KF2-Server-Extension/ServerExt/Classes/Ext_TraitWeapons.uc

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2017-10-20 02:00:49 +00:00
Class Ext_TraitWeapons extends Ext_TraitBase
abstract;
struct FLevelFX
{
var array< class<Inventory> > LoadoutClasses;
};
var array<FLevelFX> LevelEffects;
static function bool MeetsRequirements( byte Lvl, Ext_PerkBase Perk )
{
if( Lvl>=3 && (Perk.CurrentLevel<50 || !HasMaxCarry(Perk)) )
return false;
return Super.MeetsRequirements(Lvl,Perk);
}
static final function bool HasMaxCarry( Ext_PerkBase Perk )
{
local int i;
i = Perk.PerkTraits.Find('TraitType',Class'Ext_TraitCarryCap');
return (i==-1 || Perk.PerkTraits[i].CurrentLevel>=3);
}
static function string GetPerkDescription()
{
return Super.GetPerkDescription()$"|- Level 4 requires perk level 50 and level 3 carry capacity trait!";
}
static function TraitActivate( Ext_PerkBase Perk, byte Level, optional Ext_TraitDataStore Data )
{
Perk.PrimaryWeapon = None; // Give a new primary weapon.
}
static function TraitDeActivate( Ext_PerkBase Perk, byte Level, optional Ext_TraitDataStore Data )
{
Perk.PrimaryWeapon = Perk.Default.PrimaryWeapon;
}
static function ApplyEffectOn( KFPawn_Human Player, Ext_PerkBase Perk, byte Level, optional Ext_TraitDataStore Data )
{
local class<Inventory> IC;
local KFInventoryManager M;
local Inventory Inv;
Level = Min(Level-1,Default.LevelEffects.Length-1);
M = KFInventoryManager(Player.InvManager);
if( M!=None )
M.bInfiniteWeight = true;
foreach Default.LevelEffects[Level].LoadoutClasses(IC)
{
if( Player.FindInventoryType(IC)==None )
{
Inv = Player.CreateInventory(IC,Player.Weapon!=None);
if ( KFWeapon(Inv)!=None )
KFWeapon(Inv).bGivenAtStart = true;
}
}
if( M!=None )
M.bInfiniteWeight = false;
}
static function CancelEffectOn( KFPawn_Human Player, Ext_PerkBase Perk, byte Level, optional Ext_TraitDataStore Data )
{
local class<Inventory> IC;
local Inventory Inv;
if( Level==0 )
return;
Level = Min(Level-1,Default.LevelEffects.Length-1);
foreach Default.LevelEffects[Level].LoadoutClasses(IC)
{
Inv = Player.FindInventoryType(IC);
if( Inv!=None )
Inv.Destroy();
}
}
defaultproperties
{
NumLevels=4
DefLevelCosts(0)=10
DefLevelCosts(1)=15
DefLevelCosts(2)=20
DefLevelCosts(3)=40
LoadPriority=1 // Make sure Carry Cap trait gets loaded first.
}