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class ACTION_ChangeWeapon extends ScriptedAction; var(Action) class<Weapon> NewWeapon; function bool InitActionFor(ScriptedController C) { C.Pawn.PendingWeapon = Weapon(C.Pawn.FindInventoryType(newWeapon)); C.Pawn.ChangedWeapon(); return false; } defaultproperties { } |
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