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KF2-Dev-Scripts/KFGameContent/Classes/KFWeapAttach_Eviscerator.uc
2020-12-13 18:01:13 +03:00

54 lines
1.6 KiB
Ucode

//=============================================================================
// KFWeapAttach_Eviscerator
//=============================================================================
// A custom 3rd person weapon template for the eviscerator
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFWeapAttach_Eviscerator extends KFWeaponAttachment;
var AnimTree CustomAnimTree;
const WeaponShoot = 'Shoot';
event PreBeginPlay()
{
Super.PreBeginPlay();
// Override the animtree. Doing this here (before AttachTo) instead of in defaultprops
// avoids an undesired call to our owning Pawn's PostInitAnimTree
if ( CustomAnimTree != None )
{
WeapMesh.SetAnimTreeTemplate(CustomAnimTree);
WeapAnimNode = AnimNodeSequence(AnimTree(WeapMesh.Animations).Children[0].Anim);
}
}
/** Custom firing animations */
simulated function bool ThirdPersonFireEffects(vector HitLocation, KFPawn P, byte ThirdPersonAnimRateByte )
{
local float Duration;
if( Super.ThirdPersonFireEffects(HitLocation, P, ThirdPersonAnimRateByte) )
{
Duration = WeapMesh.GetAnimLength( WeaponShoot );
WeapMesh.PlayAnim( WeaponShoot, Duration / ThirdPersonAnimRate );
return true;
}
return false;
}
defaultproperties
{
// Weapon SkeletalMesh
Begin Object Name=SkeletalMeshComponent0
bForceRefPose=0
End Object
CustomAnimTree=AnimTree'WEP_SawBlade_ARCH.3P_Sawblade_Animtree'
bHasLaserSight=TRUE
}