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KF2-Dev-Scripts/KFGame/Classes/KFPerk_Swat.uc

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//=============================================================================
// KFPerk_SWAT
//=============================================================================
// Class Description
//=============================================================================
// Killing Floor 2
// Copyright (C) 2016 Tripwire Interactive LLC
// - Chris "schneidzekk" Schneider
//=============================================================================
class KFPerk_SWAT extends KFPerk
native;
//`include(KFOnlineStats.uci)
/** Passives */
var private const PerkSkill WeaponDamage; // 1% increased Perk weapon damage per level (max 25%)
var private const PerkSkill BulletResistance;
var private const PerkSkill MagSize;
var private const PerkSkill WeaponSwitchSpeed;
var private const float RapidAssaultFiringRate; // Faster firing rate in % NOTE:This is needed for combinations with the Skill: RapidAssault (Stumble Power and Rate)
var private const float SnarePower;
var private const float TacticalMovementBobDamp;
var private const class<KFWeaponDefinition> BackupSecondaryWeaponDef;
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var private const float TacticalMovementModifier; // QoL: Tactical movement - Added modifier to move and sprint speed.
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/** Percentage of how much armor should be damaged when the heavy armor skill is active */
var private const float HeavyArmorAbsorptionPct;
var float CurrentHealthPenalty;
/** Amount of damage Battering Ram bumps deal */
var int BumpDamageAmount;
/** Damage type used for Battering Ram bump damage */
var class<DamageType> BumpDamageType;
/** Amount of momentum when bumping zeds */
var float BumpMomentum;
/** Multiplier for speed during zed time while enforcer is active*/
var float SWATEnforcerZedTimeSpeedScale;
/** The last time a zed was bumped using battering ram */
var float LastBumpTime;
/** The unique list of actors that have been bumped before the last cooldown reset */
var array<Actor> CurrentBumpedActors;
/** The amount of time between when the last actor was bumped and another actor can be bumped again */
var float BumpCooldown;
/** Selectable skills */
enum ESWATPerkSkills
{
ESWAT_HeavyArmor,
ESWAT_TacticalMovement,
ESWAT_Backup,
ESWAT_TacticalReload,
ESWAT_SpecialAmmunition,
ESWAT_AmmoVest,
ESWAT_BodyArmor,
ESWAT_Cripple,
ESWAT_SWATEnforcer,
ESWAT_RapidAssault
};
replication
{
if (bNetDirty)
CurrentHealthPenalty;
}
/*********************************************************************************************
* @name Perk init and spawning
******************************************************************************************** */
/** On spawn, modify owning pawn based on perk selection */
function SetPlayerDefaults( Pawn PlayerPawn )
{
local float NewArmor;
super.SetPlayerDefaults( PlayerPawn );
if( OwnerPawn.Role == ROLE_Authority )
{
if( IsHeavyArmorActive() )
{
NewArmor += OwnerPawn.default.MaxArmor * GetSKillValue( PerkSkills[ESWAT_HeavyArmor] );
}
if( IsBodyArmorActive() )
{
NewArmor += OwnerPawn.default.MaxArmor * GetSKillValue( PerkSkills[ESWAT_BodyArmor] );
}
OwnerPawn.AddArmor( Round( NewArmor ) );
}
}
/** (Server) Modify Instigator settings based on selected perk */
function ApplySkillsToPawn()
{
super.ApplySkillsToPawn();
if( OwnerPawn != none )
{
OwnerPawn.bMovesFastInZedTime = IsSWATEnforcerActive();
}
}
simulated event float GetZedTimeSpeedScale()
{
return IsSWATEnforcerActive() ? SWATEnforcerZedTimeSpeedScale : 1.f;
}
