267 lines
8.3 KiB
Ucode
267 lines
8.3 KiB
Ucode
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//=============================================================================
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// KFWeap_Shotgun_DoubleBarrel
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//=============================================================================
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// A Double Barrel Sawed Off Shotgun
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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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// - John "Ramm-Jaeger" Gibson
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//=============================================================================
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class KFWeap_Shotgun_DoubleBarrel extends KFWeap_ShotgunBase;
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/** How much to scale recoil when firing in double barrel fire. */
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var(Recoil) float DoubleFireRecoilModifier;
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/** Shoot animation to play when shooting both barrels from the hip */
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var(Animations) const editconst name FireDoubleAnim;
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/** How much momentum to apply when fired in double barrel */
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var(Recoil) float DoubleBarrelKickMomentum;
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/** How much to reduce shoot momentum when falling */
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var(Recoil) float FallingMomentumReduction;
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/**
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* Toggle between DEFAULT and ALTFIRE
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*/
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simulated function AltFireMode()
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{
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// LocalPlayer Only
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if ( !Instigator.IsLocallyControlled() )
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{
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return;
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}
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if (AmmoCount[0] == 1)
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{
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StartFire(DEFAULT_FIREMODE);
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}
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else
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{
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StartFire(ALTFIRE_FIREMODE);
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}
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}
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/**
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* Send weapon to proper firing state
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*/
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simulated function SendToFiringState(byte FireModeNum)
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{
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if( FireModeNum == ALTFIRE_FIREMODE && AmmoCount[0] == 1)
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{
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// not enough ammo for altfire
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Super.SendToFiringState(DEFAULT_FIREMODE);
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}
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else
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{
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Super.SendToFiringState(FireModeNum);
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}
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}
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/*********************************************************************************************
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* State WeaponSingleFiring
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* Fire must be released between every shot.
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*********************************************************************************************/
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simulated state WeaponDoubleBarrelFiring extends WeaponSingleFiring
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{
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/** Overrideen to include the DoubleFireRecoilModifier*/
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simulated function ModifyRecoil( out float CurrentRecoilModifier )
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{
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super.ModifyRecoil( CurrentRecoilModifier );
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CurrentRecoilModifier *= DoubleFireRecoilModifier;
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}
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simulated function BeginState(name PreviousStateName)
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{
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local vector UsedKickMomentum;
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Super.BeginState(PreviousStateName);
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// Push the player back when they fire both barrels
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if (Instigator != none )
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{
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UsedKickMomentum.X = -DoubleBarrelKickMomentum;
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if( Instigator.Physics == PHYS_Falling )
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{
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UsedKickMomentum = UsedKickMomentum >> Instigator.GetViewRotation();
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UsedKickMomentum *= FallingMomentumReduction;
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}
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else
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{
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UsedKickMomentum = UsedKickMomentum >> Instigator.Rotation;
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UsedKickMomentum.Z = 0;
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}
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Instigator.AddVelocity(UsedKickMomentum,Instigator.Location,none);
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}
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}
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}
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/** Handle one-hand fire anims */
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simulated function name GetWeaponFireAnim(byte FireModeNum)
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{
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if ( bUsingSights )
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{
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return FireSightedAnims[FireModeNum];
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}
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else
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{
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if ( FireModeNum == ALTFIRE_FIREMODE )
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{
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return FireDoubleAnim;
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}
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else
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{
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return FireAnim;
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}
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}
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}
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/**
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* Causes the muzzle flash to turn on and setup a time to
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* turn it back off again.
