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U2Weapons.ammoInvGrenade


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//=============================================================================
// ammoInvGrenade.uc -- base class for the weaponGrenadeLauncher ammo types
// $Author: Aleiby $
// $Date: 9/09/02 3:29a $
// $Revision: 12 $
//=============================================================================
class ammoInvGrenade extends U2Ammo
	abstract;

var() class<projectileGrenade> ProjectileClass;
var() int GrenadeIndex;

function UpdateLauncher( Pawn Other, ammoInvGrenade GInv )
{
	local Inventory Inv;
	local WeaponInvGrenadeLauncher GL;
	assert(Other==Owner);

	// cycle through inventory manually instead of FindInventoryType 
	// so that this works for derived classes
	for( Inv=Other.Inventory; Inv!=None; Inv=Inv.Inventory )
	{
		GL = WeaponInvGrenadeLauncher(Inv);
		if (GL? && !GL.bDeleteMe)
		{
			//!!ARL assert( (GInv != None && GL.GrenadeTypes[ GrenadeIndex ] == None) );	// make sure slot isn't already filled.
			GL.SetGrenade(GrenadeIndex,GInv);
			break;
		}
	}
}

function NotifyAddInventory( Pawn Other )
{
	Super.NotifyAddInventory( Other );
	UpdateLauncher( Other, Self );
}

function NotifyDeleteInventory( Pawn Other )
{
	Super.NotifyDeleteInventory( Other );
	UpdateLauncher( Other, None );
}

function bool AddAmmo(int AmmoToAdd)
{
	local bool bWasEmpty,bReturnVal;
	bWasEmpty = (AmmoAmount<=0);
	bReturnVal = Super.AddAmmo(AmmoToAdd);
	if(bWasEmpty) UpdateLauncher( Pawn(Owner), Self );
	return bReturnVal;
}

defaultproperties
{
	MaxAmmo=25
	AmmoAmount=5
	PickupClass=Class'U2Weapons.ammoGrenade'
	ItemName="Grenade"
     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 10:48:37.154 - Created with UnCodeX