126 lines
4.5 KiB
Ucode
126 lines
4.5 KiB
Ucode
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//=============================================================================
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// KFWeap_Pistol_DualDeagle
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//=============================================================================
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// A set of Desert Eagle pistols
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// Jeff Robinson
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//=============================================================================
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class KFWeap_Pistol_DualDeagle extends KFWeap_DualBase;
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defaultproperties
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{
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// Content
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PackageKey="Dual_Deagle"
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FirstPersonMeshName="WEP_1P_Dual_Deagle_MESH.Wep_1stP_Dual_Deagle_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_Dual_Deagle_ANIM.Wep_1stP_Dual_Deagle_Anim"
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PickupMeshName="WEP_3P_Dual_Deagle_MESH.Wep_Deagle_Pickup"
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AttachmentArchetypeName="WEP_Dual_Deagle_ARCH.Wep_Dual_Deagle_3P"
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MuzzleFlashTemplateName="WEP_Dual_Deagle_ARCH.Wep_Dual_Deagle_MuzzleFlash"
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FireOffset=(X=17,Y=4.0,Z=-2.25)
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LeftFireOffset=(X=17,Y=-4,Z=-2.25)
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// Zooming/Position
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IronSightPosition=(X=-1,Y=0,Z=0)
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PlayerViewOffset=(X=9,Y=0,Z=-5)
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QuickWeaponDownRotation=(Pitch=-8192,Yaw=0,Roll=0)
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SingleClass=class'KFWeap_Pistol_Deagle'
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// FOV
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MeshFOV=86
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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=38
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DOF_FG_MaxNearBlurSize=3.5
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// Ammo
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MagazineCapacity[0]=14 // twice as much as single
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SpareAmmoCapacity[0]=98
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InitialSpareMags[0]=2
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AmmoPickupScale[0]=1.0
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bCanBeReloaded=true
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bReloadFromMagazine=true
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// Recoil
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maxRecoilPitch=650
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minRecoilPitch=550
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maxRecoilYaw=150
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minRecoilYaw=-150
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RecoilRate=0.07
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RecoilMaxYawLimit=500
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RecoilMinYawLimit=65035
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RecoilMaxPitchLimit=1250
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RecoilMinPitchLimit=65035
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RecoilISMaxYawLimit=50
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RecoilISMinYawLimit=65485
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RecoilISMaxPitchLimit=500
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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_InstantHit
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_PistolDeagle'
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FireInterval(DEFAULT_FIREMODE)=+0.11 // about twice as fast as single
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InstantHitDamage(DEFAULT_FIREMODE)=91.0
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Deagle'
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PenetrationPower(DEFAULT_FIREMODE)=2.0
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Spread(DEFAULT_FIREMODE)=0.01
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
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// ALTFIRE_FIREMODE
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FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
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WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_PistolDeagle'
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FireInterval(ALTFIRE_FIREMODE)=+0.11 // about twice as fast as single
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InstantHitDamage(ALTFIRE_FIREMODE)=91.0
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InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_Deagle'
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PenetrationPower(ALTFIRE_FIREMODE)=2.0
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Spread(ALTFIRE_FIREMODE)=0.01
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FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
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// BASH_FIREMODE
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InstantHitDamage(BASH_FIREMODE)=24
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Deagle'
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_DesertEagle.Play_WEP_SA_DesertEagle_Fire_Single_M', FirstPersonCue=AkEvent'WW_WEP_SA_DesertEagle.Play_WEP_SA_DesertEagle_Fire_Single_S')
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_DesertEagle.Play_WEP_SA_DesertEagle_Handling_DryFire'
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WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_DesertEagle.Play_WEP_SA_DesertEagle_Fire_Single_M', FirstPersonCue=AkEvent'WW_WEP_SA_DesertEagle.Play_WEP_SA_DesertEagle_Fire_Single_S')
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WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_DesertEagle.Play_WEP_SA_DesertEagle_Handling_DryFire'
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// Attachments
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bHasIronSights=true
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bHasFlashlight=false
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// Inventory
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InventorySize=4
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GroupPriority=45
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bCanThrow=true
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bDropOnDeath=true
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WeaponSelectTexture=Texture2D'WEP_UI_Dual_Deagle_TEX.UI_WeaponSelect_DualDeagle'
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bIsBackupWeapon=false
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AssociatedPerkClasses(0)=class'KFPerk_Gunslinger'
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BonesToLockOnEmpty=(RW_Slide, RW_Bullets1)
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BonesToLockOnEmpty_L=(LW_Slide, LW_Bullets1)
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bHasFireLastAnims=true
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// Weapon Upgrade stat boosts
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//WeaponUpgrades[1]=(IncrementDamage=1.25f,IncrementWeight=2)
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//WeaponUpgrades[2]=(IncrementDamage=1.4f,IncrementWeight=4)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.25f), (Stat=EWUS_Damage1, Scale=1.25f), (Stat=EWUS_Weight, Add=2)))
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WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Damage1, Scale=1.4f), (Stat=EWUS_Weight, Add=4)))
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}
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