Removed the UTAmmo class entirely, as it's more trouble than it's worth.
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f05754b45e
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11 changed files with 15 additions and 51 deletions
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@ -101,7 +101,7 @@ Class DamageAmplifier : Powerup
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}
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}
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// Backpack that handles UT ammo types
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// Backpack that only gives ammo for valid weapons
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Class UTBackpack : BackpackItem replaces Backpack
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{
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override Inventory CreateCopy( Actor other )
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@ -111,7 +111,7 @@ Class UTBackpack : BackpackItem replaces Backpack
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for ( int i=0; i<AllActorClasses.Size(); i++ )
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{
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let type = (class<Ammo>)(AllActorClasses[i]);
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if ( !type || ((type.GetParentClass() != 'Ammo') && (type.GetParentClass() != 'UTAmmo')) ) continue;
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if ( !type || (type.GetParentClass() != 'Ammo') ) continue;
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// check that it's for a valid weapon
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bool isvalid = false;
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for ( int j=0; j<AllActorClasses.Size(); j++ )
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@ -170,7 +170,7 @@ Class UTBackpack : BackpackItem replaces Backpack
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{
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for ( let probe = Owner.Inv; probe; probe = probe.Inv )
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{
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if ( (probe.GetParentClass() != 'Ammo') && (probe.GetParentClass() != 'UTAmmo') ) continue;
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if ( probe.GetParentClass() != 'Ammo' ) continue;
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if ( probe.Amount >= probe.MaxAmount && !sv_unlimited_pickup ) continue;
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int amount = Ammo(probe).Default.BackpackAmount;
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// extra ammo in baby mode and nightmare mode
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