This patch reverts first step of global weapon conversion that would have halted the release of the next version for too long.
43 lines
1.3 KiB
Ucode
43 lines
1.3 KiB
Ucode
class NiceMeleeWeapon extends NiceWeapon;
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var class<damageType> hitDamType;
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var float weaponRange;
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var Material BloodyMaterial;
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var int BloodSkinSwitchArray;
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var string BloodyMaterialRef;
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static function PreloadAssets(Inventory Inv, optional bool bSkipRefCount){
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super.PreloadAssets(Inv, bSkipRefCount);
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if(default.BloodyMaterial == none && default.BloodyMaterialRef != "")
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default.BloodyMaterial = Combiner(DynamicLoadObject(default.BloodyMaterialRef, class'Combiner', true));
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if(NiceMeleeWeapon(Inv) != none)
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NiceMeleeWeapon(Inv).BloodyMaterial = default.BloodyMaterial;
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}
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static function bool UnloadAssets(){
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if(super.UnloadAssets())
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default.BloodyMaterial = none;
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return true;
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}
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//simulated function IncrementFlashCount(int mode){
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//}
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simulated function BringUp(optional Weapon PrevWeapon){
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if(BloodyMaterial!=none && Skins[BloodSkinSwitchArray] == BloodyMaterial ){
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Skins[BloodSkinSwitchArray] = default.Skins[BloodSkinSwitchArray];
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Texture = default.Texture;
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}
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super.BringUp(PrevWeapon);
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}
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simulated function Fire(float F){
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}
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simulated function AltFire(float F){
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}
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simulated function bool HasAmmo(){
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return true;
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}
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defaultproperties
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{
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weaponRange=70.000000
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BloodSkinSwitchArray=2
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PutDownAnim="PutDown"
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bMeleeWeapon=True
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}
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