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- function CopInventory:add_unit_by_name(new_unit_name, equip)
- local new_unit = World:spawn_unit(new_unit_name, Vector3(), Rotation())
- managers.mutators:modify_value("CopInventory:add_unit_by_name", self)
- log(new_unit_name)
- if new_unit_name == "ene_bulldozer_minigun" then
- self._shield_unit_name = "units/payday2/characters/ene_acc_shield_lights/ene_acc_shield_lights"
- end
- self:_chk_spawn_shield(new_unit)
- local setup_data = {}
- setup_data.user_unit = self._unit
- setup_data.ignore_units = {
- self._unit,
- new_unit,
- self._shield_unit
- }
- setup_data.expend_ammo = false
- setup_data.hit_slotmask = managers.slot:get_mask("bullet_impact_targets")
- setup_data.hit_player = true
- setup_data.user_sound_variant = tweak_data.character[self._unit:base()._tweak_table].weapon_voice
- setup_data.alert_AI = true
- setup_data.alert_filter = self._unit:brain():SO_access()
- new_unit:base():setup(setup_data)
- if new_unit:base().AKIMBO then
- new_unit:base():create_second_gun(new_unit_name)
- end
- self:add_unit(new_unit, equip)
- end
- function CopInventory:_chk_spawn_shield(weapon_unit)
- if self._shield_unit_name and not alive(self._shield_unit) then
- local align_name = self._shield_align_name or Idstring("a_weapon_left_front")
- local align_obj = self._unit:get_object(align_name)
- self._shield_unit = World:spawn_unit(Idstring(self._shield_unit_name), align_obj:position(), align_obj:rotation())
- self._unit:link(align_name, self._shield_unit, self._shield_unit:orientation_object():name())
- self._shield_unit:set_enabled(false)
- end
- end
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