43 lines
1.3 KiB
Ucode
43 lines
1.3 KiB
Ucode
class NiceMeleeWeapon extends NiceWeapon;
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var class<damageType> hitDamType;
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var float weaponRange;
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var Material BloodyMaterial;
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var int BloodSkinSwitchArray;
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var string BloodyMaterialRef;
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static function PreloadAssets(Inventory Inv, optional bool bSkipRefCount){
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super.PreloadAssets(Inv, bSkipRefCount);
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if(default.BloodyMaterial == none && default.BloodyMaterialRef != "")
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default.BloodyMaterial = Combiner(DynamicLoadObject(default.BloodyMaterialRef, class'Combiner', true));
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if(NiceMeleeWeapon(Inv) != none)
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NiceMeleeWeapon(Inv).BloodyMaterial = default.BloodyMaterial;
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}
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static function bool UnloadAssets(){
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if(super.UnloadAssets())
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default.BloodyMaterial = none;
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return true;
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}
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//simulated function IncrementFlashCount(int mode){
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//}
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simulated function BringUp(optional Weapon PrevWeapon){
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if(BloodyMaterial!=none && Skins[BloodSkinSwitchArray] == BloodyMaterial ){
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Skins[BloodSkinSwitchArray] = default.Skins[BloodSkinSwitchArray];
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Texture = default.Texture;
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}
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super.BringUp(PrevWeapon);
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}
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simulated function Fire(float F){
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}
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simulated function AltFire(float F){
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}
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simulated function bool HasAmmo(){
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return true;
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}
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defaultproperties
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{
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weaponRange=70.000000
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BloodSkinSwitchArray=2
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PutDownAnim="PutDown"
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bMeleeWeapon=True
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}
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