class ScrnTrenchgun extends Trenchgun; var bool bChamberThisReload; //if full reload is uninterrupted, play chambering animation simulated function HideBullet() { SetBoneScale(1, 0.001, 'Shell'); } simulated function ShowBullet() { SetBoneScale(1, 1.0, 'Shell'); } simulated function ClientReload() { ShowBullet(); bChamberThisReload = ( MagAmmoRemaining == 0 && (AmmoAmount(0) - MagAmmoRemaining > MagCapacity) ); //for chambering animation Super.ClientReload(); } simulated function ClientFinishReloading() { bIsReloading = false; //play chambering animation if finished reloading from empty if ( !bChamberThisReload ) { PlayIdle(); } bChamberThisReload = false; if(Instigator.PendingWeapon != none && Instigator.PendingWeapon != self) Instigator.Controller.ClientSwitchToBestWeapon(); } defaultproperties { ReloadAnimRate=0.900000 FireModeClass(0)=Class'ScrnBalanceSrv.ScrnTrenchgunFire' PickupClass=Class'ScrnBalanceSrv.ScrnTrenchgunPickup' PlayerViewPivot=(Yaw=-5) ItemName="Dragon's Breath Trenchgun SE" }