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

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