2017-10-20 02:00:49 +00:00
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class ExtAutoPurchaseHelper extends KFAutoPurchaseHelper within ExtPlayerController;
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final function class<KFPerk> GetBasePerk()
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{
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return (ActivePerkManager!=None && ActivePerkManager.CurrentPerk!=None) ? ActivePerkManager.CurrentPerk.BasePerk : None;
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}
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final function Ext_PerkBase GetExtPerk()
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{
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return ActivePerkManager!=None ? ActivePerkManager.CurrentPerk : None;
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}
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function DoAutoPurchase()
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{
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local int PotentialDosh, i;
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local Array <STraderItem> OnPerkWeapons;
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local STraderItem TopTierWeapon;
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local int ItemIndex;
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local bool bSecondaryWeaponPurchased;
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local bool bUpgradeSuccess;
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local bool bAutoFillPurchasedItem;
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local string AutoFillMessageString;
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local Ext_PerkBase EP;
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GetTraderItems();
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EP = GetExtPerk();
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if( EP==None || EP.AutoBuyLoadOutPath.length == 0)
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return;
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for( i = 0; i<EP.AutoBuyLoadOutPath.length; i++ )
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{
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ItemIndex = TraderItems.SaleItems.Find('WeaponDef', EP.AutoBuyLoadOutPath[i]);
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if(ItemIndex != INDEX_NONE)
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OnPerkWeapons.AddItem(TraderItems.SaleItems[ItemIndex]);
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}
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SellOffPerkWeapons();
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TopTierWeapon = GetTopTierWeapon(OnPerkWeapons);
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//can I afford my top teir without selling my current weapon?
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if(!DoIOwnThisWeapon(TopTierWeapon) && GetCanAfford( GetAdjustedBuyPriceFor(TopTierWeapon) + DoshBuffer ) && CanCarry( TopTierWeapon ) )
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{
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bUpgradeSuccess = AttemptUpgrade(TotalDosh, OnPerkWeapons, true);
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}
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else
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{
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PotentialDosh = GetPotentialDosh();
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bUpgradeSuccess = AttemptUpgrade(PotentialDosh+TotalDosh, OnPerkWeapons);
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}
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bAutoFillPurchasedItem = StartAutoFill();
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if(DoIOwnThisWeapon(TopTierWeapon))
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{
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while(AttemptToPurchaseNextLowerTier(TotalDosh, OnPerkWeapons))
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{
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bSecondaryWeaponPurchased = true;
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AttemptToPurchaseNextLowerTier(TotalDosh, OnPerkWeapons);
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}
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}
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MyKFIM.ServerCloseTraderMenu();
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if(bUpgradeSuccess)
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{
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AutoFillMessageString = class'KFCommon_LocalizedStrings'.default.WeaponUpgradeComepleteString;
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}
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else if(bSecondaryWeaponPurchased)
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{
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AutoFillMessageString = class'KFCommon_LocalizedStrings'.default.SecondaryWeaponPurchasedString;
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}
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else if(bAutoFillPurchasedItem)
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{
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AutoFillMessageString = class'KFCommon_LocalizedStrings'.default.AutoFillCompleteString;
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}
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else
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{
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AutoFillMessageString = class'KFCommon_LocalizedStrings'.default.NoItemsPurchasedString;
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}
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if(MyGFxHUD != none)
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{
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MyGFxHUD.ShowNonCriticalMessage( class'KFCommon_LocalizedStrings'.default.AutoTradeCompleteString$AutoFillMessageString );
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}
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}
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function SellOnPerkWeapons()
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{
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local int i;
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local class<KFPerk> Perk;
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Perk = GetBasePerk();
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if( Perk!=None )
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{
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for (i = 0; i < OwnedItemList.length; i++)
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{
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if( OwnedItemList[i].DefaultItem.AssociatedPerkClasses.Find(Perk)!=INDEX_NONE && OwnedItemList[i].DefaultItem.BlocksRequired != -1)
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{
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SellWeapon(OwnedItemList[i], i);
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i=-1;
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}
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}
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}
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}
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function SellOffPerkWeapons()
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{
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local int i;
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local Ext_PerkBase EP;
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EP = GetExtPerk();
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for (i = 0; i < OwnedItemList.length; i++)
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{
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if( OwnedItemList[i].DefaultItem.AssociatedPerkClasses.Find(EP.BasePerk)==INDEX_NONE && OwnedItemList[i].DefaultItem.BlocksRequired != -1 && OwnedItemList[i].SellPrice != 0 )
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{
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if(EP.AutoBuyLoadOutPath.Find(OwnedItemList[i].DefaultItem.WeaponDef) == INDEX_NONE)
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{
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SellWeapon(OwnedItemList[i], i);
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i=-1;
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}
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}
