Fix incomplete revertion of weapon changes
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d66d86b2b1
commit
f4367ccd17
14 changed files with 32 additions and 33 deletions
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@ -1,7 +1,7 @@
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class NiceBoomStickAltFire extends NiceBoomStickFire;
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// Overload to force last shot to have a different animation with reload
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// NICETODO: uncomment this
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/*function name GetCorrectAnim(bool bLoop, bool bAimed){
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function name GetCorrectAnim(bool bLoop, bool bAimed){
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if(currentContext.sourceWeapon != none && currentContext.sourceWeapon.MagAmmoRemainingClient > 0)
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return super.GetCorrectAnim(bLoop, bAimed);
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if(bAimed)
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@ -9,7 +9,7 @@ class NiceBoomStickAltFire extends NiceBoomStickFire;
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else
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return 'Fire_Last';
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return FireAnim;
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}*/
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}
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defaultproperties
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{
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KickMomentum=(X=-50.000000,Z=22.000000)
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@ -21,7 +21,7 @@ simulated function DestroyEffects(){
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if(Flash2Emitter != none)
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Flash2Emitter.Destroy();
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}//MEANTODO
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/*function FlashMuzzleFlash(){
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function FlashMuzzleFlash(){
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if(currentContext.sourceWeapon == none)
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return;
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if(currentContext.sourceWeapon.MagAmmoRemainingClient == 2){
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@ -30,7 +30,7 @@ simulated function DestroyEffects(){
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}
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else if(FlashEmitter != none)
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FlashEmitter.Trigger(Weapon, Instigator);
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}*/
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}
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defaultproperties
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{
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MuzzleBoneLeft="Tip_Left"
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@ -4,9 +4,9 @@ simulated function fillSubReloadStages(){
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// Loading 8 shells during 173 frames tops, with first shell loaded at frame 15, with 18 frames between load moments
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generateReloadStages(8, 173, 15, 18);
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// Make corrections, based on notify sound positioning
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/*reloadStages[0] = 16.0 / 173.0;
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reloadStages[0] = 16.0 / 173.0;
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reloadStages[2] = 50.0 / 173.0;
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reloadStages[7] = 140.0 / 173.0;*/
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reloadStages[7] = 140.0 / 173.0;
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}
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defaultproperties
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