Fix incomplete revertion of weapon changes

This commit is contained in:
Anton Tarasenko 2020-04-19 01:19:30 +07:00
commit f4367ccd17
14 changed files with 32 additions and 33 deletions

View file

@ -1,7 +1,7 @@
class NiceBoomStickAltFire extends NiceBoomStickFire;
// Overload to force last shot to have a different animation with reload
// NICETODO: uncomment this
/*function name GetCorrectAnim(bool bLoop, bool bAimed){
function name GetCorrectAnim(bool bLoop, bool bAimed){
if(currentContext.sourceWeapon != none && currentContext.sourceWeapon.MagAmmoRemainingClient > 0)
return super.GetCorrectAnim(bLoop, bAimed);
if(bAimed)
@ -9,7 +9,7 @@ class NiceBoomStickAltFire extends NiceBoomStickFire;
else
return 'Fire_Last';
return FireAnim;
}*/
}
defaultproperties
{
KickMomentum=(X=-50.000000,Z=22.000000)

View file

@ -21,7 +21,7 @@ simulated function DestroyEffects(){
if(Flash2Emitter != none)
Flash2Emitter.Destroy();
}//MEANTODO
/*function FlashMuzzleFlash(){
function FlashMuzzleFlash(){
if(currentContext.sourceWeapon == none)
return;
if(currentContext.sourceWeapon.MagAmmoRemainingClient == 2){
@ -30,7 +30,7 @@ simulated function DestroyEffects(){
}
else if(FlashEmitter != none)
FlashEmitter.Trigger(Weapon, Instigator);
}*/
}
defaultproperties
{
MuzzleBoneLeft="Tip_Left"

View file

@ -4,9 +4,9 @@ simulated function fillSubReloadStages(){
// Loading 8 shells during 173 frames tops, with first shell loaded at frame 15, with 18 frames between load moments
generateReloadStages(8, 173, 15, 18);
// Make corrections, based on notify sound positioning
/*reloadStages[0] = 16.0 / 173.0;
reloadStages[0] = 16.0 / 173.0;
reloadStages[2] = 50.0 / 173.0;
reloadStages[7] = 140.0 / 173.0;*/
reloadStages[7] = 140.0 / 173.0;
}
defaultproperties