//loads skeletalmesh instead of static mesh for shiny bullets class ScrnMP5MBullets extends ScrnFakedProjectile; var(Display) string MeshRef; static function PreloadAssets() { if( default.MeshRef != "" ) UpdateDefaultMesh(Mesh(DynamicLoadObject(default.MeshRef, class'Mesh', true))); } static function bool UnloadAssets() { if( default.MeshRef != "" ) UpdateDefaultMesh(none); return true; } //this doesn't seem to work but I'll leave it here anyway function HandleBulletScale(int MagAmmoRemaining) { if (MagAmmoRemaining == 1) { SetBoneScale(0, 0.0, 'bullet01'); SetBoneScale(1, 0.0, 'bullet02'); } else if (MagAmmoRemaining == 2) { SetBoneScale(0, 1.0, 'bullet01'); SetBoneScale(1, 0.0, 'bullet02'); } else if (MagAmmoRemaining > 2) { SetBoneScale(0, 1.0, 'bullet01'); SetBoneScale(1, 1.0, 'bullet02'); } } defaultproperties { MeshRef="ScrnAnims.mp5m_bullets" DrawType=DT_Mesh Mesh=SkeletalMesh'ScrnAnims.mp5m_bullets' }