(Re)Adds open bolt animations for gun sprites (#17219)
Co-authored-by: and_a <and_a@DESKTOP-RJENGIR> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -307,6 +307,11 @@ public abstract partial class SharedGunSystem : EntitySystem
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// If they're firing an existing clip then don't play anything.
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if (shots > 0)
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{
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if (ev.Reason != null)
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{
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PopupSystem.PopupClient(ev.Reason, gunUid, user);
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}
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// Don't spam safety sounds at gun fire rate, play it at a reduced rate.
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// May cause prediction issues? Needs more tweaking
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gun.NextFire = TimeSpan.FromSeconds(Math.Max(lastFire.TotalSeconds + SafetyNextFire, gun.NextFire.TotalSeconds));
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@@ -467,4 +472,5 @@ public enum AmmoVisuals : byte
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AmmoMax,
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HasAmmo, // used for generic visualizers. c# stuff can just check ammocount != 0
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MagLoaded,
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BoltClosed,
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}
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