2020-12-13 15:01:13 +00:00
|
|
|
//=============================================================================
|
|
|
|
// KFWeap_GrenadeLauncher_HX25
|
|
|
|
//=============================================================================
|
|
|
|
// A Horzine experimental 25mm grenade launcher
|
|
|
|
//=============================================================================
|
|
|
|
// Killing Floor 2
|
|
|
|
// Copyright (C) 2015 Tripwire Interactive LLC
|
|
|
|
// John "Ramm-Jaeger" Gibson
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
class KFWeap_GrenadeLauncher_HX25 extends KFWeap_GrenadeLauncher_Base;
|
|
|
|
|
|
|
|
var protected const array<vector2D> PelletSpread;
|
|
|
|
|
|
|
|
/** Last time a submunition projectile was fired from this weapon */
|
|
|
|
var float LastSubmunitionFireTime;
|
|
|
|
|
2023-05-11 15:55:04 +00:00
|
|
|
var transient bool AlreadyIssuedCanNuke;
|
|
|
|
|
2020-12-13 15:01:13 +00:00
|
|
|
/*********************************************************************************************
|
|
|
|
Firing / Projectile
|
|
|
|
********************************************************************************************* */
|
|
|
|
|
|
|
|
/** Disable normal bullet spread */
|
|
|
|
simulated function rotator AddSpread(rotator BaseAim)
|
|
|
|
{
|
|
|
|
return BaseAim; // do nothing
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Same as AddSpread(), but used with MultiShotSpread */
|
|
|
|
static function rotator AddMultiShotSpread( rotator BaseAim, float CurrentSpread, byte PelletNum )
|
|
|
|
{
|
|
|
|
local vector X, Y, Z;
|
|
|
|
local float RandY, RandZ;
|
|
|
|
|
|
|
|
if (CurrentSpread == 0)
|
|
|
|
{
|
|
|
|
return BaseAim;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Add in any spread.
|
|
|
|
GetAxes(BaseAim, X, Y, Z);
|
|
|
|
RandY = default.PelletSpread[PelletNum].Y * RandRange( 0.5f, 1.5f );
|
|
|
|
RandZ = default.PelletSpread[PelletNum].X * RandRange( 0.5f, 1.5f );
|
|
|
|
return rotator(X + RandY * CurrentSpread * Y + RandZ * CurrentSpread * Z);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// Trader
|
|
|
|
//
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
/** Allows weapon to calculate its own damage for display in trader
|
|
|
|
* Overridden to multiply damage by number of pellets.
|
|
|
|
*/
|
|
|
|
static simulated function float CalculateTraderWeaponStatDamage()
|
|
|
|
{
|
|
|
|
local float BaseDamage, DoTDamage;
|
|
|
|
local class<KFDamageType> DamageType;
|
|
|
|
|
|
|
|
local GameExplosion ExplosionInstance;
|
|
|
|
|
|
|
|
ExplosionInstance = class<KFProjectile>(default.WeaponProjectiles[DEFAULT_FIREMODE]).default.ExplosionTemplate;
|
|
|
|
|
|
|
|
BaseDamage = default.InstantHitDamage[DEFAULT_FIREMODE] + ExplosionInstance.Damage;
|
|
|
|
|
|
|
|
DamageType = class<KFDamageType>(ExplosionInstance.MyDamageType);
|
|
|
|
if( DamageType != none && DamageType.default.DoT_Type != DOT_None )
|
|
|
|
{
|
|
|
|
DoTDamage = (DamageType.default.DoT_Duration / DamageType.default.DoT_Interval) * (BaseDamage * DamageType.default.DoT_DamageScale);
