Update Helper.uc
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@ -69,8 +69,7 @@ public static simulated function PreloadWeapon(class<KFWeaponDefinition> WeapDef
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KFW = class<KFWeapon> (DynamicLoadObject(WeapDef.default.WeaponClassPath, class'Class'));
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KFW = class<KFWeapon> (DynamicLoadObject(WeapDef.default.WeaponClassPath, class'Class'));
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if (KFW != None)
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if (KFW != None)
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{
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{
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// This doesn't seem to have any effect right now,
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// This doesn't seem to have any effect right now
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// so we're forced to use a workaround: CTI_RepInfo.ServerPreloadWeaponWorkaround()
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// But I still leave it for the future
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// But I still leave it for the future
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// in the hope that someday we can preload weapon models using this function
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// in the hope that someday we can preload weapon models using this function
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class'KFWeapon'.static.TriggerAsyncContentLoad(KFW);
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class'KFWeapon'.static.TriggerAsyncContentLoad(KFW);
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