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[Help] Modifiied Rates not Bonused

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,135
329
0
bwhgaming.com
modified weapon functionality for m1 garand:
Code:
simulated function WeaponTick(float dt)
{
    super.WeaponTick(dt);

    if (MagAmmoRemaining == 1)
    {
        KFFire(FireMode[0]).FireAimedAnim = 'aimfirelast';
        KFFire(FireMode[0]).FireAnim = 'firelast';
    }
    else if (MagAmmoRemaining == 0)
    {
        IdleAimAnim = 'AimIdleEmpty';
        IdleAnim = 'IdleEmpty';
        ReloadAnim = 'ReloadEmpty';
        ReloadRate=4.50000;
    }
    else
    {
        IdleAimAnim = 'AimIdle';
        IdleAnim = 'Idle';
        ReloadAnim = 'Reload';
        ReloadRate=5.5;
        KFFire(FireMode[0]).FireAimedAnim = 'AimFire';
        KFFire(FireMode[0]).FireAnim = 'Fire';
    }
}]
the perk bonus "GetReloadSpeedModifier" affects the reload's animrates, but not the modified reloadrates, so after the reload anims play, there's quite a bit of wait for the weapon to come out of the "busy" state.

how do i add the reloadmulti function from kfweapon's reloadmenow to this code to bring in the perk bonus?
 
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