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/** * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. */ class UTAttachment_Redeemer extends UTWeaponAttachment; simulated function AttachTo(UTPawn OwnerPawn) { Super.AttachTo(OwnerPawn); Mesh.PlayAnim('WeaponEquip'); // for some reason we need this otherwise the first frame is still in the default pose Mesh.ForceSkelUpdate(); } simulated function SetPuttingDownWeapon(bool bNowPuttingDown) { Mesh.PlayAnim((bNowPuttingDown) ? 'WeaponPutDown' : 'WeaponEquip'); } defaultproperties { Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent0 ObjName=SkeletalMeshComponent0 Archetype=SkeletalMeshComponent'UTGame.Default__UTWeaponAttachment:SkeletalMeshComponent0' Begin Object Class=UTAnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=UTAnimNodeSequence'UTGame.Default__UTWeaponAttachment:MeshSequenceA' ObjectArchetype=UTAnimNodeSequence'UTGame.Default__UTWeaponAttachment:MeshSequenceA' End Object SkeletalMesh=SkeletalMesh'WP_Redeemer.Mesh.SK_WP_Redeemer_3P_Mid' Animations=UTAnimNodeSequence'UTGameContent.Default__UTAttachment_Redeemer:SkeletalMeshComponent0.MeshSequenceA' AnimSets(0)=AnimSet'WP_Redeemer.Anims.K_WP_Redeemer_3P_Base' bForceRefpose=0 Translation=(X=11.000000,Y=-10.000000,Z=5.000000) ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeaponAttachment:SkeletalMeshComponent0' End Object Mesh=SkeletalMeshComponent0 MuzzleFlashSocket="MuzzleFlashSocket" MuzzleFlashPSCTemplate=ParticleSystem'Envy_Effects.Tests.Effects.P_FX_MuzzleFlash' MuzzleFlashColor=(B=64,G=64,R=200,A=255) MuzzleFlashLightClass=Class'UTGame.UTRocketMuzzleFlashLight' MuzzleFlashDuration=0.330000 WeaponClass=Class'UTGameContent.UTWeap_Redeemer_Content' WeapAnimType=EWAT_ShoulderRocket Name="Default__UTAttachment_Redeemer" ObjectArchetype=UTWeaponAttachment'UTGame.Default__UTWeaponAttachment' } |
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