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Gameplay.ACTION_ChangeWeapon


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class ACTION_ChangeWeapon extends ScriptedAction;

var(Action) class<Weapon> NewWeapon;

function bool InitActionFor(ScriptedController C)
{
	C.Pawn.PendingWeapon = Weapon(C.Pawn.FindInventoryType(newWeapon));
	C.Pawn.ChangedWeapon();

	return false;	
}

defaultproperties
{
}

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Class file time: pr 5-2-2018 12:35:50.000 - Creation time: sk 18-3-2018 09:50:02.375 - Created with UnCodeX