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// Loadout // Defines a set of equipment that can be assigned to a character. Can be used to define // designer presets as well as the player's custom presets. // // Should be used via a class reference. class Loadout extends Core.Object native editinlinenew perobjectconfig config(profiles); struct native DeployableInfo { var() class<Deployable> deployableClass "NOT IMPLEMENTED"; var() int amount "NOT IMPLEMENTED Set this field to zero to use the deployable's ammo amount"; }; struct native WeaponInfo { var() class<Weapon> weaponClass; var() int ammo "Set this field to zero to use the weapon's ammo amount"; }; struct native GrenadeInfo { var() class<HandGrenade> grenadeClass; var() int ammo "Set this field to zero to use the weapon's ammo amount"; }; struct native ConsumableInfo { var() class<Consumable> consumableClass; var() int amount; }; var() config class<Pack> packClass "NOT IMPLEMENTED"; var() config editinline Array<DeployableInfo> deployableList "NOT IMPLEMENTED"; var() config editinline Array<WeaponInfo> weaponList; var() config editinline GrenadeInfo grenades; var() config editinline Array<ConsumableInfo> consumableList; // isValid // returns false if the given loadout is invalid for a character function bool isValid(Character c, Armor a) { local int i; // tbd: check validity of pack // tbd: check validity of deployables // check validity of weapons for (i = 0; i < weaponList.Length; i++) { if (weaponList[i].ammo > c.getMaxAmmo(weaponList[i].weaponClass)) return false; } return true; } // equip // gives the equipment in the loadout to the player function bool equip(Character c) { local int i; local int j; local Weapon w; local HandGrenade hg; c.destroyEquipment(); // add equipment back to front, as addEquipment adds to head // add consumables for (i = consumableList.Length - 1; i > -1; i--) { // Log(consumableList[i].consumableClass); for (j = 0; j < consumableList[i].amount; ++j) { c.newEquipment(consumableList[i].consumableClass); } } // add pack if (packClass != None) { c.newPack(packClass); } // tbd: add deployables // add weapons for (i = 0; i < weaponList.Length; ++i) { j = c.getMaxAmmo(weaponList[i].weaponClass); if (j != -1) { w = Weapon(c.newEquipment(weaponList[i].weaponClass)); w.ammoCount = c.getModifiedAmmo(weaponList[i].ammo); w.rookMotor = c.motor; //added line for rookMotor // set ammo count if needed if (w.ammoCount == 0) w.ammoCount = j; } else Log("Warning: weapon in loadout not allowed by armor"); } if (grenades.grenadeClass != None) { hg = c.newGrenades(grenades.grenadeClass); hg.ammoCount = grenades.ammo; if (hg.ammoCount == 0) { j = c.armorClass.static.maxGrenades(); if (j != -1) hg.ammoCount = j; else hg.ammoCount = 0; } } return true; } |
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