using UnityEngine; public class vp_FPPistolReloader : vp_FPWeaponReloader { private vp_Timer.Handle m_Timer = new vp_Timer.Handle(); protected override void OnStart_Reload() { if (m_Weapon.gameObject != base.gameObject || m_Timer.Active) { return; } base.OnStart_Reload(); vp_Timer.In(0.4f, delegate { if (vp_Utility.IsActive(m_Weapon.gameObject) && m_Weapon.StateEnabled("Reload")) { m_Weapon.AddForce2(new Vector3(0f, 0.05f, 0f), new Vector3(0f, 0f, 0f)); vp_Timer.In(0.15f, delegate { if (vp_Utility.IsActive(m_Weapon.gameObject) && m_Weapon.StateEnabled("Reload")) { m_Weapon.SetState("Reload", false); m_Weapon.SetState("Reload2"); m_Weapon.RotationOffset.z = 0f; m_Weapon.Refresh(); vp_Timer.In(0.35f, delegate { if (vp_Utility.IsActive(m_Weapon.gameObject) && m_Weapon.StateEnabled("Reload2")) { m_Weapon.AddForce2(new Vector3(0f, 0f, -0.05f), new Vector3(5f, 0f, 0f)); vp_Timer.In(0.1f, delegate { m_Weapon.SetState("Reload2", false); }); } }); } }); } }, m_Timer); } }