1104 lines
33 KiB
Ucode
1104 lines
33 KiB
Ucode
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//=============================================================================
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// KFWeap_HRG_Healthrower
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//=============================================================================
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// A Flamethrower that heals teammates and poisons zeds
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2019 Tripwire Interactive LLC
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//=============================================================================
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class KFWeap_HRG_Healthrower extends KFWeap_FlameBase;
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/*********************************************************************************************
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*
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* START: CODE COPIED FROM KFWEAP_MEDICBASE.UC
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*
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********************************************************************************************* */
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/*********************************************************************************************
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* @name Healing Darts
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********************************************************************************************* */
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/** DamageTypes for Instant Hit Weapons */
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var class<DamageType> HealingDartDamageType;
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/** How much to heal for when using this weapon */
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var(Healing) int HealAmount;
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/** How many points of heal ammo to recharge per second */
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var(Healing) float HealFullRechargeSeconds;
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/** Keeps track of incremental healing since we have to heal in whole integers */
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var float HealingIncrement;
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/** How many points of heal ammo to recharge per second. Calculated from the HealFullRechargeSeconds */
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var float HealRechargePerSecond;
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/** The sound of the healing dart hitting someone they will heal */
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var AKEvent HealImpactSoundPlayEvent;
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/** The sound of the healing dart hitting someone they will hurt */
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var AKEvent HurtImpactSoundPlayEvent;
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/** Sound to play when the weapon is fired */
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var(Sounds) WeaponFireSndInfo DartFireSnd;
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const ShootDartAnim = 'Shoot_Dart';
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const ShootDartIronAnim = 'Shoot_Iron_Dart';
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/** How long after we shoot a healing dart before a zed can grab us.
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* Prevents us from missing healing shots from being grabbed */
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var(Weapon) float HealDartShotWeakZedGrabCooldown;
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/** Recoil override for healing dart alt-fire */
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var(Recoil) int DartMaxRecoilPitch;
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var(Recoil) int DartMinRecoilPitch;
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var(Recoil) int DartMaxRecoilYaw;
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var(Recoil) int DartMinRecoilYaw;
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/** Controller rumble override for healing dart. */
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var ForceFeedbackWaveform HealingDartWaveForm;
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var repnotify byte HealingDartAmmo;
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/*********************************************************************************************
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* @name Weapon lock on support
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********************************************************************************************* */
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/** The frequency with which we will check for a lock */
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var(Locking) float LockCheckTime;
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/** How far out should we be considering actors for a lock */
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var(Locking) float LockRange;
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/** How long does the player need to target an actor to lock on to it*/
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var(Locking) float LockAcquireTime;
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/** Once locked, how long can the player go without painting the object before they lose the lock */
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var(Locking) float LockTolerance;
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/** When true, this weapon is locked on target */
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var bool bLockedOnTarget;
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/** What "target" is this weapon locked on to */
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var repnotify Actor LockedTarget;
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/** What "target" is current pending to be locked on to */
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var repnotify Actor PendingLockedTarget;
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/** angle for locking for lock targets */
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var(Locking) float LockAim;
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/** Sound Effects to play when Locking */
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var AkBaseSoundObject LockAcquiredSoundFirstPerson;
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var AkBaseSoundObject LockTargetingStopEvent;
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var AkBaseSoundObject LockTargetingStopEventFirstPerson;
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var AkBaseSoundObject LockLostSoundFirstPerson;
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var AkBaseSoundObject LockTargetingSoundFirstPerson;
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/** If true, weapon will try to lock onto targets */
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var bool bTargetLockingActive;
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/** How much time is left before pending lock-on can be acquired */
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var float PendingLockAcquireTimeLeft;
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/** How much time is left before pending lock-on is lost */
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var float PendingLockTimeout;
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/** How much time is left before lock-on is lost */
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var float LockedOnTimeout;
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var bool bRechargeHealAmmo;
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/*********************************************************************************************
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@name Optics UI
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********************************************************************************************* */
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var class<KFGFxWorld_MedicOptics> OpticsUIClass;
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var KFGFxWorld_MedicOptics OpticsUI;
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/** The last updated value for our ammo - Used to know when to update our optics ammo */
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var byte StoredPrimaryAmmo;
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var byte StoredSecondaryAmmo;
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replication
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{
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// Server->Client properties
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if (bNetDirty && Role == ROLE_Authority)
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bLockedOnTarget, LockedTarget, PendingLockedTarget;
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if (bNetDirty && Role == ROLE_Authority && bAllowClientAmmoTracking && bRechargeHealAmmo)
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HealingDartAmmo;
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}
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/* epic ===============================================
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* ::ReplicatedEvent
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*
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* Called when a variable with the property flag "RepNotify" is replicated
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*
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* =====================================================
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*/
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simulated event ReplicatedEvent(name VarName)
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{
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if (VarName == nameof(LockedTarget))
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{
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// Clear the lock if we lost our LockedTarget and don't have a new PendingLockedTarget
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if (OpticsUI != none)
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{
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if (LockedTarget == none && PendingLockedTarget == none)
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{
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OpticsUI.ClearLockOn();
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}
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else if (LockedTarget != none)
