44 lines
1.3 KiB
Ucode
44 lines
1.3 KiB
Ucode
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//=============================================================================
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// KFSkelControl_AmmoSlider
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//=============================================================================
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// Controller used by 1st person weapon to adjust based on ammo percentage
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// -- Andrew "Strago" Ladenberger
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//=============================================================================
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class KFSkelControl_AmmoSlider extends SkelControlSingleBone
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hidecategories(Translation, Rotation)
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native(Anim);
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/** Bone translation used when the weapon is empty. */
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var() vector MaxBoneTranslation;
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/** Time it takes for slider to move (UU/sec) */
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var() float BoneInterpInSpeed;
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/** Time it takes for slider to move (UU/sec) */
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var() float BoneInterpOutSpeed;
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/** Cached Weapon */
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var transient KFWeapon WeaponOwner;
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cpptext
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{
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virtual void TickSkelControl(FLOAT DeltaSeconds, USkeletalMeshComponent* SkelComp);
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//FLOAT CalcWeaponTiltWeight(APawn* P);
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}
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defaultproperties
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{
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bApplyTranslation=true
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bApplyRotation=false
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BoneTranslationSpace=BCS_BoneSpace
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bIgnoreWhenNotRendered=true
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// handle blending in our tick
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BlendInTime=0.0
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BlendOutTime=0.0
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BoneInterpInSpeed=5.f
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BoneInterpOutSpeed=5.f
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}
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