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- Class WFA extends KFMutator
- config(WFA);
- var config array<string> CustomItems;
- var array<FCustomTraderItem> CustomItemList;
- var KFGFxObject_TraderItems CustomTrader;
- function PostBeginPlay()
- {
- local int i;
- local FCustomTraderItem CI;
- Super.PostBeginPlay();
- if( WorldInfo.Game.BaseMutator==None )
- WorldInfo.Game.BaseMutator = Self;
- else WorldInfo.Game.BaseMutator.AddMutator(Self);
- if( bDeleteMe ) // This was a duplicate instance of the mutator.
- return;
- WorldInfo.Game.PlayerReplicationInfoClass = class'WFARepInfo';
- KFGameReplicationInfo(WorldInfo.GRI).TraderItems=class'WFARepInfo'.Default.MyTraderItems;
- //we use solid archetype but I keep it just for debug
- for( i=0; i<CustomItems.Length; ++i )
- {
- CI.WeaponDef = class<KFWeaponDefinition>(DynamicLoadObject(CustomItems[i],class'Class'));
- if( CI.WeaponDef==None )
- {
- `log("[WFA] FAILED TO LOAD CUSTOM WEAPON"@CustomItems[i]);
- continue;
- }
- CI.WeaponClass = class<KFWeapon>(DynamicLoadObject(CI.WeaponDef.Default.WeaponClassPath,class'Class'));
- if( CI.WeaponClass==None )
- {
- `log("[WFA] FAILED TO LOAD CUSTOM WEAPON"@CustomItems[i]);
- continue;
- }
- `log("[WFA] SUCCESSED TO LOAD CUSTOM WEAPON"@CustomItems[i]);
- CustomItemList.AddItem(CI);
- function AddMutator(Mutator M)
- {
- if( M!=Self ) // Make sure we don't get added twice.
- {
- if( M.Class==Class )
- M.Destroy();
- else Super.AddMutator(M);
- }
- }
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