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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_AssaultRifle_Doshinegun.uc

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//=============================================================================
// KFWeap_AssaultRifle_Doshinegun
//=============================================================================
// Like if we were rich...
//=============================================================================
// Killing Floor 2
// Copyright (C) 2021 Tripwire Interactive LLC
//=============================================================================
class KFWeap_AssaultRifle_Doshinegun extends KFWeap_RifleBase;
var int DoshCost;
var transient KFPlayerReplicationInfo KFPRI;
var transient bool bIsBeingDropped;
simulated function Activate()
{
local KFPawn KFP;
super.Activate();
if (KFPRI == none)
{
KFP = KFPawn(Instigator);
if (KFP != none)
{
KFPRI = KFPlayerReplicationInfo(KFP.PlayerReplicationInfo);
}
}
}
simulated function bool HasAnyAmmo()
{
return bIsBeingDropped ? AmmoCount[0] > 0 : (AmmoCount[0] > 0 || KFPRI.Score >= DoshCost);
}
/** Returns true if weapon can potentially be reloaded */
simulated function bool CanReload(optional byte FireModeNum)
{
return KFPRI.Score >= DoshCost && AmmoCount[FireModeNum] < MagazineCapacity[FireModeNum];
}
/** Performs actual ammo reloading */
simulated function PerformReload(optional byte FireModeNum)
{
local int ReloadAmount;
local int AmmoType;
AmmoType = GetAmmoType(FireModeNum);
if ( bInfiniteSpareAmmo )
{
AmmoCount[AmmoType] = MagazineCapacity[AmmoType];
ReloadAmountLeft = 0;
return;
}
if ( (Role == ROLE_Authority && !bAllowClientAmmoTracking) || (Instigator.IsLocallyControlled() && bAllowClientAmmoTracking) )
{
ReloadAmount = Min(MagazineCapacity[0] - AmmoCount[0], KFPRI.Score / DoshCost);
AmmoCount[AmmoType] = Min(AmmoCount[AmmoType] + ReloadAmount, MagazineCapacity[AmmoType]);
KFPRI.AddDosh(-ReloadAmount * DoshCost);
}
ReloadAmountLeft = 0;
ShotsHit = 0;
}
function int AddAmmo(int Amount)
{
return 0;
}
simulated function bool CanBuyAmmo()
{
return false;
}
static simulated event bool UsesAmmo()
{
return true;
}
// Overriden to deactivate low ammo dialogue
simulated state Reloading
{
simulated function EndState(Name NextStateName)
{
local int ActualReloadAmount;
ClearZedTimeResist();
ClearTimer(nameof(ReloadStatusTimer));
ClearTimer(nameof(ReloadAmmoTimer));
ClearPendingFire(RELOAD_FIREMODE);
if ( bAllowClientAmmoTracking && Role < ROLE_Authority )
{
// Get how much total ammo was reloaded on the client side over the entire course of the reload.
ActualReloadAmount = InitialReloadAmount - ReloadAmountLeft;
// Sync spare ammo counts using initial spare ammo, and how much ammo has been reloaded since reload began.
