rott/kf_sources/ScrnBalanceSrv/Classes/ScrnMP5Mbullets.uc
2026-07-14 20:27:09 +07:00

46 lines
1.1 KiB
Ucode

//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'
}