Update Ext_T_AutoFireHelper.uc
Woo! Confirmed that the make.sh script works as intended, both for compiling and for testing. Above compiled successfully, allowed survivalist to autofire with 9mm / MP7 / AR-15 / SG-500 / HX25 / GS Start revolver / Spitfire, allowed GS to autofire with GS starter revolver + spitfire but not with MP7. Should be fully functional like this. Thank you for the guidance! As an aside - Do you have any advice for finding out the names of variables like AssociatedPerkClass, or just 'look around until you find it in an appropriate class'?
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@ -26,7 +26,7 @@ function Timer()
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}
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}
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simulated function Tick( float Delta )
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simulated function Tick( float Delta )
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{
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{
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if( WorldInfo.NetMode==NM_DedicatedServer || PawnOwner==None || PawnOwner.InvManager==None || KFWeapon(PawnOwner.Weapon)==None || KFWeapon(PawnOwner.Weapon).GetWeaponPerkClass(AssociatedPerkClass)!=AssociatedPerkClass )
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if( WorldInfo.NetMode==NM_DedicatedServer || PawnOwner==None || PawnOwner.InvManager==None || KFWeapon(PawnOwner.Weapon)==None || KFWeapon(PawnOwner.Weapon).GetWeaponPerkClass(AssociatedPerkClass)!=AssociatedPerkClass && AssociatedPerkClass != class'KFPerk_Survivalist' )
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return;
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return;
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// Find local playercontroller.
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// Find local playercontroller.
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