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