107 lines
3.1 KiB
Ucode
107 lines
3.1 KiB
Ucode
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class CfgPerks extends Object
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config(RPL)
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abstract;
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var public config bool bHideDisabledPerks;
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var private config bool bBerserker;
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var private config bool bCommando;
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var private config bool bSupport;
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var private config bool bFieldMedic;
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var private config bool bDemolitionist;
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var private config bool bFirebug;
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var private config bool bGunslinger;
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var private config bool bSharpshooter;
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var private config bool bSwat;
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var private config bool bSurvivalist;
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public static function InitConfig(int Version, int LatestVersion, E_LogLevel LogLevel)
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{
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switch (Version)
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{
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case `NO_CONFIG:
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ApplyDefault();
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default: break;
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}
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if (LatestVersion != Version)
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{
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StaticSaveConfig();
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}
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}
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public static function PerkAvailableData Load(E_LogLevel LogLevel)
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{
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local PerkAvailableData PerkAvailableData;
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PerkAvailableData.bPerksAvailableLimited = PerksAvailableLimited();
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PerkAvailableData.bBerserkerAvailable = default.bBerserker;
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PerkAvailableData.bCommandoAvailable = default.bCommando;
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PerkAvailableData.bSupportAvailable = default.bSupport;
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PerkAvailableData.bFieldMedicAvailable = default.bFieldMedic;
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PerkAvailableData.bDemolitionistAvailable = default.bDemolitionist;
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PerkAvailableData.bFirebugAvailable = default.bFirebug;
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PerkAvailableData.bGunslingerAvailable = default.bGunslinger;
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PerkAvailableData.bSharpshooterAvailable = default.bSharpshooter;
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PerkAvailableData.bSwatAvailable = default.bSwat;
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PerkAvailableData.bSurvivalistAvailable = default.bSurvivalist;
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return PerkAvailableData;
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}
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public static function bool Available(class<KFPerk> Perk)
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{
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switch (Perk)
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{
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case class'KFPerk_Berserker': return default.bBerserker;
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case class'KFPerk_Commando': return default.bCommando;
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case class'KFPerk_Support': return default.bSupport;
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case class'KFPerk_FieldMedic': return default.bFieldMedic;
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case class'KFPerk_Demolitionist': return default.bDemolitionist;
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case class'KFPerk_Firebug': return default.bFirebug;
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case class'KFPerk_Gunslinger': return default.bGunslinger;
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case class'KFPerk_Sharpshooter': return default.bSharpshooter;
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case class'KFPerk_SWAT': return default.bSwat;
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case class'KFPerk_Survivalist': return default.bSurvivalist;
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default: return true;
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}
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}
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private static function bool PerksAvailableLimited()
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{
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return (
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!default.bBerserker ||
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!default.bCommando ||
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!default.bSupport ||
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!default.bFieldMedic ||
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!default.bDemolitionist ||
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!default.bFirebug ||
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!default.bGunslinger ||
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!default.bSharpshooter ||
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!default.bSwat ||
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!default.bSurvivalist);
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}
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private static function ApplyDefault()
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{
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default.bHideDisabledPerks = true;
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default.bBerserker = true;
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default.bCommando = true;
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default.bSupport = true;
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default.bFieldMedic = true;
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default.bDemolitionist = true;
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default.bFirebug = true;
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default.bGunslinger = true;
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default.bSharpshooter = true;
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default.bSwat = true;
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default.bSurvivalist = true;
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}
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defaultproperties
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{
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}
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