This patch reverts first step of global weapon conversion that would have halted the release of the next version for too long.
42 lines
1.4 KiB
Ucode
42 lines
1.4 KiB
Ucode
//=============================================================================
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// FlameChucker
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//=============================================================================
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class NiceFlameThrower extends ScrnFlameThrower;
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var bool bFiring;
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simulated function bool StartFire(int Mode)
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{
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if(MagAmmoRemaining >= 1 && FireMode[Mode].AllowFire())
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bFiring = true;
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return Super.StartFire(Mode);
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}
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simulated event StopFire(int Mode)
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{
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if(MagAmmoRemaining < 1 || Mode != 0){
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bFiring = false;
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Super.StopFire(0);
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}
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}
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simulated function bool PutDown()
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{
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if ( bFiring && Instigator != none && Instigator.PendingWeapon != none && AmmoAmount(0) > 0 ) {
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Instigator.PendingWeapon = none;
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return false;
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}
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return Super.PutDown();
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}
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function bool AllowReload()
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{
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if ( bFiring )
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return false;
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return Super.AllowReload();
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}
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simulated function WeaponTick(float dt)
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{
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if(MagAmmoRemaining < 1 && bFiring)
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StartFire(0);
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Super.WeaponTick(dt);
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// if(FireMode[0].bIsFiring)
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// Skins[4] = Shader 'KillingFloorWeapons.FlameThrower.FTFireShader';
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// else
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// Skins[4] = default.Skins[4];
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}
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defaultproperties
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{
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MagCapacity=30
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Weight=8.000000
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bModeZeroCanDryFire=False
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FireModeClass(0)=Class'NicePack.NiceFlameBurstFire'
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PickupClass=Class'NicePack.NiceFlameThrowerPickup'
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ItemName="FlameThrower NW"
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}
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