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class ACTION_AddInventory extends ScriptedAction; var() name InvTag; var() class<Inventory> InventoryType; function bool InitActionFor(ScriptedController C) { local Inventory NewInv; local Pawn P; local class<Pickup> PickupClass; local PlayerController PC, OPC; local Controller CLC; if( InventoryType == none ) { return false; } P = C.GetInstigator(); if( P == none || P.FindInventoryType(InventoryType) != none ) { return true; // stop right there! } NewInv = C.Spawn(InventoryType,P,InvTag,P.Location); if( NewInv == none ) { return false; } NewInv.GiveTo( P ); OPC = PlayerController( P.Controller ); PickupClass = InventoryType.default.PickupClass; if( PickupClass != none ) { P.PlaySound( PickupClass.default.PickupSound, SLOT_Interact ); for( CLC = P.Level.ControllerList; CLC != None; CLC = CLC.NextController ) { PC = PlayerController(CLC); if(PC != none) { PC.ReceiveLocalizedMessage(PickupClass.default.MessageClass,1,OPC.PlayerReplicationInfo); } } } return false; } defaultproperties { ActionString="Add Inventory" } |
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