxManager != none && MyGfxManager.TraderMenu != none ) { MyGfxManager.TraderMenu.OwnedItemList = OwnedItemList; } return BestIndex; } function AddBlocks( int AddedBlocks ) { TotalBlocks = Max( TotalBlocks + AddedBlocks, 0 ); } function GetTraderItems() { TraderItems = KFGameReplicationInfo( WorldInfo.GRI ).TraderItems; Initialize(); } native private final function AddTransactionAmmo( byte ItemIndex, int Amount, bool bSecondaryAmmo ); DefaultProperties { //defaults CostPerAutofillCycle=10 DoshBuffer=150 ArmorMagSize=25.0f; }