class SchlonzLinkGun extends LinkGun; function byte BestMode() { return 1; } // BestMode simulated function bool PutDown() { local int Mode; if( ClientState == WS_BringUp || ClientState == WS_ReadyToFire ) { if( !Instigator.PendingWeapon.bForceSwitch ) { for( Mode = 0; Mode < NUM_FIRE_MODES; Mode++ ) { if( FireMode[Mode].bFireOnRelease && FireMode[Mode].bIsFiring ) return false; } } if( Instigator.IsLocallyControlled() ) { for( Mode = 0; Mode < NUM_FIRE_MODES; Mode++ ) { if( FireMode[Mode].bIsFiring ) ClientStopFire( Mode ); } if( ClientState != WS_BringUp && HasAnim( PutDownAnim ) ) PlayAnim( PutDownAnim, PutDownAnimRate, 0.0 ); } ClientState = WS_PutDown; SetTimer( 0.3, false ); } for( Mode = 0; Mode < NUM_FIRE_MODES; Mode++ ) { FireMode[Mode].bServerDelayStartFire = false; FireMode[Mode].bServerDelayStopFire = false; } Instigator.AmbientSound = None; return true; // return false if preventing weapon switch } // PutDown defaultproperties { FireModeClass(0)=Class'SchlonzUT.SchlonzLinkAltFire' FireModeClass(1)=Class'SchlonzUT.SchlonzLinkFire' PickupClass=Class'SchlonzUT.SchlonzLinkGunPickup' ItemName="Schlonz Link Gun" }