Category: Objects
/ Display
Since engine version: 5.1 OC
nil.func FxIntCarryBowStart(object target, effect)
{
effect.mesh = target->AttachMesh(Bow, "pos_hand1", "main");
effect.inhand1 = true;
}
func FxIntCarryBowTimer(object target, effect)
{
if(effect.inhand1)
target->SetAttachBones(effect.mesh, "pos_hand2", nil);
else
target->SetAttachBones(effect.mesh, "pos_hand1", nil);
effect.inhand1 = !effect.inhand1;
}