41 lines
1.0 KiB
Ucode
41 lines
1.0 KiB
Ucode
class ScrnWinchesterFire extends WinchesterFire;
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simulated function bool AllowFire()
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{
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//changed to 1 -- PooSH
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if( KFWeapon(Weapon).bIsReloading && KFWeapon(Weapon).MagAmmoRemaining < 1)
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return false;
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if(KFPawn(Instigator).SecondaryItem!=none)
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return false;
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if( KFPawn(Instigator).bThrowingNade )
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return false;
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if( Level.TimeSeconds - LastClickTime>FireRate )
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{
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LastClickTime = Level.TimeSeconds;
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}
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if( KFWeaponShotgun(Weapon).MagAmmoRemaining<1 )
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{
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return false;
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}
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return super(WeaponFire).AllowFire();
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}
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event ModeDoFire()
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{
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if( KFWeapon(Weapon).MagAmmoRemaining <= 1 && !KFWeapon(Weapon).bIsReloading )
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{
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ScrnWinchester(Weapon).HideBullet(); //hide bullet
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}
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super(KFFire).ModeDoFire(); // skip WinchesterFire
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}
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defaultproperties
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{
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DamageType=Class'ScrnBalanceSrv.ScrnDamTypeWinchester'
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}
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