rott/kf_sources/ScrnBalanceSrv/Classes/ScrnWinchester.uc
2026-07-14 20:27:09 +07:00

51 lines
1.4 KiB
Ucode

class ScrnWinchester extends Winchester;
var bool bChamberThisReload; //if full reload is uninterrupted, play chambering animation
simulated function HideBullet()
{
SetBoneScale(1, 0.001, 'Bullet');
}
simulated function ShowBullet()
{
SetBoneScale(1, 1.0, 'Bullet');
}
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=1.150000
MeshRef="KF_Weapons_Trip.Winchester_Trip"
SkinRefs(0)="KF_Weapons_Trip_T.Rifles.winchester_cmb"
SelectSoundRef="KF_RifleSnd.Rifle_Select"
HudImageRef="KillingFloorHUD.WeaponSelect.winchester_unselected"
SelectedHudImageRef="KillingFloorHUD.WeaponSelect.Winchester"
FireModeClass(0)=Class'ScrnBalanceSrv.ScrnWinchesterFire'
SelectAnim="Select "
SelectAnimRate=2.250000
PickupClass=Class'ScrnBalanceSrv.ScrnWinchesterPickup'
ItemName="Lever Action Rifle SE"
}