|
|
|
|
}
|
|
|
|
|
|
|
|
return BaseDamage * default.NumPellets[DEFAULT_FIREMODE] + DoTDamage;
|
|
|
|
}
|
|
|
|
|
|
|
|
static simulated event EFilterTypeUI GetAltTraderFilter()
|
|
|
|
{
|
|
|
|
return FT_Pistol;
|
|
|
|
}
|
|
|
|
|
2023-05-11 15:55:04 +00:00
|
|
|
simulated function KFProjectile SpawnAllProjectiles(class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir)
|
|
|
|
{
|
|
|
|
local KFProjectile Proj;
|
|
|
|
|
|
|
|
AlreadyIssuedCanNuke = false;
|
|
|
|
|
|
|
|
Proj = Super.SpawnAllProjectiles(KFProjClass, RealStartLoc, AimDir);
|
|
|
|
|
|
|
|
AlreadyIssuedCanNuke = false;
|
|
|
|
|
|
|
|
return Proj;
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function KFProjectile SpawnProjectile( class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir )
|
|
|
|
{
|
|
|
|
local KFProj_ExplosiveSubMunition_HX25 Proj;
|
|
|
|
|
|
|
|
Proj = KFProj_ExplosiveSubMunition_HX25(Super.SpawnProjectile(KFProjClass, RealStartLoc, AimDir));
|
|
|
|
|
|
|
|
if (AlreadyIssuedCanNuke == false)
|
|
|
|
{
|
|
|
|
Proj.bCanNuke = true;
|
|
|
|
AlreadyIssuedCanNuke = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Proj.bCanNuke = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
return Proj;
|
|
|
|
}
|
|
|
|
|
2020-12-13 15:01:13 +00:00
|
|
|
defaultproperties
|
|
|
|
{
|
|
|
|
ForceReloadTime=0.3f
|
|
|
|
|
|
|
|
// Shooting Animations
|
|
|
|
FireSightedAnims[0]=Shoot_Iron
|
|
|
|
FireSightedAnims[1]=Shoot_Iron2
|
|
|
|
FireSightedAnims[2]=Shoot_Iron3
|
|
|
|
|
|
|
|
// x = 0 + r * cos(a)
|
|
|
|
// y = 0 + r * sin(a)
|
|
|
|
PelletSpread(0)=(X=0.f,Y=0.f)
|
|
|
|
PelletSpread(1)=(X=0.5f,Y=0.f) //0deg
|
|
|
|
PelletSpread(2)=(X=0.3214,Y=0.3830) //60deg
|
|
|
|
PelletSpread(3)=(X=-0.25,Y=0.4330) //120deg
|
|
|
|
PelletSpread(4)=(X=-0.5f,Y=0.f) //180deg
|
|
|
|
PelletSpread(5)=(X=-0.25f,Y=-0.4330) //240deg
|
|
|
|
PelletSpread(6)=(X=0.25,Y=-0.4330) //300deg
|
|
|
|
|
|
|
|
|
|
|
|
// Inventory
|
|
|
|
InventoryGroup=IG_Secondary
|
|
|
|
GroupPriority=25
|
|
|
|
InventorySize=4
|
|
|
|
WeaponSelectTexture=Texture2D'WEP_UI_HX25_Pistol_TEX.UI_WeaponSelect_HX25'
|
|
|
|
|
|
|
|
// FOV
|
|
|
|
MeshIronSightFOV=52
|
|
|
|
PlayerIronSightFOV=73
|
|
|
|
|
|
|
|
// Zooming/Position
|
|
|
|
PlayerViewOffset=(X=13.0,Y=13,Z=-4)
|
|
|
|
FastZoomOutTime=0.2
|
|
|
|
|
|
|
|
// Content
|
|
|
|
PackageKey="HX25_Pistol"
|
|
|
|
FirstPersonMeshName="WEP_1P_HX25_Pistol_MESH.Wep_1stP_HX25_Pistol_Rig"
|
|
|
|
FirstPersonAnimSetNames(0)="WEP_1P_HX25_Pistol_ANIM.Wep_1stP_HX25_Pistol_Anim"
|
|
|
|
PickupMeshName="wep_3p_hx25_pistol_mesh.WEP_HX25_Pickup"
|
|
|
|
AttachmentArchetypeName="WEP_HX25_Pistol_ARCH.Wep_HX25_Pistol_3P"
|
|
|
|
MuzzleFlashTemplateName="WEP_HX25_Pistol_ARCH.Wep_HX25_Pistol_MuzzleFlash"
|
|
|
|
|
|
|
|
// Zooming/Position
|
|
|
|
IronSightPosition=(X=0,Y=0,Z=0)
|
|
|
|
|
|
|
|
// Ammo
|
|
|
|
MagazineCapacity[0]=1
|
|
|
|
SpareAmmoCapacity[0]=29
|
|
|
|
InitialSpareMags[0]=17
|
|
|
|
AmmoPickupScale[0]=3.0
