OK, I allready have a host of custom weapons which can be played all in one mutator, but I want to split every weapon into it's own mutator so you can mix and match and have full customizability. The problem is, when I combine mutators, one will work and the rest will be disabled. Right now the code I'm using for the individual mutators is basically copy and paste of the MutUseSniperRifle mutator in the UTClassic package of 2k4. IE:
Is there a way to combine seperate checkreplacement-based mutators without having them cancel eachother out? Thanks in advance for any help.
Code:
function bool CheckReplacement( Actor Other, out byte bSuperRelevant )
{
local int i;
local WeaponLocker L;
bSuperRelevant = 0;
if ( xWeaponBase(Other) != None )
{
if ( xWeaponBase(Other).WeaponType == class'XWeapons.MiniGun' )
xWeaponBase(Other).WeaponType = class'GWTWeapons.ProMiniGun';
}
else if ( LinkAmmoPickup(Other) != None )
ReplaceWith( Other, "GWTWeapons.ProMiniGunAmmoPickup");
else if ( WeaponLocker(Other) != None )
{
L = WeaponLocker(Other);
for (i = 0; i < L.Weapons.Length; i++)
if (L.Weapons[i].WeaponClass == class'MiniGun')
L.Weapons[i].WeaponClass = class'ProMiniGun';
return true;
}
else
return true;
return false;
}
Is there a way to combine seperate checkreplacement-based mutators without having them cancel eachother out? Thanks in advance for any help.