class BuyableAmmo extends GUIBuyable; var bool bHasAmmo; var int maxAmmoCount; var class ammoType; // Function to initialise values when player is buying a new gun, // but has not completed purchase, therefore the weapon is not in the players // inventory (and therefore InitOwnedQuantity is useless) /* function InitNewPurchase( Pawn P ) { bHasAmmo = ShowMe(p,SALE_Ammo,None); } function int BuyMoreClips() { Return 0; } function int NumClips() { Return 0; } function string GetBuyCaption(eSaleCat index) { return "Clip"; } //Consider ourselves bought function BuyMe( KFPawn P ) { P.ServerBuyAmmo(ammoType,True); } //Consider ourselves sold function SellMe( KFPawn P ) { P.ServerSellAmmo(ammoType); } //Fill up the weapon function FillMe( KFPawn P ) { P.ServerBuyAmmo(ammoType,False); } function bool ShowMe(Pawn p, eSaleCat index, GuiBuyMenu ParentMenu ) { local Inventory I; if(index != SALE_Ammo) return false; For( I=P.Inventory; I!=None; I=I.Inventory ) { if( I.Class==relatedInventory ) Return True; else if( Weapon(I)!=None && (Weapon(I).AmmoClass[0]==ammoType || Weapon(I).AmmoClass[1]==ammoType) ) Return True; } return false; } */ defaultproperties { /* InfoPanel=Class'KFGui.GUIBuyAmmoInfoPanel' infoDrawRotation=(Pitch=0,Yaw=-35000,Roll=0) infoDrawOffset=(X=50.000000,Y=0.000000,Z=-5.000000) infoDrawScale=0.800000 */ }