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Cleanup
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Deaod committed Jun 12, 2020
1 parent 455ce4a commit b42c3e9
Showing 1 changed file with 27 additions and 24 deletions.
51 changes: 27 additions & 24 deletions classes/MutUTComp.uc
Original file line number Diff line number Diff line change
Expand Up @@ -184,31 +184,34 @@ function ModifyPlayer(Pawn Other)
local inventory inv;
local int i;

if(WarmupClass!=None && !Level.Game.IsA('UTComp_ClanArena')&& (WarmupClass.bInWarmup==True || WarmupClass.bGivePlayerWeaponHack )) //Give all weps if its warmup
//Give all weps if its warmup
if(WarmupClass!=None && !Level.Game.IsA('UTComp_ClanArena')&& (WarmupClass.bInWarmup==True || WarmupClass.bGivePlayerWeaponHack ))
{
switch(EnableWarmupWeaponsMode)
{
case 0: break;

case 3:
Other.CreateInventory("Onslaught.ONSGrenadeLauncher");
Other.CreateInventory("Onslaught.ONSAVRiL");
Other.CreateInventory("Onslaught.ONSMineLayer");
case 2:
Other.CreateInventory("XWeapons.SniperRifle");
Other.CreateInventory("XWeapons.RocketLauncher");
Other.CreateInventory("XWeapons.FlakCannon");
Other.CreateInventory("XWeapons.MiniGun");
Other.CreateInventory("XWeapons.LinkGun");
Other.CreateInventory("XWeapons.ShockRifle");
Other.CreateInventory("XWeapons.BioRifle");
Other.CreateInventory("XWeapons.AssaultRifle");
Other.CreateInventory("XWeapons.ShieldGun"); break;

case 1: if(!WarmupClass.bWeaponsChecked)
WarmupClass.FindWhatWeaponsToGive();
for(i=0; i<WarmupClass.sWeaponsToGive.Length; i++)
Other.CreateInventory(WarmupClass.sWeaponsToGive[i]);
switch(EnableWarmupWeaponsMode)
{
case 0: break;

case 3:
Other.CreateInventory("Onslaught.ONSGrenadeLauncher");
Other.CreateInventory("Onslaught.ONSAVRiL");
Other.CreateInventory("Onslaught.ONSMineLayer");
case 2:
Other.CreateInventory("XWeapons.SniperRifle");
Other.CreateInventory("XWeapons.RocketLauncher");
Other.CreateInventory("XWeapons.FlakCannon");
Other.CreateInventory("XWeapons.MiniGun");
Other.CreateInventory("XWeapons.LinkGun");
Other.CreateInventory("XWeapons.ShockRifle");
Other.CreateInventory("XWeapons.BioRifle");
Other.CreateInventory("XWeapons.AssaultRifle");
Other.CreateInventory("XWeapons.ShieldGun");
break;

case 1:
if(!WarmupClass.bWeaponsChecked)
WarmupClass.FindWhatWeaponsToGive();
for(i=0; i<WarmupClass.sWeaponsToGive.Length; i++)
Other.CreateInventory(WarmupClass.sWeaponsToGive[i]);
}

for(Inv=Other.Inventory; Inv!=None; Inv=Inv.Inventory)
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