2021-09-02 21:46:08 +00:00
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//=============================================================================
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// KFWeap_Pistol_Bladed
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//=============================================================================
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2021 Tripwire Interactive LLC
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//=============================================================================
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class KFWeap_Pistol_Bladed extends KFWeap_MeleeBase;
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/** Returns trader filter index based on weapon type */
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static simulated event EFilterTypeUI GetTraderFilter()
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{
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return FT_Pistol;
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}
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/** Override melee SetIronSights (which sends to heavy attack) so that this weapon ironsights normally*/
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simulated function SetIronSights(bool bNewIronSights)
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{
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super(KFWeapon).SetIronSights(bNewIronSights);
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}
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/** Override melee ShouldOwnerWalk which doesn't account for walking when in ironsights */
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simulated function bool ShouldOwnerWalk()
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{
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return super(KFWeapon).ShouldOwnerWalk();
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}
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/** Override to drop the player out of ironsights first */
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simulated function AltFireMode()
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{
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if (!Instigator.IsLocallyControlled())
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{
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return;
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}
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// break out of ironsights when starting to block
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if (bUsingSights)
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{
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SetIronSights(false);
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}
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StartFire(BLOCK_FIREMODE);
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}
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simulated state MeleeBlocking
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{
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simulated function bool AllowIronSights() { return false; }
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}
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/** Called during reload state */
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simulated function bool CanOverrideMagReload(byte FireModeNum)
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{
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if (FireModeNum == BLOCK_FIREMODE)
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{
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return true;
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}
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return super.CanOverrideMagReload(FireModeNum);
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}
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simulated function StartFire(byte FireModeNum)
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{
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if( FireModeNum == DEFAULT_FIREMODE )
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{
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if ( ShouldAutoReload(FireModeNum) )
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{
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BeginFire(RELOAD_FIREMODE);
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return;
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}
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}
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2021-11-16 17:03:42 +00:00
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super(KFWeapon).StartFire(FireModeNum);
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2021-09-02 21:46:08 +00:00
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}
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/*********************************************************************************************
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* @name Firing / Projectile
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********************************************************************************************* */
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/**
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* See Pawn.ProcessInstantHit
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* @param DamageReduction: Custom KF parameter to handle penetration damage reduction
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*/
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simulated function ProcessInstantHitEx(byte FiringMode, ImpactInfo Impact, optional int NumHits, optional out float out_PenetrationVal, optional int ImpactNum )
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{
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local KFPerk InstigatorPerk;
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InstigatorPerk = GetPerk();
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if( InstigatorPerk != none )
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{
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InstigatorPerk.UpdatePerkHeadShots( Impact, InstantHitDamageTypes[FiringMode], ImpactNum );
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}
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super.ProcessInstantHitEx( FiringMode, Impact, NumHits, out_PenetrationVal, ImpactNum );
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}
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2021-11-16 17:03:42 +00:00
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/** process local player impact for clientside hit detection */
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event RecieveClientImpact(byte FiringMode, const out ImpactInfo Impact, optional out float PenetrationValue, optional int ImpactNum)
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{
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// skip KFWeap_MeleeBase because it does melee stuff
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super(KFWeapon).RecieveClientImpact(FiringMode, Impact, PenetrationValue, ImpactNum);
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}
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2021-09-02 21:46:08 +00:00
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defaultproperties
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{
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// MeleeBase
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bMeleeWeapon=false
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// FOV
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MeshFOV=96
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MeshIronSightFOV=77
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PlayerIronSightFOV=77
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// Depth of field
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DOF_FG_FocalRadius=40
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DOF_FG_MaxNearBlurSize=3.5
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// Zooming/Position