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*/
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simulated function CauseMuzzleFlash(byte FireModeNum)
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{
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// Alternate barrels
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if( FireModeNum == DEFAULT_FIREMODE )
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{
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if( AmmoCount[0] == 1 )
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{
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super.CauseMuzzleFlash(DEFAULT_FIREMODE);
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}
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else
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{
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super.CauseMuzzleFlash(ALTFIRE_FIREMODE);
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}
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}
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// Fire both barrels
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else
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{
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super.CauseMuzzleFlash(DEFAULT_FIREMODE);
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super.CauseMuzzleFlash(ALTFIRE_FIREMODE);
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}
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}
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defaultproperties
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{
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// Inventory
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InventorySize=5 //4
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GroupPriority=50
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WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_DBShotgun'
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// FOV
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MeshFOV=75
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MeshIronSightFOV=52
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PlayerIronSightFOV=70
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// Depth of field
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DOF_FG_FocalRadius=65
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DOF_FG_MaxNearBlurSize=3
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// Zooming/Position
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PlayerViewOffset=(X=4.0,Y=7.0,Z=-5.0)
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IronSightPosition=(X=3,Y=0,Z=0)
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// Content
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PackageKey="Shotgun_DoubleBarrel"
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FirstPersonMeshName="wep_1p_double_barrel_mesh.Wep_1stP_Double_Barrel"
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FirstPersonAnimSetNames(0)="WEP_1P_Double_Barrel_ANIM.Wep_1stP_Double_Barrel_Anim"
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PickupMeshName="WEP_3P_Double_Barrel_MESH.Wep_Double_Barrel_Pickup"
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AttachmentArchetypeName="WEP_Shotgun_DoubleBarrel_ARCH.Wep_Shotgun_DoubleBarrel_3P"
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MuzzleFlashTemplateName="WEP_Shotgun_DoubleBarrel_ARCH.Wep_Shotgun_DoubleBarrel_MuzzleFlash"
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// Animations
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FireAnim=Shoot_Single
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FireDoubleAnim=Shoot_Double
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FireSightedAnims[0]=Shoot_Iron_Single
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FireSightedAnims[1]=Shoot_Iron_Double
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bHasFireLastAnims=false
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// DEFAULT_FIREMODE
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
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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_Bullet_Pellet'
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InstantHitDamage(DEFAULT_FIREMODE)=25.0 //25
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_DBShotgun'
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PenetrationPower(DEFAULT_FIREMODE)=2.0
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FireInterval(DEFAULT_FIREMODE)=0.25 // 240 RPM
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FireOffset=(X=25,Y=3.5,Z=-4)
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NumPellets(DEFAULT_FIREMODE)=10 //12
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Spread(DEFAULT_FIREMODE)=0.25
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ForceReloadTimeOnEmpty=0.3
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// ALT_FIREMODE
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FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunAuto'
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FiringStatesArray(ALTFIRE_FIREMODE)=WeaponDoubleBarrelFiring
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WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
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WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_Pellet'
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InstantHitDamage(ALTFIRE_FIREMODE)=25.0 //25
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InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_DBShotgun'
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PenetrationPower(ALTFIRE_FIREMODE)=2.0
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FireInterval(ALTFIRE_FIREMODE)=0.25 // 240 RPM
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NumPellets(ALTFIRE_FIREMODE)=20 //24
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Spread(ALTFIRE_FIREMODE)=0.25
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AmmoCost(ALTFIRE_FIREMODE)=2
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DoubleBarrelKickMomentum=1000
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FallingMomentumReduction=0.5
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// BASH_FIREMODE
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_DBShotgun'
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InstantHitDamage(BASH_FIREMODE)=24
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Shotgun.Play_SA_WEP_DoubleBarrel_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_Shotgun.Play_SA_WEP_DoubleBarrel_Fire_1P')
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WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Shotgun.Play_SA_WEP_DoubleBarrel_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_Shotgun.Play_SA_WEP_DoubleBarrel_Alt_Fire_1P')
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_Shotgun.Play_SA_WEP_DoubleBarrel_Handling_DryFire'
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WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_Shotgun.Play_SA_WEP_DoubleBarrel_Handling_DryFire'
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// Attachments
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bHasIronSights=true
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bHasFlashlight=false
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// Ammo
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MagazineCapacity[0]=2
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SpareAmmoCapacity[0]=46
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InitialSpareMags[0]=11
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AmmoPickupScale[0]=3.0
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bCanBeReloaded=true
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bReloadFromMagazine=true
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bNoMagazine=true
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// Recoil
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maxRecoilPitch=900
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minRecoilPitch=775
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maxRecoilYaw=500
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minRecoilYaw=-500
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RecoilRate=0.085
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RecoilBlendOutRatio=1.1
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RecoilMaxYawLimit=500
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RecoilMinYawLimit=65035
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RecoilMaxPitchLimit=1500
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RecoilMinPitchLimit=64785
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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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RecoilViewRotationScale=0.8
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FallingRecoilModifier=1.5
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DoubleFireRecoilModifier=2.2
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HippedRecoilModifier=1.25
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AssociatedPerkClasses(0)=class'KFPerk_Support'
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WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil_SingleShot'
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// Weapon Upgrade stat boosts
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//WeaponUpgrades[1]=(IncrementDamage=1.05f,IncrementWeight=1)
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//WeaponUpgrades[2]=(IncrementDamage=1.1f,IncrementWeight=2)
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//WeaponUpgrades[3]=(IncrementDamage=1.15f,IncrementWeight=3)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.05f), (Stat=EWUS_Damage1, Scale=1.05f), (Stat=EWUS_Weight, Add=1)))
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WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.1f), (Stat=EWUS_Damage1, Scale=1.1f), (Stat=EWUS_Weight, Add=2)))
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WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=3)))
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}
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