/* Returns the secondary weapon's class path for this perk */
simulated function string GetSecondaryWeaponClassPath()
{
return IsBackupActive() ? BackupSecondaryWeaponDef.default.WeaponClassPath : SecondaryWeaponDef.default.WeaponClassPath;
}
/*********************************************************************************************
* @name Passives
********************************************************************************************* */
/**
* @brief Modifies the damage taken
*
* @param InDamage damage
* @param DamageType the damage type used (optional)
*/
function ModifyDamageTaken( out int InDamage, optional class<DamageType> DamageType, optional Controller InstigatedBy )
{
local float TempDamage;
if( InDamage <= 0 )
{
return;
}
TempDamage = InDamage;
if( ClassIsChildOf( DamageType, class'KFDT_Ballistic' ) )
{
TempDamage -= InDamage * GetPassiveValue( BulletResistance, CurrentLevel );
}
`QALog( "Total DamageResistance" @ DamageType @ GetPercentage( InDamage, Round( TempDamage ) ) @ "Start/End" @ InDamage @ Round( TempDamage ), bLogPerk );
InDamage = Round( TempDamage );
}
/**
* @brief Modifies mag capacity and count
*
* @param KFW the weapon
* @param MagazineCapacity modified mag capacity
* @param WeaponPerkClass the weapon's associated perk class (optional)
*/
simulated function ModifyMagSizeAndNumber( KFWeapon KFW, out int MagazineCapacity, optional array< Class<KFPerk> > WeaponPerkClass, optional bool bSecondary=false, optional name WeaponClassname )
{
local float TempCapacity;
TempCapacity = MagazineCapacity;
if( !bSecondary && !Is9mm( KFW ) && IsWeaponOnPerk( KFW, WeaponPerkClass, self.class ) && (KFW == none || !KFW.bNoMagazine) )
{
TempCapacity += MagazineCapacity * GetPassiveValue( MagSize, CurrentLevel );
}
MagazineCapacity = Round(TempCapacity);
}
/**
* @brief The Quick Switch skill modifies the weapon switch speed
*
* @param ModifiedSwitchTime Duration of putting down or equipping the weapon
*/
simulated function ModifyWeaponSwitchTime( out float ModifiedSwitchTime )
{
`QALog( "(Passive Weapon Switch) Increase:" @ GetPercentage( ModifiedSwitchTime, ModifiedSwitchTime * (1.f - GetPassiveValue(WeaponSwitchSpeed, CurrentLevel)) ), bLogPerk );
ModifiedSwitchTime *= 1.f - GetPassiveValue( WeaponSwitchSpeed, CurrentLevel );
}
/*********************************************************************************************
* @name Selectable skills functions
********************************************************************************************* */
/**
* @brief Checks if the player can be grabbed by clots
*
* @return true if we are not grabbable
*/
function bool CanNotBeGrabbed()
{
return IsHeavyArmorActive();
}
simulated function bool HasHeavyArmor()
{
return IsHeavyArmorActive();
}
static simulated private function bool Is9mm( KFWeapon KFW )
{
return KFW != none && KFW.default.bIsBackupWeapon && !KFW.IsMeleeWeapon();
}
/**
* @brief The Tactical Movement skill lets you move quicker in iron sights
*
* @param KFW Weapon equipped
* @return Speed modifier
*/
simulated event float GetIronSightSpeedModifier( KFWeapon KFW )
{
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if( IsTacticalMovementActive() && (Is9mm( KFW ) || IsDual9mm( KFW ) || IsWeaponOnPerk( KFW,, self.class )) )
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{
`QALog( "Tactical Movement Mod:" @ KFW @ GetSkillValue( PerkSkills[ESWAT_TacticalMovement] ),bLogPerk );
return GetSkillValue( PerkSkills[ESWAT_TacticalMovement] );
}
return 1.f;
}
/**
* @brief Triggered via KFPawn_Human.UpdateGroundSpeed. Update any speed-related variables that need to be set when
* the pawn's allowed ground speed changes.
