HuskCopInventory = HuskCopInventory or class(HuskPlayerInventory)

function HuskCopInventory:init(unit)
	CopInventory.init(self, unit)
end

function HuskCopInventory:set_visibility_state(state)
	CopInventory.set_visibility_state(self, state)
end

function HuskCopInventory:add_unit_by_name(new_unit_name, equip)
	local new_unit = World:spawn_unit(new_unit_name, Vector3(), Rotation())
	managers.mutators:modify_value("CopInventory:add_unit_by_name", self)
	CopInventory._chk_spawn_shield(self, new_unit)
	local setup_data = {}
	setup_data.user_unit = self._unit
	setup_data.ignore_units = {
		self._unit,
		new_unit,
		self._shield_unit
	}
	setup_data.expend_ammo = false
	setup_data.hit_slotmask = managers.slot:get_mask("bullet_impact_targets_no_AI")
	setup_data.hit_player = true
	setup_data.user_sound_variant = tweak_data.character[self._unit:base()._tweak_table].weapon_voice
	new_unit:base():setup(setup_data)
	if new_unit:base().AKIMBO then
		new_unit:base():create_second_gun(new_unit_name)
	end
	CopInventory.add_unit(self, new_unit, equip)
end

function HuskCopInventory:get_weapon()
	CopInventory.get_weapon(self)
end

function HuskCopInventory:drop_weapon()
	CopInventory.drop_weapon(self)
end

function HuskCopInventory:drop_shield()
	CopInventory.drop_shield(self)
end

function HuskCopInventory:destroy_all_items()
	CopInventory.destroy_all_items(self)
end

function HuskCopInventory:add_unit(new_unit, equip)
	CopInventory.add_unit(self, new_unit, equip)
end

function HuskCopInventory:set_visibility_state(state)
	CopInventory.set_visibility_state(self, state)
end
