Įƒ*ž~,@”7Ųõć•M8L°—‘€õtf,None ModifyPlayerAutoTurretDeployableCoreBSEbNoTurretsAlphaRocketTurretDeployable FriendlyNameAddDefaultWeaponsEngineTechDeleteInventorySystem DescriptionbAlwaysRelevant Movement Collision LightColorForce LightingKarma bNoTurrets ScriptText LevelInfo GameInfo InventoryMutatorLevelPawnActorClassPackage TextBufferObjectGame NextMutatorInvDefaultWeaponNamesDefaultWeaponsOther FunctionArrayPropertyObjectProperty IntPropertyI€‚…•Š'BdŠNEWSTACKBdŅSIMPLEIF’a/! BdęEFPBd^FORINITˆBduFOREVAL©w*BdOPEREFPBdĄSIMPLEIFm„a/!BdāEFP&a/!BdEFP BdbEFPBdšLETˆBd‚FORINCBd—LETˆ}BdHFORINIT%BdNFOREVAL?–7†BdrOPEREFPBd§SIMPLEIF‹z†Deployables.RocketTurretDeployableBdģOPEREFPA†&Bd!PSIMPLEIF !z†Deployables.AutoTurretDeployableBd!“OPEREFPA†&BdsFORINC„BdwOPEREFPÅBd&gLET7’%Ž'Bd'EFPBd*·SIMPLEIFó*w‹*Bd*ĪOPEREFP‹+Bd+EFPBd,RETURNNOTHING Bd,PREVSTACKI //=============================================================================// // Class: bNoTurrets | Date: December 2004 // //-----------------------------------------------------------------------------// // Project: | Author: Adam Mummery-Smith // //-----------------------------------------------------------------------------// // Description: Removes Turrets from the Tech Inventory (Mutator) // //=============================================================================// class bNoTurrets extends Mutator; function ModifyPlayer(Pawn Other) { local int i; local inventory Inv; if ( Other.IsA('Tech') ) { // First remove any turrets that the player has already been given for ( Inv = Other.Inventory; Inv != None; Inv = Inv.Inventory ) { if ( Inv.IsA('AutoTurretDeployable') || Inv.IsA('RocketTurretDeployable') ) { Other.DeleteInventory( Inv ); Inv = Other.Inventory; } } // Then remove the turret classes from the default loadout so they can't be supplied for (i = 0; i < Other.DefaultWeaponNames.Length; i++) { if (Other.DefaultWeaponNames[i] == "Deployables.RocketTurretDeployable") Other.DefaultWeaponNames.Remove(i,1); if (Other.DefaultWeaponNames[i] == "Deployables.AutoTurretDeployable") Other.DefaultWeaponNames.Remove(i,1); } // Force a rebuild of the local default weapons list Other.DefaultWeapons.Length = 0; Level.Game.AddDefaultWeapons(Other); } if ( NextMutator != None ) NextMutator.ModifyPlayer(Other); } „’’’’’’’’€’’’’’’’’’’2š@æ„7ć A‚ł~ų{‚ł~ų{…_±†å…_±†å…_±†å‚ł~ų{‚ł~ų{…_±†å‚ł~ų{‚ł~ų{‚ł~ų{‚ł~ų{‚ł~ų{‚ł~ų{‰¾µ°ÆŒ‡@8/„7ć A‘ = bNoTurrets ]32Remove Turret Deployables from the Tech Inventory Ó’’’’’’’’’’’’(ž’’’$’’’’)ł’’’’’’’ż’’’))ü’’’"’’’’ż’’’*)ł’’’)÷’’’!ż’’’'ż’’’ (ž’’’%ż’’’ż’’’'ü’’’Š& ` Š# m + z •wF ”4T }„}Q;