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class WeaponAttachment extends InventoryAttachment native nativereplication; var byte FlashCount; // when incremented, draw muzzle flash for current frame var name FiringMode; // replicated to identify what type of firing/reload animations to play var float FiringSpeed; // used by human animations to determine the appropriate speed to play firing animations // FIXME - should firingmode be compressed to byte? /*!!MJL replication { // Things the server should send to the client. reliable if( bNetDirty && !bNetOwner && (Role==ROLE_Authority) ) FlashCount, FiringMode; } */ /* ThirdPersonEffects called by Pawn's C++ tick if FlashCount incremented becomes true OR called locally for local player */ simulated event ThirdPersonEffects() { // spawn 3rd person effects // have pawn play firing anim //NEW (mdf) not used with U2? /*OLD if ( Instigator != None ) Instigator.PlayFiring(1.0,FiringMode); */ } defaultproperties { FiringSpeed=1.000000 bReplicateInstigator=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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