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PlayerViewOffset=(X=-15,Y=12,Z=-6)
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2021-11-16 17:03:42 +00:00
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IronSightPosition=(X=0,Y=0.05,Z=-1.2) //(X=0,Y=0,Z=1.0)
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2021-09-02 21:46:08 +00:00
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// Content
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PackageKey="BladedPistol"
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FirstPersonMeshName="WEP_1P_BladedPistol_MESH.WEP_1stP_BladedPistol_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_BladedPistol_ANIM.WEP_1stP_BladedPistol_Anim"
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PickupMeshName="WEP_3P_BladedPistol_MESH.Wep_BladedPistol_Pickup"
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AttachmentArchetypeName="WEP_BladedPistol_ARCH.Wep_BladedPistol_3P"
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MuzzleFlashTemplateName="WEP_BladedPistol_ARCH.Wep_BladedPistol_MuzzleFlash"
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// Ammo
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MagazineCapacity[0]=6
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2021-11-16 17:03:42 +00:00
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SpareAmmoCapacity[0]=66 //72
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2021-09-02 21:46:08 +00:00
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InitialSpareMags[0]=2
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AmmoPickupScale[0]=1.0 //2.0
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bCanBeReloaded=true
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bReloadFromMagazine=true
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// Recoil
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maxRecoilPitch=330 //400 //250
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minRecoilPitch=300 //350 //200
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maxRecoilYaw=90 //120 //100
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minRecoilYaw=-90 //-120 //-100
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RecoilRate=0.07
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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=50
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RecoilISMinYawLimit=65485
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RecoilISMaxPitchLimit=250
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RecoilISMinPitchLimit=65485
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// DEFAULT_FIREMODE
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FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Blade_BladedPistol'
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PenetrationPower(DEFAULT_FIREMODE)=3.0
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FireInterval(DEFAULT_FIREMODE)=+0.25 //+0.3
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InstantHitDamage(DEFAULT_FIREMODE)=115.0
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Slashing_BladedPistol'
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Spread(DEFAULT_FIREMODE)=0.005 //0.015
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AmmoCost(DEFAULT_FIREMODE)=1
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FireOffset=(X=30,Y=5,Z=-4)
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Sawblade'
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// ALT_FIREMODE
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// FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
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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_BladedPistol'
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InstantHitDamage(BASH_FIREMODE)=75 //26
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FiringStatesArray(BASH_FIREMODE)=MeleeAttackBasic
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WeaponFireTypes(BASH_FIREMODE)=EWFT_Custom
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InstantHitMomentum(BASH_FIREMODE)=10000.f
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_BladedPistol.Play_WEP_BladedPistol_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_BladedPistol.Play_WEP_BladedPistol_Fire_1P')
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_BladedPistol.Play_WEP_BladedPistol_Handling_DryFire'
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// RELOAD_FIREMODE
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FiringStatesArray(RELOAD_FIREMODE)="Reloading"
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WeaponFireTypes(RELOAD_FIREMODE)=EWFT_InstantHit
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// Attachments
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bHasIronSights=true
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bHasFlashlight=true
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AssociatedPerkClasses(0)=class'KFPerk_Gunslinger'
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AssociatedPerkClasses(1)=class'KFPerk_Berserker'
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// Inventory
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InventoryGroup=IG_Secondary
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InventorySize=3
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GroupPriority=25
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bCanThrow=true
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bDropOnDeath=true
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WeaponSelectTexture=Texture2D'WEP_UI_BladedPistol_TEX.UI_WeaponSelect_BladedPistol'
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bIsBackupWeapon=false
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DualClass=class'KFWeap_Pistol_DualBladed'
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// Custom animations
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FireSightedAnims=(Shoot_Iron)
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IdleFidgetAnims=(Guncheck_v1, Guncheck_v2, Guncheck_v3)
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bHasFireLastAnims=true
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BonesToLockOnEmpty=(RW_FrontPivot)
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// default MIC param names
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BlockEffectsSocketName=BlockEffect
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// Defensive
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2021-11-16 17:03:42 +00:00
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BlockDamageMitigation=0.70f //0.60f
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ParryDamageMitigationPercent=0.6 //0.5
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ParryStrength=3 //4
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2021-09-02 21:46:08 +00:00
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BlockHitAnimCooldownTime=0.5f
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BlockTypes.Add((DmgType=class'KFDT_Bludgeon'))
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BlockTypes.Add((DmgType=class'KFDT_Slashing'))
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// Block Sounds
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BlockSound=AkEvent'WW_WEP_Bullet_Impacts.Play_Block_MEL_Crovel'
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ParrySound=AkEvent'WW_WEP_Bullet_Impacts.Play_Parry_Metal'
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BlockParticleSystem=ParticleSystem'FX_Impacts_EMIT.FX_Block_melee_01'
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ParryParticleSystem=ParticleSystem'FX_Impacts_EMIT.FX_Parry_melee_01'
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MeleeBlockHitAnims=(Block_Hit_V1, Block_Hit_V2, Block_Hit_V3);
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//Upgrades
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Damage2, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
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WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Damage1, Scale=1.3f), (Stat=EWUS_Damage2, Scale=1.3f), (Stat=EWUS_Weight, Add=2)))
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}
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