*/
function FinalizeSpeedVariables()
{
super.FinalizeSpeedVariables();
if(OwnerPawn != none)
{
CurrentHealthPenalty = 1 - OwnerPawn.LowHealthSpeedPenalty;
}
}
/**
* @brief The Tactical Movement skill lets you move quicker in iron sights
*
* @param KFW Weapon equipped
* @return Speed modifier
*/
simulated event float GetCrouchSpeedModifier( KFWeapon KFW )
{
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if( IsTacticalMovementActive() && (Is9mm( KFW ) || IsDual9mm(KFW) || IsWeaponOnPerk( KFW,, self.class )) )
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{
`QALog( "Tactical Movement Mod:" @ KFW @ GetSkillValue( PerkSkills[ESWAT_TacticalMovement] ),bLogPerk );
return GetSkillValue( PerkSkills[ESWAT_TacticalMovement] ) * CurrentHealthPenalty;
}
return 1.f;
}
simulated function ModifyWeaponBopDamping( out float BobDamping, KFWeapon PawnWeapon )
{
If( IsTacticalMovementActive() && (Is9mm( PawnWeapon ) || IsWeaponOnPerk( PawnWeapon,, self.class )) )
{
BobDamping *= default.TacticalMovementBobDamp;
}
}
/**
* @brief Modifies the damage dealt
*
* @param InDamage damage
* @param DamageCauser weapon or projectile (optional)
* @param MyKFPM the zed damaged (optional)
* @param DamageInstigator responsible controller (optional)
* @param class DamageType the damage type used (optional)
*/
simulated function ModifyDamageGiven( out int InDamage, optional Actor DamageCauser, optional KFPawn_Monster MyKFPM, optional KFPlayerController DamageInstigator, optional class<KFDamageType> DamageType, optional int HitZoneIdx )
{
local KFWeapon KFW;
local float TempDamage;
TempDamage = InDamage;
if( DamageCauser != none )
{
KFW = GetWeaponFromDamageCauser( DamageCauser );
}
if( KFW != none )
{
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// KFDT_Bludgeon_Doshinegun_Shot is a special case of Bludgeon damage that doesn't apply this mod.
if( IsBackupActive() && (IsBackupWeapon( KFW ) || IsDual9mm( KFW ) || ClassIsChildOf(DamageType, class'KFDT_Bludgeon')) && (IsDoshinegun(KFW) && DamageType.Name != 'KFDT_Bludgeon_Doshinegun_Shot' ))
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{
`QALog( "Backup Damage" @ KFW @ GetPercentage( InDamage, InDamage * GetSkillValue(PerkSkills[ESWAT_Backup])), bLogPerk );
TempDamage += InDamage * GetSkillValue( PerkSkills[ESWAT_Backup] );
}
else if( IsWeaponOnPerk( KFW,, self.class ) || (DamageType != none && IsDamageTypeOnPerk(DamageType)) )
{
`QALog( "Passive Damage" @KFW @ GetPercentage( InDamage, InDamage * GetPassiveValue(WeaponDamage, CurrentLevel)), bLogPerk );
TempDamage *= GetPassiveValue( WeaponDamage, CurrentLevel );
}
}
`QALog( "Total Damage Given" @ DamageType @ KFW @ GetPercentage( InDamage, Round(TempDamage) ), bLogPerk );
InDamage = Round(TempDamage);
}
/**
* @brief Modifies the max spare ammo
*
* @param KFW The weapon
* @param MaxSpareAmmo ammo amount
* @param TraderItem the weapon's associated trader item info
*/
simulated function ModifyMaxSpareAmmoAmount( KFWeapon KFW, out int MaxSpareAmmo, optional const out STraderItem TraderItem, optional bool bSecondary=false )
{
local float TempMaxSpareAmmoAmount;
if( IsAmmoVestActive() && !Is9mm(KFW) && IsWeaponOnPerk( KFW, TraderItem.AssociatedPerkClasses, self.class ) )
{
TempMaxSpareAmmoAmount = MaxSpareAmmo;
TempMaxSpareAmmoAmount += MaxSpareAmmo * GetSkillValue( PerkSkills[ESWAT_AmmoVest] );
MaxSpareAmmo = Round( TempMaxSpareAmmoAmount );
}
}
simulated function float GetSnareSpeedModifier()
{
return IsCrippleActive() ? default.PerkSkills[ESWAT_Cripple].StartingValue : 1.f;
}
simulated function float GetSnarePowerModifier( optional class<DamageType> DamageType, optional byte HitZoneIdx )
{
if( IsCrippleActive() && DamageType != none && IsDamageTypeOnPerk( class<KFDamageType>(DamageType) ) )
{
return default.SnarePower;
}
return 0.f;
}
/**
* @brief Modifies the pawn's MaxArmor
*
* @param MaxArmor the maximum armor value
*/
function ModifyArmor( out byte MaxArmor )
