class u_WeaponHelper extends Object; final static function array< class > getALLWeapons(KFPlayerController pc) { local KFLevelRules lr; local array< class > tempKFWeapon; local int i; if (pc == none) return tempKFWeapon; foreach pc.dynamicActors(class'KFLevelRules', lr) { if (lr == none) continue; break; } if (lr == none) return tempKFWeapon; for(i = 0; i < lr.mediItemForSale.length; i++) { tempKFWeapon[tempKFWeapon.Length] = class(lr.mediItemForSale[i].default.inventoryType); } for(i = 0; i < lr.suppItemForSale.length; i++) { tempKFWeapon[tempKFWeapon.Length] = class(lr.suppItemForSale[i].default.inventoryType); } for(i = 0; i < lr.shrpItemForSale.length; i++) { tempKFWeapon[tempKFWeapon.Length] = class(lr.shrpItemForSale[i].default.inventoryType); } for(i = 0; i < lr.commItemForSale.length; i++) { tempKFWeapon[tempKFWeapon.Length] = class(lr.commItemForSale[i].default.inventoryType); } for(i = 0; i < lr.bersItemForSale.length; i++) { tempKFWeapon[tempKFWeapon.Length] = class(lr.bersItemForSale[i].default.inventoryType); } for(i = 0; i < lr.fireItemForSale.length; i++) { tempKFWeapon[tempKFWeapon.Length] = class(lr.fireItemForSale[i].default.inventoryType); } for(i = 0; i < lr.demoItemForSale.length; i++) { tempKFWeapon[tempKFWeapon.Length] = class(lr.demoItemForSale[i].default.inventoryType); } for(i = 0; i < lr.neutItemForSale.length; i++) { tempKFWeapon[tempKFWeapon.Length] = class(lr.neutItemForSale[i].default.inventoryType); } return tempKFWeapon; } final static function print(KFHumanPawn p) { local int i; if (p == none) return; while (p != none && i++ < 10) { p.serverSellAmmo(class'CrossbowAmmo'); p.serverSellAmmo(class'CrossbowAmmo'); p.serverSellAmmo(class'CrossbowAmmo'); p.serverBuyAmmo(class'CrossbowAmmo', true); p.serverBuyAmmo(class'CrossbowAmmo', true); p.serverBuyAmmo(class'CrossbowAmmo', true); // and pipes at the same time, maybe we are a demo p.serverSellAmmo(class'PipeBombAmmo'); p.serverBuyAmmo(class'PipeBombAmmo', true); } }