class ScrnWinchester extends Winchester; var bool bChamberThisReload; //if full reload is uninterrupted, play chambering animation simulated function HideBullet() { SetBoneScale(1, 0.001, 'Bullet'); } simulated function ShowBullet() { SetBoneScale(1, 1.0, 'Bullet'); } simulated function ClientReload() { ShowBullet(); 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=1.150000 MeshRef="KF_Weapons_Trip.Winchester_Trip" SkinRefs(0)="KF_Weapons_Trip_T.Rifles.winchester_cmb" SelectSoundRef="KF_RifleSnd.Rifle_Select" HudImageRef="KillingFloorHUD.WeaponSelect.winchester_unselected" SelectedHudImageRef="KillingFloorHUD.WeaponSelect.Winchester" FireModeClass(0)=Class'ScrnBalanceSrv.ScrnWinchesterFire' SelectAnim="Select " SelectAnimRate=2.250000 PickupClass=Class'ScrnBalanceSrv.ScrnWinchesterPickup' ItemName="Lever Action Rifle SE" }