// adds ammunition to current weapon class ACTION_AddAmmo extends ScriptedAction; var(Action) int AmmoToAdd; var(Action) int FireMode; enum EAmmoAmount { AMMO_Constant, AMMO_Max, AMMO_SuperMax }; var(Action) EAmmoAmount AmmoAmount; function bool InitActionFor(ScriptedController C) { if ( C.Pawn.Weapon != none ) { switch ( AmmoAmount ) { case AMMO_Constant: C.Pawn.Weapon.AddAmmo(AmmoToAdd, FireMode); break; case AMMO_Max: C.Pawn.Weapon.MaxOutAmmo(); break; case AMMO_SuperMax: C.Pawn.Weapon.SuperMaxOutAmmo(); break; } } return false; } defaultproperties { ActionString="add ammo" }