//============================================================================= // KFAnimNotify_AkEvent_NotEmpty_1P //============================================================================= // A situational sound notify that is skipped when the first person weapon // is empty. This is tied directly to the empty anim blend node rather than // ammo count, because empty means different things for different weapons. //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - Jeff Robinson //============================================================================= class KFAnimNotify_AkEvent_NotEmpty_1P extends AnimNotify_AkEvent native(Anim); cpptext { virtual UBOOL CanPlay( AActor* in_pOwner, USkeletalMeshComponent* in_pSkelComp, UAkEvent* in_pEvent ); virtual FString GetEditorComment() { return TEXT("SFX"); } } defaultproperties { bIgnoreIfActorHidden=true NotifyColor=(R=200,G=200,B=255) }