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}
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}
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function InitializeOwnedItemList()
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{
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local Inventory Inv;
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local KFWeapon KFW;
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local KFPawn_Human KFP;
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local Ext_PerkBase EP;
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EP = GetExtPerk();
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OwnedItemList.length = 0;
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TraderItems = KFGameReplicationInfo( WorldInfo.GRI ).TraderItems;
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KFP = KFPawn_Human( Pawn );
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if( KFP != none )
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{
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// init armor purchase values
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ArmorItem.SpareAmmoCount = KFP.Armor;
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ArmorItem.MaxSpareAmmo = KFP.GetMaxArmor();
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ArmorItem.AmmoPricePerMagazine = TraderItems.ArmorPrice * ActivePerkManager.GetArmorDiscountMod();
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ArmorItem.DefaultItem.WeaponDef = TraderItems.ArmorDef;
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// init grenade purchase values
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GrenadeItem.SpareAmmoCount = MyKFIM.GrenadeCount;
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GrenadeItem.MaxSpareAmmo = ActivePerkManager.MaxGrenadeCount;
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GrenadeItem.AmmoPricePerMagazine = TraderItems.GrenadePrice;
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GrenadeItem.DefaultItem.WeaponDef = EP.GrenadeWeaponDef;
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// @temp: fill in stuff that is normally serialized in the archetype
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GrenadeItem.DefaultItem.AssociatedPerkClasses[0] = CurrentPerk.Class;
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for ( Inv = MyKFIM.InventoryChain; Inv != none; Inv = Inv.Inventory )
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{
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KFW = KFWeapon( Inv );
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if( KFW != none )
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{
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// Set the weapon information and add it to the OwnedItemList
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SetWeaponInformation( KFW );
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}
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}
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if(MyGfxManager != none && MyGfxManager.TraderMenu != none)
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{
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MyGfxManager.TraderMenu.OwnedItemList = OwnedItemList;
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}
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}
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}
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function int AddItemByPriority( out SItemInformation WeaponInfo )
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{
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local byte i;
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local byte WeaponGroup, WeaponPriority;
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local byte BestIndex;
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local class<KFPerk> Perk;
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Perk = GetBasePerk();
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BestIndex = 0;
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WeaponGroup = WeaponInfo.DefaultItem.InventoryGroup;
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WeaponPriority = WeaponInfo.DefaultItem.GroupPriority;
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for( i = 0; i < OwnedItemList.length; i++ )
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{
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// If the weapon belongs in the group prior to the current weapon, we've found the spot
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if( WeaponGroup < OwnedItemList[i].DefaultItem.InventoryGroup )
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{
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BestIndex = i;
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break;
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}
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else if( WeaponGroup == OwnedItemList[i].DefaultItem.InventoryGroup )
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{
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if( WeaponPriority > OwnedItemList[i].DefaultItem.GroupPriority )
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{
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// if the weapon is in the same group but has a higher priority, we've found the spot
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BestIndex = i;
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break;
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}
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else if( WeaponPriority == OwnedItemList[i].DefaultItem.GroupPriority && WeaponInfo.DefaultItem.AssociatedPerkClasses.Find(Perk)>=0 )
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{
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// if the weapons have the same priority give the slot to the on perk weapon
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BestIndex = i;
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break;
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}
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}
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else
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{
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// Covers the case if this weapon is the only item in the last group
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BestIndex = i + 1;
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}
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}
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OwnedItemList.InsertItem( BestIndex, WeaponInfo );
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// Add secondary ammo immediately after the main weapon
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if( WeaponInfo.DefaultItem.WeaponDef.static.UsesSecondaryAmmo() )
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{
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WeaponInfo.bIsSecondaryAmmo = true;
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WeaponInfo.SellPrice = 0;
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OwnedItemList.InsertItem( BestIndex + 1, WeaponInfo );
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}
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if( MyGfxManager != none && MyGfxManager.TraderMenu != none )
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{
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MyGfxManager.TraderMenu.OwnedItemList = OwnedItemList;
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}
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return BestIndex;
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}
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2017-10-22 19:22:23 +00:00
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function bool CanCarry( const out STraderItem Item )
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{
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local int Result;
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Result = TotalBlocks + MyKFIM.GetDisplayedBlocksRequiredFor(Item);
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if (Result > MaxBlocks)
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{
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return false;
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}
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return true;
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}
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