Added medic pistol as default weapon of Medic Perk
+ disabled bugged code from ServerExtMut
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@ -112,6 +112,13 @@ simulated function float GetSnarePower( optional class<DamageType> DamageType, o
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return 0.f;
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}
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function AddDefaultInventory( KFPawn P )
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{
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P.DefaultInventory.RemoveItem(class'ExtWeap_Pistol_9mm');
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P.DefaultInventory.AddItem(class'ExtWeap_Pistol_MedicS');
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super.AddDefaultInventory(P);
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}
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simulated function bool GetHealingSpeedBoostActive()
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{
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return bHealingBoost;
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@ -206,13 +213,14 @@ defaultproperties
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DefPerkStats(17)=(bHiddenConfig=false) // Fire resistance
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PrimaryMelee=class'KFWeap_Knife_FieldMedic'
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PrimaryWeapon=class'KFWeap_Pistol_Medic'
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PrimaryWeapon=None
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PerkGrenade=class'KFProj_MedicGrenade'
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SuperGrenade=class'ExtProj_SUPERMedGrenade'
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SecondaryWeaponDef=class'ExtWeapDef_MedicPistol'
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PrimaryWeaponDef=class'KFWeapDef_MedicPistol'
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PrimaryWeaponDef=None
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KnifeWeaponDef=class'KFWeapDef_Knife_Medic'
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GrenadeWeaponDef=class'KFWeapDef_Grenade_Medic'
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AutoBuyLoadOutPath=(class'KFWeapDef_MedicPistol', class'KFWeapDef_MedicSMG', class'KFWeapDef_MedicShotgun', class'KFWeapDef_MedicRifle')
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AutoBuyLoadOutPath=(class'KFWeapDef_MedicSMG', class'KFWeapDef_MedicShotgun', class'KFWeapDef_MedicRifle')
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}
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