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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_Pistol_9mm.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_Pistol_9mm
//=============================================================================
// An 9mm Beretta Pistol
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// John "Ramm-Jaeger" Gibson
//=============================================================================
class KFWeap_Pistol_9mm extends KFWeap_PistolBase;
defaultproperties
{
// FOV
MeshFOV=96
MeshIronSightFOV=77
PlayerIronSightFOV=77
// Depth of field
DOF_FG_FocalRadius=40
DOF_FG_MaxNearBlurSize=3.5
// Zooming/Position
PlayerViewOffset=(X=12.0,Y=12,Z=-6)
// Content
PackageKey="9mm"
FirstPersonMeshName="WEP_1P_9MM_MESH.Wep_1stP_9mm_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_9MM_ANIM.Wep_1stP_9MM_Anim"
PickupMeshName="WEP_3P_9MM_MESH.Wep_9mm_Pickup"
AttachmentArchetypeName="WEP_9MM_ARCH.Wep_9mm_3P"
MuzzleFlashTemplateName="WEP_9MM_ARCH.Wep_9MM_MuzzleFlash"
// Zooming/Position
IronSightPosition=(X=10,Y=0,Z=0)
// Ammo
MagazineCapacity[0]=15
SpareAmmoCapacity[0]=75 //225
InitialSpareMags[0]=4
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=250
minRecoilPitch=200
maxRecoilYaw=100
minRecoilYaw=-100
RecoilRate=0.07
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=250
RecoilISMinPitchLimit=65485
// DEFAULT_FIREMODE
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Pistol9mm'
FireInterval(DEFAULT_FIREMODE)=+0.2 //0.175
InstantHitDamage(DEFAULT_FIREMODE)=25.0 //15
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_9mm'
Spread(DEFAULT_FIREMODE)=0.015
FireOffset=(X=20,Y=4.0,Z=-3)
// ALT_FIREMODE
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_9mm'
InstantHitDamage(BASH_FIREMODE)=20
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_9mm.Play_WEP_SA_9mm_Fire_Single_M', FirstPersonCue=AkEvent'WW_WEP_SA_9mm.Play_WEP_SA_9mm_Fire_Single_S')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_9mm.Play_WEP_SA_9mm_Handling_DryFire'
// Attachments
bHasIronSights=true
bHasFlashlight=true
AssociatedPerkClasses(0)=none
// Inventory
InventorySize=0
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GroupPriority=13
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bCanThrow=false
bDropOnDeath=false
WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_9mm'
bIsBackupWeapon=true
DualClass=class'KFWeap_Pistol_Dual9mm'
// Custom animations
FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3)
IdleFidgetAnims=(Guncheck_v1, Guncheck_v2, Guncheck_v3, Guncheck_v4)
bHasFireLastAnims=true
BonesToLockOnEmpty=(RW_Bolt, RW_Bullets1)
// Weapon Upgrade stat boosts. Setting weight to 0 because single 9MM cannot be sold.
//WeaponUpgrades[1]=(IncrementDamage=1.2f,IncrementWeight=0)
//WeaponUpgrades[2]=(IncrementDamage=1.4f,IncrementWeight=0) //1
//WeaponUpgrades[3]=(IncrementDamage=1.6f,IncrementWeight=0) //1
//WeaponUpgrades[4]=(IncrementDamage=1.8f,IncrementWeight=0) //2
//WeaponUpgrades[5]=(IncrementDamage=2.0f,IncrementWeight=0) //3
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f)))
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f)))
WeaponUpgrades[4]=(Stats=((Stat=EWUS_Damage0, Scale=1.8f)))
WeaponUpgrades[5]=(Stats=((Stat=EWUS_Damage0, Scale=2.0f)))
}