Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 |
//============================================================================= // BackAttachment //============================================================================= // Base class for items that attach to the pawn's back //============================================================================= // Red Orchestra Source // Copyright (C) 2005 Tripwire Interactive LLC // - John "Ramm-Jaeger" Gibson //============================================================================= class BackAttachment extends InventoryAttachment; var class<Inventory> InventoryClass; function InitFor(Inventory I) { Instigator = I.Instigator; if( I != none ) { LinkMesh( I.AttachmentClass.default.Mesh); InventoryClass = I.Class; } } defaultproperties { NetUpdateFrequency=5.000000 AttachmentBone="weapon_back" } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |