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U2.U2Ammo


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//=============================================================================
// U2Ammo.uc
// $Author: Mbaldwin $
// $Date: 12/10/02 8:16p $
// $Revision: 11 $
//-----------------------------------------------------------------------------
// NOTES:
// - All U2Ammo interaction runs on the server -- no replication required
// - AmountAmount is always "1" -- hardcoded in U2Weapon.uc (TournamentWeapon.uc)
// - ClientFire() and ClientAltFire() assume that AmmoAmmount > 0 is "sufficient to fire"
//=============================================================================
class U2Ammo extends Ammunition
	abstract;


var int ClipSize;	// automatically initialized based on AmmoAmount
var travel int ClipRoundsRemaining;


simulated event Replication()
{
	Super.Replication();
	DOREP('ClipRoundsRemaining');
}


simulated event PreBeginPlay()
{
	Super.PreBeginPlay();
	ClipSize = AmmoAmount;
}


function GiveTo( pawn Other, optional bool bDontTryToSwitch )
{
	local U2Ammo Inv;

	Inv = U2Ammo(Other.FindInventoryType( Class ));
	if( Inv != None )
	{
		Inv.AddAmmo( AmmoAmount );
		Destroy();
	}
	else
	{
		super.GiveTo( Other, bDontTryToSwitch );
	}
}


function AddMinAmmo( int MinAmmo )
{
	AmmoAmount = Min( MinAmmo, AmmoAmount );
}

simulated function bool CanReload()
{
	//ARL (mdf) - return false if clip is currently full
	//return AmmoAmount > ClipRoundsRemaining;
	return ( AmmoAmount > ClipRoundsRemaining && ClipRoundsRemaining < ClipSize );
}


simulated function bool ReloadRequired( int AmountNeeded )
{
	return AmountNeeded > ClipRoundsRemaining;
}


//simulated so that the clip information will be correctly updated on the client
//	so that it will only play the reload animation once
simulated function Reload()
{
//DM( Self$".Reload()" );
	ClipRoundsRemaining = Min( ClipSize, AmmoAmount );

	if( Pawn(Owner)? && Pawn(Owner).IsRealPlayer() )
		class'UIConsole'.static.SendEvent("AmmoFlash");
}

//should simulate or not?
function bool UseAmmo( int AmountNeeded )
{
	if( AmountNeeded <= ClipRoundsRemaining && Super.UseAmmo( AmountNeeded ) )
	{
		if( Level.Game.GetReloadsEnabled() && U2Pawn(Owner).GetReloadsEnabled() )
			ClipRoundsRemaining -= AmountNeeded;
		else
			ClipRoundsRemaining = AmmoAmount;
		return true;
	}

	return false;
}

function MaximizeClipAmount()
{
	local int ClipDelta;
	
	ClipDelta = ClipSize - ClipRoundsRemaining;
	ClipDelta = Min( AmmoAmount, ClipDelta );
	AmmoAmount -= ClipDelta;
	ClipRoundsRemaining += ClipDelta;
}

defaultproperties
{
	bMergesCopies=true
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Class file time: sk 3-1-2016 10:38:42.000 - Creation time: sk 3-1-2016 10:48:42.444 - Created with UnCodeX