288 lines
8.8 KiB
Ucode
288 lines
8.8 KiB
Ucode
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//=============================================================================
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// KFWeap_LMG_Stoner63A
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//=============================================================================
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// The Stoner63A rifle
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2017 Tripwire Interactive LLC
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// - Matt "Squirrlz" Farber
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//=============================================================================
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class KFWeap_LMG_Stoner63A extends KFWeap_RifleBase;
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/** Alternate reload anims (when below the bullet belt threshold */
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const ReloadLowAmmoAnim = 'Reload_Empty_Half';
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const ReloadLowAmmoEliteAnim = 'Reload_Empty_Half_Elite';
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/** Array of bone names corresponding to bullets in the ammo belt */
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var protected const string AmmoBeltBulletBonePrefix;
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/** Number of bullets in the ammo belt */
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var protected const int NumAmmoBeltBullets;
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/** How much ammo we had the last time we updated the ammo belt */
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var transient protected int LastAmmoCount;
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/** TRUE when set for the first time */
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var transient protected bool bAmmoBeltInitialized;
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/** Just in case we spawned in with an ammo count that's lower than the threshold */
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simulated event ReplicatedEvent( name VarName )
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{
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super.ReplicatedEvent( VarName );
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if( !bAmmoBeltInitialized )
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{
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UpdateAmmoBeltBullets();
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}
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}
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/** Just in case we spawned in with an ammo count that's lower than the threshold */
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simulated event PostBeginPlay()
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{
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super.PostBeginPlay();
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if( !bAmmoBeltInitialized && Role == ROLE_Authority )
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{
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UpdateAmmoBeltBullets();
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}
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}
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/** Update ammo belt */
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simulated function ConsumeAmmo( byte FireModeNum )
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{
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super.ConsumeAmmo( FireModeNum );
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UpdateAmmoBeltBullets();
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}
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/** Update ammo belt */
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simulated function PerformReload( optional byte FireModeNum )
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{
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super.PerformReload( FireModeNum );
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UpdateAmmoBeltBullets();
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}
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/** Notify triggered by reload animations, when ammo belt is grabbed offscreen */
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simulated function ANIMNOTIFY_RestoreAmmoBelt()
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{
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local int AmmoType, PendingAmmoCount;
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AmmoType = GetAmmoType(0);
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// This value will sync with the amount actually reloaded in PerformReload()
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PendingAmmoCount = Min( AmmoCount[AmmoType] + SpareAmmoCount[AmmoType], MagazineCapacity[AmmoType] );
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if( PendingAmmoCount < NumAmmoBeltBullets )
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{
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UpdateAmmoBeltBullets( PendingAmmoCount );
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}
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else
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{
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UpdateAmmoBeltBullets( , true );
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}
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}
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/** Hides/shows bones on the weapon to simulate reaching the end of the ammo belt */
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simulated function UpdateAmmoBeltBullets( optional int ForcedBulletCount=INDEX_NONE, optional bool bShowAll=false )
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{
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local Name BulletBoneName;
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local int NumAmmo, i;
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if( WorldInfo.NetMode == NM_DedicatedServer )
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{
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return;
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}
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// Don't do any bone alterations until the bone array has been filled out
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if( MySkelMesh.LocalAtoms.Length == 0 )
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{
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// Check on the next frame to see if we can init our ammo belt
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if( !IsTimerActive(nameOf(Timer_AttemptAmmoBeltUpdate)) )
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{
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SetTimer( 0.01f, false, nameOf(Timer_AttemptAmmoBeltUpdate) );
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}
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return;
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}
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// So we don't do this in PostInitAnimTree() or again in Timer_AttemptAmmoBeltUpdate() if we don't have to
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bAmmoBeltInitialized = true;
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// Don't do anything if ammo hasn't changed
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NumAmmo = ForcedBulletCount != INDEX_NONE ? ForcedBulletCount : AmmoCount[GetAmmoType(0)];
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if( !bShowAll && (LastAmmoCount == NumAmmo || (LastAmmoCount >= NumAmmoBeltBullets && NumAmmo >= NumAmmoBeltBullets)) )
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{
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return;
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}
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// Hide or unhide depending on place in array
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for( i = 0; i < NumAmmoBeltBullets; ++i )
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{
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BulletBoneName = Name( AmmoBeltBulletBonePrefix $ (i+1) );
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// Unhide all bullets if our ammo count is higher than the number of bullets
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if( bShowAll || NumAmmo >= NumAmmoBeltBullets )
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{
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MySkelMesh.UnHideBoneByName( BulletBoneName );
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continue;
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}
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if( i > NumAmmo-1 )
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{
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MySkelMesh.HideBoneByName( BulletBoneName, PBO_None );
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}
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else
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{
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MySkelMesh.UnHideBoneByName( BulletBoneName );
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}
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}
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LastAmmoCount = NumAmmo;
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}
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simulated function Timer_AttemptAmmoBeltUpdate()
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{
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if( !bAmmoBeltInitialized )
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{
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UpdateAmmoBeltBullets();
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}
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}
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/** Returns animation to play based on reload type and status */
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simulated function name GetReloadAnimName( bool bTacticalReload )
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{
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if( AmmoCount[0] > 0 && AmmoCount[0] < NumAmmoBeltBullets )
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{
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// If we are below the threshold, play our low ammo reload
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return bTacticalReload ? ReloadLowAmmoEliteAnim : ReloadLowAmmoAnim;
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}
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else
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{
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return super.GetReloadAnimName( bTacticalReload );
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}
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}
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/**
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* State WeaponEquipping
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* The Weapon is in this state while transitioning from Inactive to Active state.