|
|
|
|
bCanBeReloaded=true
|
|
|
|
bReloadFromMagazine=true
|
|
|
|
|
|
|
|
// Recoil
|
|
|
|
maxRecoilPitch=900
|
|
|
|
minRecoilPitch=775
|
|
|
|
maxRecoilYaw=500
|
|
|
|
minRecoilYaw=-500
|
|
|
|
RecoilRate=0.04
|
|
|
|
RecoilBlendOutRatio=0.35
|
|
|
|
RecoilMaxYawLimit=500
|
|
|
|
RecoilMinYawLimit=65035
|
|
|
|
RecoilMaxPitchLimit=1500
|
|
|
|
RecoilMinPitchLimit=64785
|
|
|
|
RecoilISMaxYawLimit=50
|
|
|
|
RecoilISMinYawLimit=65485
|
|
|
|
RecoilISMaxPitchLimit=500
|
|
|
|
RecoilISMinPitchLimit=65485
|
|
|
|
RecoilViewRotationScale=0.8
|
|
|
|
FallingRecoilModifier=1.5
|
|
|
|
HippedRecoilModifier=1.25
|
|
|
|
|
|
|
|
// DEFAULT_FIREMODE
|
|
|
|
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Grenade'
|
|
|
|
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFireAndReload
|
|
|
|
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
|
|
|
|
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_ExplosiveSubMunition_HX25'
|
|
|
|
InstantHitDamage(DEFAULT_FIREMODE)=10.0
|
|
|
|
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HX25SubmunitionImpact'
|
|
|
|
Spread(DEFAULT_FIREMODE)=0.1f
|
|
|
|
FireInterval(DEFAULT_FIREMODE)=0.25
|
|
|
|
FireOffset=(X=23,Y=4.0,Z=-3)
|
|
|
|
// Projectile count
|
|
|
|
NumPellets(DEFAULT_FIREMODE) = 7
|
|
|
|
|
|
|
|
// ALT_FIREMODE
|
|
|
|
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
|
|
|
|
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
|
|
|
|
|
|
|
|
// BASH_FIREMODE
|
|
|
|
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HX25'
|
|
|
|
InstantHitDamage(BASH_FIREMODE)=24
|
|
|
|
|
|
|
|
// Fire Effects
|
|
|
|
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_HX25.Play_WEP_SA_HX25_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_HX25.Play_WEP_SA_HX25_Fire_1P')
|
|
|
|
|
|
|
|
//@todo: add akevent when we have it
|
|
|
|
WeaponDryFireSnd(DEFAULT_FIREMODE)=none
|
|
|
|
|
|
|
|
// Animation
|
|
|
|
bHasFireLastAnims=true
|
|
|
|
|
|
|
|
// Attachments
|
|
|
|
bHasIronSights=true
|
|
|
|
bHasFlashlight=false
|
|
|
|
|
|
|
|
AssociatedPerkClasses(0)=class'KFPerk_Demolitionist'
|
|
|
|
AssociatedPerkClasses(1)=class'KFPerk_Gunslinger'
|
|
|
|
|
|
|
|
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil'
|
|
|
|
|
|
|
|
// Weapon Upgrade stat boosts
|
|
|
|
//WeaponUpgrades[1]=(IncrementDamage=1.25f,IncrementWeight=1)
|
|
|
|
//WeaponUpgrades[2]=(IncrementDamage=1.4f,IncrementWeight=2)
|
|
|
|
//WeaponUpgrades[3]=(IncrementDamage=1.6f,IncrementWeight=3)
|
|
|
|
//WeaponUpgrades[4]=(IncrementDamage=1.9f,IncrementWeight=4)
|
|
|
|
|
|
|
|
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.25f), (Stat=EWUS_Weight, Add=1)))
|
|
|
|
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Weight, Add=2)))
|
|
|
|
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f), (Stat=EWUS_Weight, Add=3)))
|
|
|
|
WeaponUpgrades[4]=(Stats=((Stat=EWUS_Damage0, Scale=1.9f), (Stat=EWUS_Weight, Add=4)))
|
2023-05-11 15:55:04 +00:00
|
|
|
|
|
|
|
AlreadyIssuedCanNuke = false
|
2020-12-13 15:01:13 +00:00
|
|
|
}
|