271 lines
8.3 KiB
Ucode
271 lines
8.3 KiB
Ucode
class ScrnMK23Pistol extends MK23Pistol;
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var name ReloadShortAnim;
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var float ReloadShortRate;
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var transient bool bShortReload;
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var transient bool bTweeningSlide;
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var float TweenEndTime;
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var vector PistolSlideOffset; //for tactical reload
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var bool bFiringLastRound;
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simulated function PostNetReceive()
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{
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super.PostNetReceive();
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if ( Role < ROLE_Authority ) {
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if ( MagAmmoRemaining == 0 && !bIsReloading ) {
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LockSlideBack();
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}
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}
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}
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simulated function Fire(float F)
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{
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bFiringLastRound = MagAmmoRemaining == 1;
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super.Fire(f);
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}
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simulated function BringUp(optional Weapon PrevWeapon)
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{
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Super.BringUp(PrevWeapon);
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if (Level.NetMode != NM_DedicatedServer)
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{
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if ( MagAmmoRemaining == 0 ) {
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LockSlideBack();
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}
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}
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}
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simulated function bool PutDown()
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{
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if ( Instigator.PendingWeapon.class == class'ScrnBalanceSrv.ScrnDualMK23Pistol' )
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{
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bIsReloading = false;
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}
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return super(KFWeapon).PutDown();
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}
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simulated function LockSlideBack()
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{
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SetBoneLocation( 'Slide', -PistolSlideOffset, 100 ); //lock slide back
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}
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//only called by clients
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simulated function HandleSlideMovement()
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{
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if ( TweenEndTime > 0 )
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{
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if (TweenEndTime - Level.TimeSeconds > 0)
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SetBoneLocation( 'Slide', PistolSlideOffset, (TweenEndTime - Level.TimeSeconds)*500 ); //
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if (TweenEndTime - Level.TimeSeconds < 0)
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{
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SetBoneLocation( 'Slide', PistolSlideOffset, 0 ); //reset slide position
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TweenEndTime = 0;
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bTweeningSlide = false;
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}
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}
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}
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simulated function WeaponTick(float dt)
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{
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//client side only
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if (Level.NetMode != NM_DedicatedServer)
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{
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if (bTweeningSlide)
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{
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HandleSlideMovement();
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}
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}
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Super.WeaponTick(dt);
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}
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//allowing +1 reload with full mag
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simulated function bool AllowReload()
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{
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UpdateMagCapacity(Instigator.PlayerReplicationInfo);
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if(KFInvasionBot(Instigator.Controller) != none && !bIsReloading &&
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MagAmmoRemaining <= MagCapacity && AmmoAmount(0) > MagAmmoRemaining)
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return true;
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if(KFFriendlyAI(Instigator.Controller) != none && !bIsReloading &&
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MagAmmoRemaining <= MagCapacity && AmmoAmount(0) > MagAmmoRemaining)
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return true;
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if(FireMode[0].IsFiring() || FireMode[1].IsFiring() ||
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bIsReloading || MagAmmoRemaining > MagCapacity ||
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ClientState == WS_BringUp ||
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AmmoAmount(0) <= MagAmmoRemaining ||
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(FireMode[0].NextFireTime - Level.TimeSeconds) > 0.1 )
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return false;
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return true;
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}
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simulated function ClientFinishReloading()
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{
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PlayIdle();
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if(bShortReload)
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StartTweeningSlide(); //start tweening slide back
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bIsReloading = false;
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if(Instigator.PendingWeapon != none && Instigator.PendingWeapon != self)
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Instigator.Controller.ClientSwitchToBestWeapon();
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}
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exec function ReloadMeNow()
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{
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local float ReloadMulti;
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if(!AllowReload())
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return;
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if ( bHasAimingMode && bAimingRifle )
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{
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FireMode[1].bIsFiring = False;
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ZoomOut(false);
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if( Role < ROLE_Authority)
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ServerZoomOut(false);
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}
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if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
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ReloadMulti = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.GetReloadSpeedModifier(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo), self);
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else
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ReloadMulti = 1.0;
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bIsReloading = true;
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ReloadTimer = Level.TimeSeconds;
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bShortReload = MagAmmoRemaining > 0;
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if ( bShortReload )
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ReloadRate = Default.ReloadShortRate / ReloadMulti;
