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# Gameplay.Loadout

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    // Loadout
    // Defines a set of equipment that can be assigned to a character. Can be used to define
    // designer presets as well as the player's custom presets.
    //
    // Should be used via a class reference.
    class Loadout extends Core.Object
    	native
    	editinlinenew
        perobjectconfig
    	config(profiles);

    struct native DeployableInfo
    {
    	var() class<Deployable>		deployableClass "NOT IMPLEMENTED";
    	var() int					amount				"NOT IMPLEMENTED Set this field to zero to use the deployable's ammo amount";
    };

    struct native WeaponInfo
    {
    	var() class<Weapon>			weaponClass;
    	var() int					ammo				"Set this field to zero to use the weapon's ammo amount";
    };

    struct native GrenadeInfo
    {
    	var() class<HandGrenade>	grenadeClass;
    	var() int					ammo				"Set this field to zero to use the weapon's ammo amount";
    };

    struct native ConsumableInfo
    {
    	var() class<Consumable>		consumableClass;
    	var() int					amount;
    };

    var() config class<Pack>							packClass "NOT IMPLEMENTED";
    var() config editinline Array<DeployableInfo>		deployableList "NOT IMPLEMENTED";
    var() config editinline Array<WeaponInfo>			weaponList;
    var() config editinline GrenadeInfo					grenades;
    var() config editinline Array<ConsumableInfo>		consumableList;

    // isValid
    // returns false if the given loadout is invalid for a character
    function bool isValid(Character c, Armor a)
    {
    	local int i;

    	// tbd: check validity of pack
    	// tbd: check validity of deployables
    	// check validity of weapons
    	for (i = 0; i < weaponList.Length; i++)
    	{
    		if (weaponList[i].ammo > c.getMaxAmmo(weaponList[i].weaponClass))
    			return false;
    	}

    	return true;
    }

    // equip
    // gives the equipment in the loadout to the player
    function bool equip(Character c)
    {
    	local int i;
    	local int j;
    	local Weapon w;
    	local HandGrenade hg;

    	c.destroyEquipment();

    	// add equipment back to front, as addEquipment adds to head

    	// add consumables
    	for (i = consumableList.Length - 1; i > -1; i--)
    	{
    //		Log(consumableList[i].consumableClass);
    		for (j = 0; j < consumableList[i].amount; ++j)
    		{
    			c.newEquipment(consumableList[i].consumableClass);
    		}
    	}

    	// add pack
    	if (packClass != None)
    	{
    		c.newPack(packClass);
    	}

    	// tbd: add deployables

    	// add weapons
    	for (i = 0; i < weaponList.Length; ++i)
    	{
    		j = c.getMaxAmmo(weaponList[i].weaponClass);

    		if (j != -1)
    		{
    			w = Weapon(c.newEquipment(weaponList[i].weaponClass));
    			w.ammoCount = c.getModifiedAmmo(weaponList[i].ammo);

    			w.rookMotor = c.motor;    //added line for rookMotor

    			// set ammo count if needed
    			if (w.ammoCount == 0)
    				w.ammoCount = j;
    		}
    		else
    			Log("Warning: weapon in loadout not allowed by armor");
    	}

    	if (grenades.grenadeClass != None)
    	{
    		hg = c.newGrenades(grenades.grenadeClass);

    		hg.ammoCount = grenades.ammo;

    		if (hg.ammoCount == 0)
    		{
    			j = c.armorClass.static.maxGrenades();

    			if (j != -1)
    				hg.ammoCount = j;
    			else
    				hg.ammoCount = 0;
    		}
    	}

    	return true;
    }

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Class file time: ne 5.9.2004 15:53:14.000 - Creation time: st 23.5.2018 00:10:45.070 - Created with UnCodeX