class ScrnShotgun extends Shotgun; var bool bChamberThisReload; //if full reload is uninterrupted, play chambering animation simulated function ClientReload() { bChamberThisReload = ( MagAmmoRemaining == 0 && (AmmoAmount(0) - MagAmmoRemaining > MagCapacity) ); //for chambering animation Super.ClientReload(); } simulated function ClientFinishReloading() { bIsReloading = false; //play chambering animation if finished reloading from empty if ( !bChamberThisReload ) { PlayIdle(); } bChamberThisReload = false; if(Instigator.PendingWeapon != none && Instigator.PendingWeapon != self) Instigator.Controller.ClientSwitchToBestWeapon(); } defaultproperties { ReloadAnimRate=0.940000 ModeSwitchAnim="LightOn" MeshRef="KF_Weapons_Trip.Shotgun_Trip" SkinRefs(0)="KF_Weapons_Trip_T.Shotguns.shotgun_cmb" SelectSoundRef="KF_PumpSGSnd.SG_Select" HudImageRef="KillingFloorHUD.WeaponSelect.combat_shotgun_unselected" SelectedHudImageRef="KillingFloorHUD.WeaponSelect.combat_shotgun" FireModeClass(0)=Class'ScrnBalanceSrv.ScrnShotgunFire' PickupClass=Class'ScrnBalanceSrv.ScrnShotgunPickup' AttachmentClass=Class'ScrnBalanceSrv.ScrnShotgunAttachment' ItemName="Shotgun SE" }