847c8b3cff
Rack'em Up doesn't reducing when miss anymore Trait "MedicPistol" replacing (don't removing) 9mm from default inventory so players with this trait will spawn with medic pistol in hands Optimized code of Rack'em Up trait
32 lines
933 B
Ucode
32 lines
933 B
Ucode
Class Ext_TraitMedicPistol extends Ext_TraitBase;
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static function AddDefaultInventory( KFPawn Player, Ext_PerkBase Perk, byte Level, optional Ext_TraitDataStore Data )
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{
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local int i;
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i = Player.DefaultInventory.Find(class'ExtWeap_Pistol_9mm');
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if(i != -1)
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Player.DefaultInventory[i] = class'ExtWeap_Pistol_MedicS';
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}
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static function ApplyEffectOn( KFPawn_Human Player, Ext_PerkBase Perk, byte Level, optional Ext_TraitDataStore Data )
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{
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local Inventory Inv;
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Inv = Player.FindInventoryType(class'ExtWeap_Pistol_9mm');
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if( Inv!=None )
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Inv.Destroy();
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if( Player.FindInventoryType(class'ExtWeap_Pistol_MedicS')==None )
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{
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Inv = Player.CreateInventory(class'ExtWeap_Pistol_MedicS',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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}
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defaultproperties
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{
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TraitName="Medic Pistol"
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DefLevelCosts(0)=20
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Description="Spawn with a medic pistol instead of standard 9mm."
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} |