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{
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OpticsUI.LockedOn();
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}
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}
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}
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else if (VarName == nameof(PendingLockedTarget))
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{
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// Clear the lock if we lost our LockedTarget and don't have a new PendingLockedTarget
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if (OpticsUI != none)
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{
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if (PendingLockedTarget == none && LockedTarget == none)
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{
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OpticsUI.ClearLockOn();
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}
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else if (PendingLockedTarget != none)
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{
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OpticsUI.StartLockOn();
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}
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}
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}
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else if (VarName == nameof(HealingDartAmmo))
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{
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AmmoCount[ALTFIRE_FIREMODE] = HealingDartAmmo;
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}
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else
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{
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Super.ReplicatedEvent(VarName);
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}
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}
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/*********************************************************************************************
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@name Actor
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********************************************************************************************* */
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/**
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* Check target locking - server-side only
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* HealAmmo Regen client and server
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*/
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simulated event Tick(FLOAT DeltaTime)
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{
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// If we're not fully charged tick the HealAmmoRegen system
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if (AmmoCount[ALTFIRE_FIREMODE] < MagazineCapacity[ALTFIRE_FIREMODE])
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{
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HealAmmoRegeneration(DeltaTime);
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}
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if (Instigator != none && Instigator.weapon == self)
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{
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UpdateOpticsUI();
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}
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Super.Tick(DeltaTime);
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}
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/*********************************************************************************************
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@name Firing / Projectile
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********************************************************************************************* */
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/** Instead of switch fire mode use as immediate alt fire */
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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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// StartFire - StopFire called from KFPlayerInput
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StartFire(ALTFIRE_FIREMODE);
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}
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/** @see KFWeapon::ConsumeAmmo */
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simulated function ConsumeAmmo(byte FireModeNum)
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{
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// If its not the healing fire mode, return
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if (FireModeNum != ALTFIRE_FIREMODE)
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{
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Super.ConsumeAmmo(FireModeNum);
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return;
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}
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`if(`notdefined(ShippingPC))
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if (bInfiniteAmmo)
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{
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return;
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}
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`endif
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// If AmmoCount is being replicated, don't allow the client to modify it here
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if (Role == ROLE_Authority || bAllowClientAmmoTracking)
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{
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// Don't consume ammo if magazine size is 0 (infinite ammo with no reload)
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if (MagazineCapacity[1] > 0 && AmmoCount[1] > 0)
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{
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// Reduce ammo amount by heal ammo cost
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AmmoCount[1] = Max(AmmoCount[1] - AmmoCost[1], 0);
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}
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}
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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 KFPawn HealTarget;
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local KFPlayerController Healer;
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local KFPerk InstigatorPerk;
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local float AdjustedHealAmount;
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HealTarget = KFPawn(Impact.HitActor);
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Healer = KFPlayerController(Instigator.Controller);
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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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if (FiringMode == ALTFIRE_FIREMODE && HealTarget != none && WorldInfo.GRI.OnSameTeam(Instigator, HealTarget))
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{
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// Let the accuracy system know that we hit someone
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if (Healer != none)
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{
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Healer.AddShotsHit(1);
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}
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AdjustedHealAmount = HealAmount * static.GetUpgradeHealMod(CurrentWeaponUpgradeIndex);
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HealTarget.HealDamage(AdjustedHealAmount, Instigator.Controller, HealingDartDamageType);
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// Play a healed impact sound for the healee
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if (HealImpactSoundPlayEvent != None && HealTarget != None && !bSuppressSounds)
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{
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HealTarget.PlaySoundBase(HealImpactSoundPlayEvent, false, false, , Impact.HitLocation);
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}
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}
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else
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{
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// Play a hurt impact sound for the hurt
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if (HurtImpactSoundPlayEvent != None && HealTarget != None && !bSuppressSounds)
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{
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HealTarget.PlaySoundBase(HurtImpactSoundPlayEvent, false, false, , Impact.HitLocation);
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}
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Super.ProcessInstantHitEx(FiringMode, Impact, NumHits, out_PenetrationVal);
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}
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}
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/** Spawn projectile is called once for each shot pellet fired */
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simulated function KFProjectile SpawnProjectile(class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir)
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{
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local KFProjectile SpawnedProjectile;
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SpawnedProjectile = Super.SpawnProjectile(KFProjClass, RealStartLoc, AimDir);
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if (bLockedOnTarget && KFProj_HealingDart(SpawnedProjectile) != None)
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{
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KFProj_HealingDart(SpawnedProjectile).SeekTarget = LockedTarget;
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}
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return SpawnedProjectile;
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}
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/**
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* Called on the client when the weapon is fired calculate the recoil parameters
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* Network: LocalPlayer
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*/
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simulated event HandleRecoil()
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{
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// Separate recoil settings for healing darts. Doesn't update RecoilRate
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// or BlendOutRate, but that could be problematic if currently recoiling.
