Auto Reload Device
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
auto_reload_device := class(creative_device):
@editable
EliminationManager:elimination_manager_device = elimination_manager_device{}
@editable
WeaponsToReload:weapons_to_reload = weapons_to_reload.All
@editable
Weapons:[]auto_reload_weapon = array{}
OnBegin<override>()<suspends>:void=
Sleep(0.0)
DeviceSetup()
DeviceSetup():void=
EliminationManager.EliminationEvent.Subscribe(CheckWeapons)
for (Weapon : Weapons):
Weapon.Init(Self)
CheckWeapons(MaybeAgent:?agent):void=
for (Weapon : Weapons, Agent := MaybeAgent?):
Weapon.CheckForWeapon(Agent)
auto_reload_weapon := class<concrete>:
@editable
ConditionalButton:conditional_button_device = conditional_button_device{}
@editable
ItemGranter:item_granter_device = item_granter_device{}
var VerseDevice:auto_reload_device = auto_reload_device{}
Init(MainDevice:auto_reload_device):void=
set VerseDevice = MainDevice
CheckForWeapon(Agent:agent):void=
case (VerseDevice.WeaponsToReload):
weapons_to_reload.All =>
if (ConditionalButton.HasAllItems[Agent]):
ConditionalButton.Activate(Agent)
ItemGranter.GrantItem(Agent)
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