{
local float TempArmor;
if( IsBodyArmorActive() )
{
TempArmor = MaxArmor;
TempArmor += TempArmor * GetSkillValue( PerkSkills[ESWAT_BodyArmor] );
`QALog( "Modify MaxArmor" @ GetPercentage( MaxArmor, FCeil( TempArmor )), bLogPerk );
MaxArmor = Round( TempArmor );
}
}
/**
* @brief Skills can modify the zed time time delation
*
* @param StateName used weapon's state
* @return time dilation modifier
*/
simulated function float GetZedTimeModifier( KFWeapon W )
{
local name StateName;
StateName = W.GetStateName();
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if( IsRapidAssaultActive() && (Is9mm(W) || IsWeaponOnPerk( W,, self.class ) || IsDual9mm( W ) ) )
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{
if( ZedTimeModifyingStates.Find( StateName ) != INDEX_NONE )
{
`QALog( "Rapid Assault Modifier" @ StateName @ RapidAssaultFiringRate, bLogPerk );
return RapidAssaultFiringRate;
}
}
return 0.f;
}
/**
* @brief skills and weapons can modify the stumbling power
* @return stumbling power modifier
*/
function float GetStumblePowerModifier( optional KFPawn KFP, optional class<KFDamageType> DamageType, optional out float CooldownModifier, optional byte BodyPart )
{
local KFWeapon KFW;
local float StumbleModifier;
StumbleModifier = 0.f;
KFW = GetOwnerWeapon();
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if( IsSpecialAmmunitionActive() && (Is9mm(KFW) || IsDual9mm( KFW ) || IsWeaponOnPerk( KFW,, self.class )) )
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{
StumbleModifier += GetSkillValue( PerkSkills[ESWAT_SpecialAmmunition] );
`QALog( "Special Ammunition Modifier" @ GetSkillValue( PerkSkills[ESWAT_SpecialAmmunition] ), bLogPerk );
}
if( IsRapidAssaultActive() )
{
StumbleModifier += GetSkillValue( PerkSkills[ESWAT_RapidAssault] );
`QALog( "Rapid Assault Modifier" @ GetSkillValue( PerkSkills[ESWAT_RapidAssault] ), bLogPerk );
}
return StumbleModifier;
}
/**
* @brief Checks if Rapid Assault is selected and if the weapon is on perk
*
* @param KFW Weapon used
* @return true or false
*/
simulated function bool GetIsUberAmmoActive( KFWeapon KFW )
{
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return IsRapidAssaultActive() && (Is9mm(KFW) || IsWeaponOnPerk( KFW,, self.class ) || IsDual9mm( KFW ));
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}
simulated function bool ShouldKnockDownOnBump()
{
return IsSWATEnforcerActive() && WorldInfo.TimeDilation < 1.f;
}
simulated function OnBump(Actor BumpedActor, KFPawn_Human BumpInstigator, vector BumpedVelocity, rotator BumpedRotation)
{
local KFPawn_Monster KFPM;
local bool CanBump;
if (ShouldKnockDownOnBump() && Normal(BumpedVelocity) dot Vector(BumpedRotation) > 0.7f)
{
KFPM = KFPawn_Monster(BumpedActor);
if (KFPM != none)
{
// cooldown so that the same zed can't be bumped multiple frames back to back
// especially relevant if they can't be knocked down or stumbled so the player is always bumping them
if (WorldInfo.TimeSeconds - LastBumpTime > BumpCooldown)
{
CurrentBumpedActors.length = 0;
CurrentBumpedActors.AddItem(BumpedActor);
CanBump = true;
}
// if still within the cooldown time, can still bump the actor as long as it hasn't been bumped yet
else if (CurrentBumpedActors.Find(BumpedActor) == INDEX_NONE)
{
CurrentBumpedActors.AddItem(BumpedActor);
CanBump = true;
}
LastBumpTime = WorldInfo.TimeSeconds;
if (CanBump)
{
if (KFPM.IsHeadless())
{
KFPM.TakeDamage(KFPM.HealthMax, BumpInstigator.Controller, BumpInstigator.Location,
Normal(vector(BumpedRotation)) * BumpMomentum, BumpDamageType);
}
else
{
KFPM.TakeDamage(BumpDamageAmount, BumpInstigator.Controller, BumpInstigator.Location,
Normal(vector(BumpedRotation)) * BumpMomentum, BumpDamageType);
KFPM.Knockdown(BumpedVelocity * 3, vect(1, 1, 1), KFPM.Location, 1000, 100);
}
}
}
}
}
simulated function int GetArmorDamageAmount( int AbsorbedAmt )
{
if( HasHeavyArmor() )
{
return Max( Round(AbsorbedAmt * HeavyArmorAbsorptionPct), 1 );