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if (CurrentFireMode == ALTFIRE_FIREMODE)
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{
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minRecoilPitch = DartMinRecoilPitch;
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maxRecoilPitch = DartMaxRecoilPitch;
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minRecoilYaw = DartMinRecoilYaw;
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maxRecoilYaw = DartMaxRecoilYaw;
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}
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else
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{
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minRecoilPitch = default.minRecoilPitch;
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maxRecoilPitch = default.maxRecoilPitch;
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minRecoilYaw = default.minRecoilYaw;
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maxRecoilYaw = default.maxRecoilYaw;
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}
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Super.HandleRecoil();
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}
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/** plays view shake on the owning client only */
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simulated function ShakeView()
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{
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// All healing darts use the same force feedback wave form
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if (CurrentFireMode == ALTFIRE_FIREMODE)
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{
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WeaponFireWaveForm = HealingDartWaveForm;
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}
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else
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{
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WeaponFireWaveForm = default.WeaponFireWaveForm;
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}
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Super.ShakeView();
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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 WeaponSingleFiring
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{
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/** Handle ClearPendingFire */
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simulated function FireAmmunition()
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{
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if (CurrentFireMode == ALTFIRE_FIREMODE)
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{
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// Don't let a weak zed grab us when we just shot a healing dart
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SetWeakZedGrabCooldownOnPawn(HealDartShotWeakZedGrabCooldown);
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StartHealRecharge();
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}
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Super.FireAmmunition();
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}
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}
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// This makes it impossible for the server to fire before the fire animation has the chance to play on the client side.
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simulated function StartFire(byte FireModeNum)
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{
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if (FireModeNum == ALTFIRE_FIREMODE && !HasAmmo(FireModeNum, AmmoCost[FireModeNum]))
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{
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return;
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}
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Super.StartFire(FireModeNum);
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}
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/*********************************************************************************************
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@name Reload / recharge
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********************************************************************************************* */
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/** Overridden to call StartHealRecharge on server */
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function GivenTo(Pawn thisPawn, optional bool bDoNotActivate)
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{
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super.GivenTo(thisPawn, bDoNotActivate);
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// StartHealRecharge gets called on the client from ClientWeaponSet (called from ClientGivenTo, called from GivenTo),
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// but we also need this called on the server for remote clients, since the server needs to track the ammo too (to know if/when to spawn projectiles)
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if (Role == ROLE_Authority && !thisPawn.IsLocallyControlled())
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{
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StartHealRecharge();
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}
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}
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/** Start the heal recharge cycle */
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function StartHealRecharge()
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{
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local KFPerk InstigatorPerk;
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local float UsedHealRechargeTime;
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if (!bRechargeHealAmmo)
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{
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return;
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}
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// begin ammo recharge on server
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if (Role == ROLE_Authority)
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{
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InstigatorPerk = GetPerk();
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UsedHealRechargeTime = HealFullRechargeSeconds * static.GetUpgradeHealRechargeMod(CurrentWeaponUpgradeIndex);
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InstigatorPerk.ModifyHealerRechargeTime(UsedHealRechargeTime);
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// Set the healing recharge rate whenever we start charging
|
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HealRechargePerSecond = MagazineCapacity[ALTFIRE_FIREMODE] / UsedHealRechargeTime;
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HealingIncrement = 0;
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}
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}
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/** Heal Ammo Regen */
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function HealAmmoRegeneration(float DeltaTime)
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{
|
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if (!bRechargeHealAmmo)
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{
|
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return;
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}
|
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if (Role == ROLE_Authority)
|
||
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{
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HealingIncrement += HealRechargePerSecond * DeltaTime;
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|
||
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if (HealingIncrement >= 1.0 && AmmoCount[ALTFIRE_FIREMODE] < MagazineCapacity[ALTFIRE_FIREMODE])
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{
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AmmoCount[ALTFIRE_FIREMODE]++;
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HealingIncrement -= 1.0;
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|
||
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// Heal ammo regen is only tracked on the server, so even though we told the client he could
|
||
|
// keep track of ammo himself like a big boy, we still have to spoon-feed it to him.
