44 lines
1.3 KiB
Ucode
44 lines
1.3 KiB
Ucode
//=============================================================================
|
|
// 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
|
|
} |