51 lines
1.4 KiB
Ucode
51 lines
1.4 KiB
Ucode
class ScrnWinchester extends Winchester;
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var bool bChamberThisReload; //if full reload is uninterrupted, play chambering animation
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simulated function HideBullet()
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{
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SetBoneScale(1, 0.001, 'Bullet');
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}
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simulated function ShowBullet()
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{
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SetBoneScale(1, 1.0, 'Bullet');
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}
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simulated function ClientReload()
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{
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ShowBullet();
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bChamberThisReload = ( MagAmmoRemaining == 0 && (AmmoAmount(0) - MagAmmoRemaining > MagCapacity) ); //for chambering animation
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Super.ClientReload();
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}
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simulated function ClientFinishReloading()
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{
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bIsReloading = false;
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//play chambering animation if finished reloading from empty
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if ( !bChamberThisReload )
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{
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PlayIdle();
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}
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bChamberThisReload = false;
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if(Instigator.PendingWeapon != none && Instigator.PendingWeapon != self)
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Instigator.Controller.ClientSwitchToBestWeapon();
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}
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defaultproperties
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{
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ReloadAnimRate=1.150000
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MeshRef="KF_Weapons_Trip.Winchester_Trip"
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SkinRefs(0)="KF_Weapons_Trip_T.Rifles.winchester_cmb"
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SelectSoundRef="KF_RifleSnd.Rifle_Select"
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HudImageRef="KillingFloorHUD.WeaponSelect.winchester_unselected"
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SelectedHudImageRef="KillingFloorHUD.WeaponSelect.Winchester"
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FireModeClass(0)=Class'ScrnBalanceSrv.ScrnWinchesterFire'
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SelectAnim="Select "
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SelectAnimRate=2.250000
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PickupClass=Class'ScrnBalanceSrv.ScrnWinchesterPickup'
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ItemName="Lever Action Rifle SE"
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}
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