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Oct 19th, 2018
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  1. function GiveAmmo( Pawn Other )
  2. {
  3. if ( AmmoName == None || PickUpAmmoCount <= 0)
  4. return;
  5. AmmoType = Ammo(Other.FindInventoryType(AmmoName));
  6. if ( AmmoType != None )
  7. {
  8. //== This code is actually never run due to base complications with existing Unreal code
  9. //== HandlePickupQuery is invoked instead for this situation. We'll leave this code here anyway.
  10. if(PickupAmmoCount > 0 && DeusExPlayer(Other) != None && AmmoType.PickupViewMesh != LodMesh'DeusExItems.TestBox')
  11. DeusExPlayer(Other).ClientMessage(AmmoType.PickupMessage @ AmmoType.itemArticle @ AmmoType.itemName $" ("$PickupAmmoCount$")", 'Pickup');
  12.  
  13. AmmoType.AddAmmo(PickUpAmmoCount);
  14. }
  15. else
  16. {
  17. AmmoType = Spawn(AmmoName); // Create ammo type required
  18. Other.AddInventory(AmmoType); // and add to player's inventory
  19. AmmoType.BecomeItem();
  20. AmmoType.AmmoAmount = PickUpAmmoCount;
  21. AmmoType.GotoState('Idle2');
  22. if(PickupAmmoCount > 0 && DeusExPlayer(Other) != None && AmmoType.PickupViewMesh != LodMesh'DeusExItems.TestBox')
  23. DeusExPlayer(Other).ClientMessage(AmmoType.PickupMessage @ AmmoType.itemArticle @ AmmoType.itemName $" ("$PickupAmmoCount$")", 'Pickup');
  24. }
  25. }
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