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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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