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else
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ReloadRate = Default.ReloadRate / ReloadMulti;
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if( bHoldToReload )
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{
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NumLoadedThisReload = 0;
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}
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ClientReload();
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Instigator.SetAnimAction(WeaponReloadAnim);
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if ( Level.Game.NumPlayers > 1 && KFGameType(Level.Game).bWaveInProgress && KFPlayerController(Instigator.Controller) != none &&
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Level.TimeSeconds - KFPlayerController(Instigator.Controller).LastReloadMessageTime > KFPlayerController(Instigator.Controller).ReloadMessageDelay )
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{
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KFPlayerController(Instigator.Controller).Speech('AUTO', 2, "");
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KFPlayerController(Instigator.Controller).LastReloadMessageTime = Level.TimeSeconds;
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}
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}
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simulated function ClientReload()
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{
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local float ReloadMulti;
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if ( bHasAimingMode && bAimingRifle )
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{
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FireMode[1].bIsFiring = False;
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ZoomOut(false);
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if( Role < ROLE_Authority)
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ServerZoomOut(false);
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}
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if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
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ReloadMulti = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.GetReloadSpeedModifier(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo), self);
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else
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ReloadMulti = 1.0;
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bIsReloading = true;
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if (MagAmmoRemaining <= 0)
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{
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bShortReload = false;
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PlayAnim(ReloadAnim, ReloadAnimRate*ReloadMulti, 0.001);
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SetBoneLocation( 'Slide', PistolSlideOffset, 0 ); //reset slide so that the animation's slide position gets used
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}
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else if (MagAmmoRemaining >= 1)
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{
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bShortReload = true;
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PlayAnim(ReloadShortAnim, ReloadAnimRate*ReloadMulti, 0.001); //reduced tween time to prevent slide from sliding
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SetBoneLocation( 'Slide', PistolSlideOffset, 100 ); //move the slide forward
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}
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}
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//called by clientfinishreloading
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simulated function StartTweeningSlide()
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{
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bTweeningSlide = true; //start slide tweening
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TweenEndTime = Level.TimeSeconds + 0.2;
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}
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function AddReloadedAmmo()
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{
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local int a;
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UpdateMagCapacity(Instigator.PlayerReplicationInfo);
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a = MagCapacity;
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if ( bShortReload )
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a++; // 1 bullet already bolted
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if ( AmmoAmount(0) >= a )
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MagAmmoRemaining = a;
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else
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MagAmmoRemaining = AmmoAmount(0);
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// this seems redudant -- PooSH
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// if( !bHoldToReload )
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// {
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// ClientForceKFAmmoUpdate(MagAmmoRemaining,AmmoAmount(0));
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// }
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if ( PlayerController(Instigator.Controller) != none && KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements) != none )
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{
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KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements).OnWeaponReloaded();
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}
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}
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//original TWI code contained some gay issues like always -- by PooSH
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function bool HandlePickupQuery( pickup Item )
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{
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if ( Item.InventoryType != none )
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{
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if ( KFPlayerController(Instigator.Controller) != none )
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{
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KFPlayerController(Instigator.Controller).PendingAmmo = WeaponPickup(Item).AmmoAmount[0];
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}
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return false; // Allow to "pickup" so this weapon can be replaced with dual MK23.
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}
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return Super(KFWeapon).HandlePickupQuery(Item);
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}
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function GiveTo( pawn Other, optional Pickup Pickup )
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{
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local KFPlayerReplicationInfo KFPRI;
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local KFWeaponPickup WeapPickup;
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KFPRI = KFPlayerReplicationInfo(Other.PlayerReplicationInfo);
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WeapPickup = KFWeaponPickup(Pickup);
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//pick the lowest sell value
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if ( WeapPickup != None && KFPRI != None && KFPRI.ClientVeteranSkill != none ) {
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SellValue = 0.75 * min(WeapPickup.Cost, WeapPickup.default.Cost
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* KFPRI.ClientVeteranSkill.static.GetCostScaling(KFPRI, WeapPickup.class));
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}
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Super.GiveTo(Other,Pickup);
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}
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defaultproperties
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{
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ReloadShortAnim="Reload"
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ReloadShortRate=1.830000
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PistolSlideOffset=(Y=-0.027500)
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Weight=3.000000
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FireModeClass(0)=Class'ScrnBalanceSrv.ScrnMK23Fire'
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Description="Match grade 45 caliber pistol. Good balance between power, ammo count and rate of fire. Damage is near to Magnum's, but has no bullet penetration."
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PickupClass=Class'ScrnBalanceSrv.ScrnMK23Pickup'
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ItemName="MK23 SE"
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}
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