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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;	
}

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Class file time: Thu 1/12/2005 14:13:54.000 - Creation time: Mon 5/5/2025 20:56:11.512 - Created with UnCodeX