class stub_KFWeaponPickup extends KFWeaponPickup;


// fix accessed none Inventory for destroyed weapon pickups
function Destroyed()
{
  if ( bDropped && Inventory != none && KFGameType(Level.Game) != none )
    KFGameType(Level.Game).WeaponDestroyed(class<Weapon>(Inventory.Class));

  super(WeaponPickup).Destroyed();
}