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