}
return AbsorbedAmt;
}
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/**
* @brief Weapons and perk skills can affect the jog/sprint speed
*
* @param Speed jog speed
*/
simulated function ModifySpeed( out float Speed )
{
local KFWeapon MyKFWeapon;
local KFInventoryManager KFIM;
if( !IsTacticalMovementActive() )
{
return;
}
MyKFWeapon = GetOwnerWeapon();
if( MyKFWeapon == none && CheckOwnerPawn() )
{
KFIM = KFInventoryManager(OwnerPawn.InvManager);
if( KFIM != none && KFIM.PendingWeapon != none )
{
MyKFWeapon = KFWeapon(KFIM.PendingWeapon);
}
}
if (MyKFWeapon != none && (Is9mm(MyKFWeapon) || IsDual9mm( MyKFWeapon ) || IsWeaponOnPerk(MyKFWeapon,, self.class)))
{
Speed += Speed * TacticalMovementModifier;
}
}
/**
* @brief Weapons and perk skills can affect the jog/sprint speed
*
* @param Speed sprint speed
*/
simulated function ModifySprintSpeed( out float Speed )
{
local KFWeapon MyKFWeapon;
local KFInventoryManager KFIM;
if( !IsTacticalMovementActive() )
{
return;
}
MyKFWeapon = GetOwnerWeapon();
if( MyKFWeapon == none && CheckOwnerPawn() )
{
KFIM = KFInventoryManager(OwnerPawn.InvManager);
if( KFIM != none && KFIM.PendingWeapon != none )
{
MyKFWeapon = KFWeapon(KFIM.PendingWeapon);
}
}
if (MyKFWeapon != none && (Is9mm(MyKFWeapon) || IsDual9mm( MyKFWeapon ) || IsWeaponOnPerk(MyKFWeapon,, self.class)))
{
Speed += Speed * TacticalMovementModifier;
}
}
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/*********************************************************************************************
* @name Getters etc
********************************************************************************************* */
/**
* @brief Checks if the Riot Shield skill is active
*
* @return true/false
*/
simulated function bool IsHeavyArmorActive()
{
return PerkSkills[ESWAT_HeavyArmor].bActive && IsPerkLevelAllowed(ESWAT_HeavyArmor);
}
/**
* @brief Checks if the Tactical Movement skill is active
*
* @return true/false
*/
simulated function bool IsTacticalMovementActive()
{
return PerkSkills[ESWAT_TacticalMovement].bActive && IsPerkLevelAllowed(ESWAT_TacticalMovement);
}
/**
* @brief Checks if backup damage skill is active
*
* @return true/false
*/
simulated private function bool IsBackupActive()
{
return PerkSkills[ESWAT_Backup].bActive && IsPerkLevelAllowed(ESWAT_Backup);
}
/**
* @brief Checks if tactical reload skill is active (client & server)
*
* @return true/false
*/
simulated private function bool IsTacticalReloadActive()
{
return PerkSkills[ESWAT_TacticalReload].bActive && IsPerkLevelAllowed(ESWAT_TacticalReload);
}
/**
* @brief Should the tactical reload skill adjust the reload speed
*
* @param KFW weapon in use
* @return true/false
*/
simulated function bool GetUsingTactialReload( KFWeapon KFW )
{
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return ( IsTacticalReloadActive() && (Is9mm(KFW) || IsDual9mm( KFW ) || IsWeaponOnPerk( KFW,, self.class )) );
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}
/**
* @brief Checks if Special Ammunition skill is active
*
* @return true/false
*/
simulated function bool IsSpecialAmmunitionActive()
{
return PerkSkills[ESWAT_SpecialAmmunition].bActive && IsPerkLevelAllowed(ESWAT_SpecialAmmunition);
}
/**
* @brief Checks if Ammo Vest skill is active
*
* @return true/false
*/
final simulated private function bool IsAmmoVestActive()
{
return PerkSkills[ESWAT_AmmoVest].bActive && IsPerkLevelAllowed(ESWAT_AmmoVest);
}
/**
* @brief Checks if Body Armor skill is active
*
* @return true/false
*/
final private function bool IsBodyArmorActive()
{
return PerkSkills[ESWAT_BodyArmor].bActive && IsPerkLevelAllowed(ESWAT_BodyArmor);
}
/**
* @brief Checks if the Cripple skill is active
*
* @return true/false
*/
final private function bool IsCrippleActive()
{
return PerkSkills[ESWAT_Cripple].bActive && IsPerkLevelAllowed(ESWAT_Cripple);
}
/**
* @brief Menace and Spartan resist zed time. You move at normal speed.
