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KF2-Dev-Scripts/KFGame/Classes/KFWeap_ShotgunBase.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_ShotgunBase
//=============================================================================
// Base class for a shotgun weapon
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFWeap_ShotgunBase extends KFWeapon
abstract;
/** Spawn projectile is called once for each shot pellet fired */
simulated function KFProjectile SpawnAllProjectiles(class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir)
{
local KFPerk InstigatorPerk;
if (CurrentFireMode == GRENADE_FIREMODE)
{
return Super.SpawnProjectile(KFProjClass, RealStartLoc, AimDir);
}
InstigatorPerk = GetPerk();
if (InstigatorPerk != none)
{
Spread[CurrentFireMode] = default.Spread[CurrentFireMode] * InstigatorPerk.GetTightChokeModifier();
}
return super.SpawnAllProjectiles(KFProjClass, RealStartLoc, AimDir);
}
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simulated function ApplyKickMomentum(float Momentum, float FallingMomentumReduction)
{
local vector UsedKickMomentum;
if (Instigator != none )
{
UsedKickMomentum.X = -Momentum;
if( Instigator.Physics == PHYS_Falling )
{
UsedKickMomentum = UsedKickMomentum >> Instigator.GetViewRotation();
UsedKickMomentum *= FallingMomentumReduction;
NotifyShotgunJump();
}
else
{
UsedKickMomentum = UsedKickMomentum >> Instigator.Rotation;
UsedKickMomentum.Z = 0;
}
Instigator.AddVelocity(UsedKickMomentum,Instigator.Location,none);
}
}
simulated function NotifyShotgunJump()
{
local KFPlayerController KFPC;
KFPC = KFPlayerController(Instigator.Controller);
if (KFPC != none)
{
KFPC.SetShotgunJump(true);
}
}
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/*********************************************************************************************
* @name Trader
*********************************************************************************************/
/** Returns trader filter index based on weapon type */
static simulated event EFilterTypeUI GetTraderFilter()
{
return FT_Shotgun;
}
defaultproperties
{
NumPellets(DEFAULT_FIREMODE)=7
NumPellets(ALTFIRE_FIREMODE)=7
Spread(DEFAULT_FIREMODE)=0.07
Spread(ALTFIRE_FIREMODE)=0.07
// BASH_FIREMODE - Waiting on animations
InstantHitDamage(BASH_FIREMODE)=20.0
// Animation
bHasFireLastAnims=true
// Aim Assist
AimCorrectionSize=0.f
}