class Mut extends KFMutator; public simulated function bool SafeDestroy() { return (bPendingDelete || bDeleteMe || Destroy()); } public event PreBeginPlay() { Super.PreBeginPlay(); `log("Loaded.", true, 'TAWOD'); } public function AddMutator(Mutator M) { if (M == Self) return; if (M.Class == Class) Mut(M).SafeDestroy(); else Super.AddMutator(M); } public function bool PreventDeath(Pawn Killed, Controller Killer, class damageType, vector HitLocation) { local KFWeapon TempWeapon; local KFPawn_Human KFP; KFP = KFPawn_Human(Killed); if (Role >= ROLE_Authority && KFP != None && KFP.InvManager != None) foreach KFP.InvManager.InventoryActors(class'KFWeapon', TempWeapon) if (TempWeapon != None && TempWeapon.bDropOnDeath && TempWeapon.CanThrow()) KFP.TossInventory(TempWeapon); return Super.PreventDeath(Killed, Killer, damageType, HitLocation); } defaultproperties { }