*
* @return true if Menace or Spartan are active
*/
function bool IsSWATEnforcerActive()
{
return PerkSkills[ESWAT_SWATEnforcer].bActive && IsPerkLevelAllowed(ESWAT_SWATEnforcer);
}
/**
* @brief Rapid Assault resists zed time. You shoot at normal speed.
*
* @return true if Menace or Spartan are active
*/
simulated function bool IsRapidAssaultActive()
{
return PerkSkills[ESWAT_RapidAssault].bActive && WorldInfo.TimeDilation < 1.f && IsPerkLevelAllowed(ESWAT_RapidAssault);
}
/*********************************************************************************************
* @name Hud/UI/Stats/Exp
********************************************************************************************* */
/**
* @brief how much XP is earned by a stalker kill depending on the game's difficulty
*
* @param Difficulty current game difficulty
* @return XP earned
*/
simulated static function int GetClotKillXP( byte Difficulty )
{
return default.SecondaryXPModifier[Difficulty];
}
simulated static function GetPassiveStrings( out array<string> PassiveValues, out array<string> Increments, byte Level )
{
PassiveValues[0] = Round( GetPassiveValue( default.WeaponDamage, Level ) * 100 - 100 ) $ "%";
PassiveValues[1] = Round( GetPassiveValue( default.BulletResistance, Level) * 100 ) $ "%";
PassiveValues[2] = Round( GetPassiveValue( default.MagSize, Level ) * 100 ) $ "%"; // Divide by 100 to convert unreal units to meters
PassiveValues[3] = Round( GetPassiveValue( default.WeaponSwitchSpeed, Level) * 100 ) $ "%";
PassiveValues[4] = "";
Increments[0] = "[" @ Left( string( default.WeaponDamage.Increment * 100 ), InStr(string(default.WeaponDamage.Increment * 100), ".") + 2 ) $ "% /" @ default.LevelString @ "]";
Increments[1] = "[" @ "5% +" @ Round( default.BulletResistance.Increment * 100 ) $ "% /" @ default.LevelString @"]";
Increments[2] = "[" @ Round( default.MagSize.Increment * 100 ) $"% /" @default.LevelString @"]";
Increments[3] = "[" @ Round( default.WeaponSwitchSpeed.Increment *100 ) $"% /" @ default.LevelString @"]";
Increments[4] = "";
}
DefaultProperties
{
PerkIcon=Texture2D'UI_PerkIcons_TEX.UI_PerkIcon_SWAT'
PrimaryWeaponDef=class'KFWeapDef_MP7'
BackupSecondaryWeaponDef=class'KFWeapDef_9mmDual'
KnifeWeaponDef=class'KFweapDef_Knife_SWAT'
GrenadeWeaponDef=class'KFWeapDef_Grenade_SWAT'
ProgressStatID=STATID_Swat_Progress
PerkBuildStatID=STATID_Swat_Build
// Skill tracking
HitAccuracyHandicap=0.0
HeadshotAccuracyHandicap=-3.0
// Prestige Rewards
PrestigeRewardItemIconPaths[0]="WEP_SkinSet_Prestige01_Item_TEX.knives.SWATKnife_PrestigePrecious_Mint_large"
PrestigeRewardItemIconPaths[1]="WEP_SkinSet_Prestige02_Item_TEX.tier01.MP7_PrestigePrecious_Mint_large"
PrestigeRewardItemIconPaths[2]="WEP_skinset_prestige03_itemtex.tier02.MP5RAS_PrestigePrecious_Mint_large"
PrestigeRewardItemIconPaths[3]="wep_skinset_prestige04_itemtex.tier03.HecklerKochUMP_PrestigePrecious_Mint_large"
PrestigeRewardItemIconPaths[4]="WEP_SkinSet_Prestige05_Item_TEX.tier04.KrissSMG_PrestigePrecious_Mint_large"