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* Typically, the weapon will remain in this state while its selection animation is being played.
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* While in this state, the weapon cannot be fired.
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*/
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simulated state WeaponEquipping
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{
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simulated event BeginState( Name PreviousStateName )
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{
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super.BeginState( PreviousStateName );
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// Just in case a reload was interrupted after ANIMNOTIFY_RestoreAmmoBelt() was called,
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// set the ammo belt to the current amount of bullets in the magazine on equip
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UpdateAmmoBeltBullets();
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}
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}
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defaultproperties
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{
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// Shooting Animations
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FireSightedAnims[0]=Shoot_Iron
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FireSightedAnims[1]=Shoot_Iron2
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FireSightedAnims[2]=Shoot_Iron3
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// FOV
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MeshFOV=75
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MeshIronSightFOV=35
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PlayerIronSightFOV=70
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// Depth of field
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DOF_FG_FocalRadius=85
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DOF_FG_MaxNearBlurSize=2.5
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// Content
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PackageKey="Stoner63a"
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FirstPersonMeshName="WEP_1P_Stoner63A_MESH.Wep_1stP_Stoner63A_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_Stoner63A_ANIM.Wep_1stP_Stoner63A_Anim"
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PickupMeshName="WEP_3P_Stoner63A_MESH.Wep_Stoner63A_Pickup"
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AttachmentArchetypeName="WEP_Stoner63A_ARCH.Wep_Stoner63A_3P"
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MuzzleFlashTemplateName="WEP_Stoner63A_ARCH.Wep_Stoner63A_MuzzleFlash"
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// Zooming/Position
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PlayerViewOffset=(X=4.0,Y=8,Z=-4)
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IronSightPosition=(X=8.5,Y=0,Z=0)
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// Ammo
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MagazineCapacity[0]=75
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SpareAmmoCapacity[0]=500
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InitialSpareMags[0]=1
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bCanBeReloaded=true
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bReloadFromMagazine=true
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// Recoil
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maxRecoilPitch=120
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minRecoilPitch=70
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maxRecoilYaw=130
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minRecoilYaw=-130
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RecoilRate=0.08
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RecoilMaxYawLimit=500
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RecoilMinYawLimit=65035
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RecoilMaxPitchLimit=900
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RecoilMinPitchLimit=65035
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RecoilISMaxYawLimit=75
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RecoilISMinYawLimit=65460
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RecoilISMaxPitchLimit=375
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RecoilISMinPitchLimit=65460
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RecoilViewRotationScale=0.25
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IronSightMeshFOVCompensationScale=2.3
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HippedRecoilModifier=1.5
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// Inventory / Grouping
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InventorySize=9
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GroupPriority=100
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WeaponSelectTexture=Texture2D'wep_ui_stoner63a_tex.UI_WeaponSelect_Stoner'
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AssociatedPerkClasses(0)=class'KFPerk_Commando'
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// DEFAULT_FIREMODE
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
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FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Stoner63A'
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FireInterval(DEFAULT_FIREMODE)=+0.066 // 900 RPM
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Spread(DEFAULT_FIREMODE)=0.0085
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InstantHitDamage(DEFAULT_FIREMODE)=30.0 //25 //30
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FireOffset=(X=30,Y=4.5,Z=-5)
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// ALT_FIREMODE
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FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
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FiringStatesArray(ALTFIRE_FIREMODE)=WeaponFiring
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WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
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// BASH_FIREMODE
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Stoner63A'
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InstantHitDamage(BASH_FIREMODE)=26
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Stoner.Play_WEP_Stoner_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_Stoner.Play_WEP_Stoner_Fire_1P_Loop')
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WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Stoner.Play_WEP_Stoner_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_Stoner.Play_WEP_Stoner_Fire_1P_Single')
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WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Stoner.Play_WEP_Stoner_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_Stoner.Play_WEP_Stoner_Fire_1P_EndLoop')
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Handling_DryFire'
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WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Handling_DryFire'
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EjectedShellForegroundDuration=0.8f
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// Advanced (High RPM) Fire Effects
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bLoopingFireAnim(DEFAULT_FIREMODE)=true
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bLoopingFireSnd(DEFAULT_FIREMODE)=true
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SingleFireSoundIndex=ALTFIRE_FIREMODE
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// Attachments
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bHasIronSights=true
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bHasFlashlight=false
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// Ammo belt
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AmmoBeltBulletBonePrefix="RW_Bullets"
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NumAmmoBeltBullets=14
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LastAmmoCount=-1
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// Weapon Upgrade stat boosts
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//WeaponUpgrades[1]=(IncrementDamage=1.27f,IncrementWeight=1)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.27f), (Stat=EWUS_Weight, Add=1)))
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}
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