32 lines
1.0 KiB
Ucode
32 lines
1.0 KiB
Ucode
class NiceSkill extends ReplicationInfo
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abstract;
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var bool bBroadcast; // Should we broadcast to clients that someone has this skill?
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var string SkillName, SkillEffects;
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// Functions that are called when skills becomes active / deactivated
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function static SkillSelected(NicePlayerController nicePlayer){
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local NiceHumanPawn nicePawn;
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nicePawn = NiceHumanPawn(nicePlayer.Pawn);
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if(nicePawn != none){
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nicePawn.RecalcAmmo();
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if(nicePawn.Role < Role_AUTHORITY)
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nicePawn.ApplyWeaponStats(nicePawn.weapon);
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}
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}
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function static SkillDeSelected(NicePlayerController nicePlayer){
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local NiceHumanPawn nicePawn;
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nicePawn = NiceHumanPawn(nicePlayer.Pawn);
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if(nicePawn != none){
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nicePawn.RecalcAmmo();
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if(nicePawn.Role < Role_AUTHORITY)
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nicePawn.ApplyWeaponStats(nicePawn.weapon);
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}
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}
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function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
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return 0;
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}
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defaultproperties
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{
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SkillName="All Fiction"
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SkillEffects="Does nothing!"
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}
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