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

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//=============================================================================
// KFWeap_HRG_Dragonbreath
//=============================================================================
// Killing Floor 2
// Copyright (C) 2022 Tripwire Interactive LLC
//=============================================================================
class KFWeap_HRG_Dragonbreath extends KFWeap_ShotgunBase;
/** How much to scale recoil when firing in double barrel fire. */
var(Recoil) float QuadFireRecoilModifier;
/** Shoot animation to play when shooting both barrels from the hip */
var(Animations) const editconst name FireQuadAnim;
/** How much momentum to apply when fired in double barrel */
var(Recoil) float DoubleBarrelKickMomentum;
/** How much to reduce shoot momentum when falling */
var(Recoil) float FallingMomentumReduction;
var(Spread) const float SpreadWidthDegrees;
var(Spread) const float SpreadWidthDegreesAlt;
var transient float StartingPelletPosition;
var transient float StartingPelletPositionAlt;
var const float BarrelHeatPerProjectile;
var const float MaxBarrelHeat;
var const float BarrelCooldownRate;
var transient float CurrentBarrelHeat;
var transient float LastBarrelHeat;
simulated event PreBeginPlay()
{
Super.PreBeginPlay();
Spread[DEFAULT_FIREMODE] = SpreadWidthDegrees * DegToRad / NumPellets[DEFAULT_FIREMODE];
Spread[ALTFIRE_FIREMODE] = SpreadWidthDegreesAlt * DegToRad / NumPellets[ALTFIRE_FIREMODE];
StartingPelletPosition = -SpreadWidthDegrees * DegToRad / 2.0f;
StartingPelletPositionAlt = -SpreadWidthDegreesAlt * DegToRad / 2.0f;
}
simulated event PostBeginPlay()
{
Super.PostBeginPlay();
// Force start with "Glow_Intensity" of 0.0f
LastBarrelHeat = MaxBarrelHeat;
ChangeBarrelMaterial();
}
simulated function AltFireMode()
{
if ( !Instigator.IsLocallyControlled() )
{
return;
}
StartFire(ALTFIRE_FIREMODE);
}
/** Returns number of projectiles to fire from SpawnProjectile */
simulated function byte GetNumProjectilesToFire(byte FireModeNum)
{
return NumPellets[CurrentFireMode];
}
/** Handle one-hand fire anims */
simulated function name GetWeaponFireAnim(byte FireModeNum)
{
if (bUsingSights)
{
return FireSightedAnims[FireModeNum];
}
else
{
if (FireModeNum == ALTFIRE_FIREMODE)
{
return FireQuadAnim;
}
else
{
return FireAnim;
}
}
}
simulated function KFProjectile SpawnAllProjectiles(class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir)
{
local int ProjectilesToFire, i;
local float InitialOffset;
ProjectilesToFire = GetNumProjectilesToFire(CurrentFireMode);
if (CurrentFireMode == GRENADE_FIREMODE || ProjectilesToFire <= 1)
{
return SpawnProjectile(KFProjClass, RealStartLoc, AimDir);
}
InitialOffset = CurrentFireMode == DEFAULT_FIREMODE ? StartingPelletPosition : StartingPelletPositionAlt;
for (i = 0; i < ProjectilesToFire; i++)
{
SpawnProjectile(KFProjClass, RealStartLoc, CalculateSpread(InitialOffset, Spread[CurrentFireMode], i, CurrentFireMode == ALTFIRE_FIREMODE));
CurrentBarrelHeat = fmin(CurrentBarrelHeat + BarrelHeatPerProjectile, MaxBarrelHeat);
}
ChangeBarrelMaterial();
return None;
}
simulated function vector CalculateSpread(float InitialOffset, float CurrentSpread, byte PelletNum, bool bHorizontal)
{
local Vector X, Y, Z, POVLoc;
local Quat R;
local rotator POVRot;
if (Instigator != None && Instigator.Controller != none)
{
Instigator.Controller.GetPlayerViewPoint(POVLoc, POVRot);
}
GetAxes(POVRot, X, Y, Z);
R = QuatFromAxisAndAngle(bHorizontal ? Z : Y, InitialOffset + CurrentSpread * PelletNum);
return QuatRotateVector(R, vector(POVRot));
}
simulated function ChangeBarrelMaterial()
{
local int i;
if( CurrentBarrelHeat != LastBarrelHeat )
{
for( i = 0; i < WeaponMICs.Length; ++i )
{
if( WeaponMICs[i] != none )
{
WeaponMICs[i].SetScalarParameterValue('Barrel_intensity', CurrentBarrelHeat);
LastBarrelHeat = CurrentBarrelHeat;
}
}
}
}
