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Gameplay.ACTION_ChangeWeapon


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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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Class file time: Fr 30.3.2007 08:43:38.000 - Creation time: Mo 16.4.2007 11:20:43.843 - Created with UnCodeX