Added medic pistol as default weapon of Medic Perk

+ disabled bugged code from ServerExtMut
This commit is contained in:
inklesspen1scripter
2020-07-06 19:28:35 +03:00
parent 7458785d7a
commit dfb0122263
2 changed files with 32 additions and 17 deletions

View File

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