ServerSyncReload(InitialReloadSpareAmmo - ActualReloadAmount);
}
CheckBoltLockPostReload();
NotifyEndState();
CurrentFireMode = DEFAULT_FIREMODE;
ReloadStatus = RS_None;
}
}
/**
* Drop this item out in to the world
*/
function DropFrom(vector StartLocation, vector StartVelocity)
{
bIsBeingDropped=true;
super.DropFrom(StartLocation, StartVelocity);
}
function SetOriginalValuesFromPickup( KFWeapon PickedUpWeapon )
{
local KFPawn KFP;
bIsBeingDropped=false;
// Reset the replication info
KFP = KFPawn(Instigator);
if (KFP != none)
{
KFPRI = KFPlayerReplicationInfo(KFP.PlayerReplicationInfo);
}
super.SetOriginalValuesFromPickup(PickedUpWeapon);
}
defaultproperties
{
// FOV
MeshFOV=65
MeshIronSightFOV=45 //52
PlayerIronSightFOV=70
// Depth of field
DOF_FG_FocalRadius=150 //85
DOF_FG_MaxNearBlurSize=1 //2.5
// Content
PackageKey="Doshinegun"
FirstPersonMeshName="WEP_1P_Doshinegun_MESH.Wep_1stP_Doshinegun_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_Doshinegun_ANIM.Wep_1st_Doshinegun_Anim"
PickupMeshName="WEP_3P_Doshinegun_MESH.Wep_Doshinegun_Pickup"
AttachmentArchetypeName="WEP_Doshinegun_ARCH.Wep_Doshinegun_3P"
MuzzleFlashTemplateName="WEP_Doshinegun_ARCH.Wep_Doshinegun_MuzzleFlash"
// Zooming/Position
PlayerViewOffset=(X=1.0,Y=8.5,Z=-3)
IronSightPosition=(X=5.0,Y=0.05,Z=-1.2)
// Ammo
MagazineCapacity[0]=20
SpareAmmoCapacity[0]=0
InitialSpareMags[0]=0
AmmoPickupScale[0]=0.0
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=250 //150
minRecoilPitch=200 //115
maxRecoilYaw=115
minRecoilYaw=-115
RecoilRate=0.085
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=75
RecoilISMinYawLimit=65460
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
RecoilViewRotationScale=0.25
IronSightMeshFOVCompensationScale=1.5
HippedRecoilModifier=1.5
// Inventory / Grouping
InventorySize=4 //6
GroupPriority=50
WeaponSelectTexture=Texture2D'WEP_UI_Doshinegun_TEX.UI_Weapon_Select_Doshinegun'
//AssociatedPerkClasses(0)=class'KFPerk_Survivalist'
AssociatedPerkClasses(0)=none
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Dosh'
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Bludgeon_Doshinegun_Shot'
FireInterval(DEFAULT_FIREMODE)=+0.2
Spread(DEFAULT_FIREMODE)=0.015
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InstantHitDamage(DEFAULT_FIREMODE)=80 //60.0 //55.0 //60.0
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FireOffset=(X=30,Y=4.5,Z=-5)
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Dosh'
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Bludgeon_Doshinegun_Shot'
FireInterval(ALTFIRE_FIREMODE)=+0.2
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InstantHitDamage(ALTFIRE_FIREMODE)=80 //60.0 //55.0 //60.0
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Spread(ALTFIRE_FIREMODE)=0.015
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Doshinegun'
InstantHitDamage(BASH_FIREMODE)=26
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Doshinegun.Play_WEP_Doshinegun_Shoot_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_Doshinegun.Play_WEP_Doshinegun_Shoot_Fire_1P_Loop')
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Doshinegun.Play_WEP_Doshinegun_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_Doshinegun.Play_WEP_Doshinegun_Fire_1P')
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Doshinegun.Play_WEP_Doshinegun_Shoot_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_Doshinegun.Play_WEP_Doshinegun_Shoot_Fire_1P_EndLoop')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_Doshinegun.Play_WEP_Doshinegun_Dry_Fire'
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_Doshinegun.Play_WEP_Doshinegun_Dry_Fire'
// Advanced (High RPM) Fire Effects
bLoopingFireAnim(DEFAULT_FIREMODE)=true
bLoopingFireSnd(DEFAULT_FIREMODE)=true
SingleFireSoundIndex=ALTFIRE_FIREMODE
// Attachments
bHasIronSights=true
bHasFlashlight=false
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.3f,IncrementWeight=1)
//WeaponUpgrades[2]=(IncrementDamage=1.65f,IncrementWeight=2)
//WeaponUpgrades[3]=(IncrementDamage=1.85f,IncrementWeight=3)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.23f), (Stat=EWUS_Damage1, Scale=1.23f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.47f), (Stat=EWUS_Damage1, Scale=1.47f), (Stat=EWUS_Weight, Add=2)))
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.70f), (Stat=EWUS_Damage1, Scale=1.70f), (Stat=EWUS_Weight, Add=3)))
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DoshCost = 10 //20; //25;
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bUsesSecondaryAmmoAltHUD=true
bAllowClientAmmoTracking=false
bIsBeingDropped=false
}