simulated function Tick(float Delta)
{
Super.Tick(Delta);
CurrentBarrelHeat = fmax(CurrentBarrelHeat - BarrelCooldownRate * Delta, 0.0f);
ChangeBarrelMaterial();
}
defaultproperties
{
// Inventory
InventorySize=7
GroupPriority=110
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WeaponSelectTexture=Texture2D'WEP_UI_HRG_MegaDragonsbreath_TEX.UI_WeaponSelect_HRG_MegaDragonsbreath'
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// FOV
MeshFOV=60
MeshIronSightFOV=52
PlayerIronSightFOV=70
// Depth of field
DOF_FG_FocalRadius=65
DOF_FG_MaxNearBlurSize=3
// Zooming/Position
PlayerViewOffset=(X=15.0,Y=8.0,Z=-4.5)
IronSightPosition=(X=3,Y=0,Z=0)
// Content
PackageKey="HRG_MegaDragonsbreath"
FirstPersonMeshName="wep_1p_hrg_megadragonsbreath_mesh.Wep_1stP_HRG_MegaDragonsbreath_Rig"
FirstPersonAnimSetNames(0)="wep_1p_hrg_megadragonsbreath_anim.Wep_1stP_HRG_MegaDragonsbreath_Anim"
PickupMeshName="wep_3p_hrg_megadragonsbreath_mesh.Wep_3rdP_HRG_MegaDragonsbreath_Pickup"
AttachmentArchetypeName="wep_hrg_megadragonsbreath_arch.Wep_HRG_MegaDragonsbreath_3P"
MuzzleFlashTemplateName="wep_hrg_megadragonsbreath_arch.Wep_HRG_MegaDragonsbreath_MuzzleFlash"
// Animations
FireAnim=Shoot_Single
FireQuadAnim=Shoot_Double
FireSightedAnims[0]=Shoot_Iron_Single
FireSightedAnims[1]=Shoot_Iron_Double
bHasFireLastAnims=false
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Pellet_HRG_Dragonbreath'
InstantHitDamage(DEFAULT_FIREMODE)=28.0 //36
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HRG_Dragonbreath'
PenetrationPower(DEFAULT_FIREMODE)=4.0
FireInterval(DEFAULT_FIREMODE)=0.25 // 240 RPM
FireOffset=(X=25,Y=3.5,Z=-4)
NumPellets(DEFAULT_FIREMODE)=8
Spread(DEFAULT_FIREMODE)=0
ForceReloadTimeOnEmpty=0.3
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunAuto'
FiringStatesArray(ALTFIRE_FIREMODE)= WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Pellet_HRG_Dragonbreath'
InstantHitDamage(ALTFIRE_FIREMODE)=28.0
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_HRG_Dragonbreath'
PenetrationPower(ALTFIRE_FIREMODE)=4.0
FireInterval(ALTFIRE_FIREMODE)=0.25 // 240 RPM
NumPellets(ALTFIRE_FIREMODE)=8
Spread(ALTFIRE_FIREMODE)=0
AmmoCost(ALTFIRE_FIREMODE)=1
DoubleBarrelKickMomentum=1000
FallingMomentumReduction=0.5
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRG_Dragonbreath'
InstantHitDamage(BASH_FIREMODE)=27
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_Fire_1P_Single') //@TODO: Replace
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_Fire_3P_AltFire', FirstPersonCue=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_Fire_1P_AltFire') //@TODO: Replace
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_DryFire' //@TODO: Replace
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_DryFire' //@TODO: Replace
// Attachments
bHasIronSights=true
bHasFlashlight=false
// Ammo
MagazineCapacity[0]=4
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SpareAmmoCapacity[0]=60 //48 //72
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InitialSpareMags[0]=3 //8
AmmoPickupScale[0]=2.0 //3.0
bCanBeReloaded=true
bReloadFromMagazine=true
bNoMagazine=true
// Recoil
maxRecoilPitch=1200 //900
minRecoilPitch=775
maxRecoilYaw=800 //500
minRecoilYaw=-500
RecoilRate=0.085
RecoilBlendOutRatio=1.1
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=1500
RecoilMinPitchLimit=64785
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=500
RecoilISMinPitchLimit=65485
RecoilViewRotationScale=0.8
FallingRecoilModifier=1.5
HippedRecoilModifier=1.1 //1.25
QuadFireRecoilModifier=2.0
AssociatedPerkClasses(0)=class'KFPerk_Firebug'
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil_SingleShot'
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
SpreadWidthDegrees=7.0f
SpreadWidthDegreesAlt=15.0f
StartingPelletPosition=0.0f
StartingPelletPositionAlt=0.0f
MaxBarrelHeat=5.0f
BarrelHeatPerProjectile=0.089f
BarrelCooldownRate=0.45f
CurrentBarrelHeat=0.0f
LastBarrelHeat=0.0f
NumBloodMapMaterials=3
}