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4 changes: 0 additions & 4 deletions Source/Game/SwatEquipment/Classes/Bases/Shotgun.uc
Original file line number Diff line number Diff line change
Expand Up @@ -32,8 +32,6 @@ simulated function bool HandleBallisticImpact(
Material HitMaterial,
ESkeletalRegion HitRegion,
out float Momentum,
out float KillEnergy,
out int BulletType,
vector ExitLocation,
vector ExitNormal,
Material ExitMaterial
Expand Down Expand Up @@ -106,8 +104,6 @@ simulated function bool HandleBallisticImpact(
HitMaterial,
HitRegion,
Momentum,
KillEnergy,
BulletType,
ExitLocation,
ExitNormal,
ExitMaterial);
Expand Down
2 changes: 0 additions & 2 deletions Source/Unreal/Engine/Classes/Equipment/Ammunition.uc
Original file line number Diff line number Diff line change
Expand Up @@ -109,8 +109,6 @@ simulated function bool CanRicochet(Actor Victim, vector HitLocation, vector Hit
simulated function float GetRicochetMomentumModifier();
simulated function float GetDrag();
simulated function float GetMinimumMomentum() { assert(false); return 0; } // subclasses must implement
simulated function int GetAmmoType();
simulated function int GetBulletType();
simulated function int GetPenetrationLevel();
simulated function int GetPenetrationType();

Expand Down
158 changes: 2 additions & 156 deletions Source/Unreal/Engine/Classes/Equipment/Bases/SwatAmmo.uc
Original file line number Diff line number Diff line change
Expand Up @@ -77,7 +77,6 @@ var(Ricochet) config float RicochetMinimumMomentum "Minimum momentum required to

// Advanced ballstics for Elite Force
var(AdvancedBallistics) config AmmoType BulletClass "What ammo type I am?";
var int BulletType "Internal measure to know the BulletClass";
var(AdvancedBallistics) config PenetrationLevel ArmorPenetration "What level of armor can I go through?";
var int PenetrationType "Internal measure to know the BulletClass";

Expand Down Expand Up @@ -130,165 +129,12 @@ simulated function float GetRicochetMomentumModifier() {
simulated function float GetDrag() {
return Drag;
}
simulated function int GetAmmoType()
{
return BulletClass;
}


simulated function int GetPenetrationLevel()
{
return ArmorPenetration;
}

simulated function int GetBulletType()
{
switch(BulletClass)
{
case AmmoType_9mmAP:
BulletType = 1;
break;
case AmmoType_9mmFMJ:
BulletType = 2;
break;
case AmmoType_9mmJSP:
BulletType = 3;
break;
case AmmoType_9mmJHP:
BulletType = 4;
break;
case AmmoType_45AP:
BulletType = 5;
break;
case AmmoType_45FMJ:
BulletType = 6;
break;
case AmmoType_45JSP:
BulletType = 7;
break;
case AmmoType_45JHP:
BulletType = 8;
break;
case AmmoType_357AP:
BulletType = 9;
break;
case AmmoType_357FMJ:
BulletType = 10;
break;
case AmmoType_357JSP:
BulletType = 11;
break;
case AmmoType_357JHP:
BulletType = 12;
break;
case AmmoType_57AP:
BulletType = 13;
break;
case AmmoType_57FMJ:
BulletType = 14;
break;
case AmmoType_57JSP:
BulletType = 15;
break;
case AmmoType_57JHP:
BulletType = 16;
break;
case AmmoType_50AP:
BulletType = 17;
break;
case AmmoType_50FMJ:
BulletType = 18;
break;
case AmmoType_50JSP:
BulletType = 19;
break;
case AmmoType_50JHP:
BulletType = 20;
break;
case AmmoType_32AP:
BulletType = 21;
break;
case AmmoType_32FMJ:
BulletType = 22;
break;
case AmmoType_32JSP:
BulletType = 23;
break;
case AmmoType_32JHP:
BulletType = 24;
break;
case AmmoType_223AP:
BulletType = 25;
break;
case AmmoType_223FMJ:
BulletType = 26;
break;
case AmmoType_223JSP:
BulletType = 27;
break;
case AmmoType_223JHP:
BulletType = 28;
break;
case AmmoType_762AP:
BulletType = 29;
break;
case AmmoType_762FMJ:
BulletType = 30;
break;
case AmmoType_762JSP:
BulletType = 31;
break;
case AmmoType_762JHP:
BulletType = 32;
break;
case AmmoType_308AP:
BulletType = 33;
break;
case AmmoType_308FMJ:
BulletType = 34;
break;
case AmmoType_308JSP:
BulletType = 35;
break;
case AmmoType_308JHP:
BulletType = 36;
break;
case AmmoType_545AP:
BulletType = 37;
break;
case AmmoType_545FMJ:
BulletType = 38;
break;
case AmmoType_545JSP:
BulletType = 39;
break;
case AmmoType_545JHP:
BulletType = 40;
break;
case AmmoType_ArmorPiercing:
BulletType = 41;
break;
case AmmoType_FullMetalJacket:
BulletType = 42;
break;
case AmmoType_JacketedSoftPoint:
BulletType = 43;
break;
case AmmoType_JacketedHollowPoint:
BulletType = 44;
break;
case AmmoType_Buckshot:
BulletType = 45;
break;
case AmmoType_Special:
BulletType = 46;
break;
default:
BulletType = 42;
}

return BulletType;
}


simulated function int GetPenetrationType()
{
switch(ArmorPenetration)
Expand Down
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