TacticalMovementBobDamp=1.11
RapidAssaultFiringRate=0.51f
SnarePower=15 //20
WeaponDamage=(Name="Weapon Damage",Increment=0.01f,Rank=0,StartingValue=1.f,MaxValue=1.25) //1.25
BulletResistance=(Name="Bullet Resistance",Increment=0.01,Rank=0,StartingValue=0.05,MaxValue=0.3f)
MagSize=(Name="Increased Mag Size",Increment=0.04,Rank=0,StartingValue=0.f,MaxValue=1.f)
WeaponSwitchSpeed=(Name="Weapon Switch Speed",Increment=0.01,Rank=0,StartingValue=0.f,MaxValue=0.25)
HeavyArmorAbsorptionPct=0.65f
PerkSkills(ESWAT_HeavyArmor)=(Name="HeavyArmor",IconPath="UI_PerkTalent_TEX.SWAT.UI_Talents_SWAT_HeavyArmor", Increment=0.f,Rank=0,StartingValue=0.5f,MaxValue=0.5f) //0.1
PerkSkills(ESWAT_TacticalMovement)=(Name="TacticalMovement",IconPath="UI_PerkTalent_TEX.SWAT.UI_Talents_SWAT_TacticalMovement", Increment=0.f,Rank=0,StartingValue=2.5f,MaxValue=2.5f)
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PerkSkills(ESWAT_Backup)=(Name="Backup",IconPath="UI_PerkTalent_TEX.SWAT.UI_Talents_SWAT_Backup", Increment=0.f,Rank=0,StartingValue=1.0f,MaxValue=1.0f) //0.85f
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PerkSkills(ESWAT_TacticalReload)=(Name="TacticalReload",IconPath="UI_PerkTalent_TEX.SWAT.UI_Talents_SWAT_TacticalReload", Increment=0.f,Rank=0,StartingValue=2.0,MaxValue=2.0)
PerkSkills(ESWAT_SpecialAmmunition)=(Name="SpecialAmmunition",IconPath="UI_PerkTalent_TEX.SWAT.UI_Talents_SWAT_SpecialAmmunition", Increment=0.f,Rank=0,StartingValue=2.0f,MaxValue=2.0f)
PerkSkills(ESWAT_AmmoVest)=(Name="AmmoVest",IconPath="UI_PerkTalent_TEX.SWAT.UI_Talents_SWAT_AmmoVest", Increment=0.f,Rank=0,StartingValue=0.3f,MaxValue=0.3f)
PerkSkills(ESWAT_BodyArmor)=(Name="BodyArmor",IconPath="UI_PerkTalent_TEX.SWAT.UI_Talents_SWAT_BodyArmor", Increment=0.f,Rank=0,StartingValue=0.5f,MaxValue=0.5f)
PerkSkills(ESWAT_Cripple)=(Name="Cripple",IconPath="UI_PerkTalent_TEX.SWAT.UI_Talents_SWAT_Cripple", Increment=0.f,Rank=0,StartingValue=0.7f,MaxValue=0.7f)
PerkSkills(ESWAT_SWATEnforcer)=(Name="SWATEnforcer",IconPath="UI_PerkTalent_TEX.SWAT.UI_Talents_SWAT_SWATEnforcer", Increment=0.f,Rank=0,StartingValue=1.f,MaxValue=1.f)
PerkSkills(ESWAT_RapidAssault)=(Name="RapidAssault",IconPath="UI_PerkTalent_TEX.SWAT.UI_Talents_SWAT_RapidAssault", Increment=0.f,Rank=0,StartingValue=1.f,MaxValue=1.f)
SecondaryXPModifier(0)=2
SecondaryXPModifier(1)=3
SecondaryXPModifier(2)=4
SecondaryXPModifier(3)=7
ZedTimeModifyingStates(0)="WeaponFiring"
ZedTimeModifyingStates(1)="WeaponBurstFiring"
ZedTimeModifyingStates(2)="WeaponSingleFiring"
ZedTimeModifyingStates(3)="WeaponAltFiringAuto"
AutoBuyLoadOutPath=(class'KFWeapDef_MP7', class'KFWeapDef_MP5RAS', class'KFWeapDef_P90', class'KFWeapDef_Kriss')
BumpDamageAmount=450
BumpDamageType=class'KFDT_SWATBatteringRam'
BumpMomentum=1.f
SWATEnforcerZedTimeSpeedScale=1.25f
BumpCooldown = 0.1f
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TacticalMovementModifier = 0.2;
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}