This patch reverts first step of global weapon conversion that would have halted the release of the next version for too long.
27 lines
1.1 KiB
Ucode
27 lines
1.1 KiB
Ucode
class Nice9mm extends NiceSingle;
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static function PreloadAssets(Inventory Inv, optional bool bSkipRefCount){
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super.PreloadAssets(Inv, bSkipRefCount);
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// A bit of a temporary hack.
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// There's currently no nice way to call preload assets function for a grenade, so just always load nails' resources
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//class'NicePack.NiceNail'.static.PreloadAssets();
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}
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defaultproperties
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{
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DualClass=Class'NicePack.NiceDual9mm'
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reloadPreEndFrame=0.117000
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reloadEndFrame=0.617000
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reloadChargeEndFrame=-1.000000
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reloadMagStartFrame=0.167000
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reloadChargeStartFrame=-1.000000
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HudImage=Texture'KillingFloorHUD.WeaponSelect.single_9mm_unselected'
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SelectedHudImage=Texture'KillingFloorHUD.WeaponSelect.single_9mm'
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FireModeClass(0)=Class'NicePack.Nice9mmFire'
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SelectSound=Sound'KF_9MMSnd.9mm_Select'
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Description="A 9mm Pistol. What it lacks in stopping power, it compensates for with a quick refire."
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PickupClass=Class'NicePack.Nice9mmPickup'
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AttachmentClass=Class'NicePack.Nice9mmAttachment'
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ItemName="Beretta"
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Mesh=SkeletalMesh'KF_Weapons_Trip.9mm_Trip'
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Skins(0)=Combiner'KF_Weapons_Trip_T.Pistols.Ninemm_cmb'
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}
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