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class AnimNotify_FireWeapon extends AnimNotify_Scripted; event Notify( Actor Owner ) { // fake fire - play weapon effect, but no real shot Pawn(Owner).bIgnorePlayFiring = true; WeaponAttachment(Pawn(Owner).Weapon.ThirdPersonActor).ThirdPersonEffects(); Pawn(Owner).Weapon.HackPlayFireSound(); } |
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