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