|
||
|
if (bAllowClientAmmoTracking)
|
||
|
{
|
||
|
HealingDartAmmo = AmmoCount[ALTFIRE_FIREMODE];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/** Healing charge doesn't count as ammo for purposes of inventory management (e.g. switching) */
|
||
|
simulated function bool HasAnyAmmo()
|
||
|
{
|
||
|
if (HasSpareAmmo() || HasAmmo(DEFAULT_FIREMODE))
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*********************************************************************************************
|
||
|
@name Target Locking
|
||
|
********************************************************************************************* */
|
||
|
|
||
|
/**
|
||
|
* This function is used to adjust the LockTarget.
|
||
|
*/
|
||
|
function AdjustLockTarget(actor NewLockTarget)
|
||
|
{
|
||
|
if (LockedTarget == NewLockTarget)
|
||
|
{
|
||
|
// no need to update
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (NewLockTarget == None)
|
||
|
{
|
||
|
// Clear the lock
|
||
|
if (bLockedOnTarget)
|
||
|
{
|
||
|
bLockedOnTarget = false;
|
||
|
LockedTarget = None;
|
||
|
|
||
|
if (OpticsUI != none && PendingLockedTarget == none)
|
||
|
{
|
||
|
// Optics UI only exists for local players
|
||
|
OpticsUI.ClearLockOn();
|
||
|
}
|
||
|
|
||
|
if (bUsingSights)
|
||
|
{
|
||
|
ClientPlayTargetingSound(LockLostSoundFirstPerson);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Set the lock
|
||
|
bLockedOnTarget = true;
|
||
|
LockedTarget = NewLockTarget;
|
||
|
|
||
|
if (OpticsUI != none)
|
||
|
{
|
||
|
// Optics UI only exists for local players
|
||
|
OpticsUI.LockedOn();
|
||
|
}
|
||
|
|
||
|
ClientPlayTargetingSound(LockAcquiredSoundFirstPerson);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Given an potential target TA determine if we can lock on to it. By default only allow locking on
|
||
|
* to pawns.
|
||
|
*/
|
||
|
simulated function bool CanLockOnTo(Actor TA)
|
||
|
{
|
||
|
Local Pawn PawnTarget;
|
||
|
local KFPawn KFPawnTarget;
|
||
|
|
||
|
PawnTarget = Pawn(TA);
|
||
|
|
||
|
// Make sure the pawn is legit, isn't dead, and isn't already at full health
|
||
|
if ((TA == None) || !TA.bProjTarget || TA.bDeleteMe || (PawnTarget == None)
|
||
|
|| (TA == Instigator) || (PawnTarget.Health <= 0) || (PawnTarget.Health >= PawnTarget.HealthMax))
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
KFPawnTarget = KFPawn(PawnTarget);
|
||
|
if (KFPawnTarget != none && !KFPawnTarget.CanBeHealed())
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Make sure and only lock onto players on the same team
|
||
|
return WorldInfo.GRI.OnSameTeam(Instigator, TA);
|
||
|
}
|
||
|
|
||
|
/** returns true if lock-on is possible */
|
||
|
function bool AllowTargetLockOn()
|
||
|
{
|
||
|
return !Instigator.bNoWeaponFiring;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* This function checks to see if we are locked on a target
|
||
|
*/
|
||
|
function CheckTargetLock()
|
||
|
{
|
||
|
local Actor BestTarget, HitActor, TA;
|
||
|
local vector StartTrace, EndTrace, Aim, HitLocation, HitNormal;
|
||
|
local rotator AimRot;
|
||
|
local float BestAim, BestDist;
|
||
|
|
||
|
if ((Instigator == None) || (Instigator.Controller == None) || (self != Instigator.Weapon))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (!AllowTargetLockOn())
|
||
|
{
|
||
|
AdjustLockTarget(None);
|
||
|
PendingLockedTarget = None;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// clear lock if target is destroyed
|
||
|
if (LockedTarget != None)
|
||
|
{
|
||
|
if (LockedTarget.bDeleteMe)
|
||
|
{
|
||
|
AdjustLockTarget(None);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BestTarget = None;
|
||
|
|
||
|
//@todo: if we ever want AI to use medic weapons, then bring back the commented-out code that used to be here
|
||
|
|
||
|
// Begin by tracing the shot to see if it hits anyone
|
||
|
Instigator.Controller.GetPlayerViewPoint(StartTrace, AimRot);
|
||
|
Aim = vector(AimRot);
|
||
|
EndTrace = StartTrace + Aim * LockRange;
|
||
|
HitActor = Trace(HitLocation, HitNormal, EndTrace, StartTrace, true, , , TRACEFLAG_Bullet);
|
||
|
|
||
|
// Check for a hit
|
||
|
if ((HitActor == None) || !CanLockOnTo(HitActor))
|
||
|
{
|
||
|
// We didn't hit a valid target, have the controller attempt to pick a good target
|
||
|
BestAim = LockAim;
|
||
|
BestDist = 0.0;
|
||
|
TA = Instigator.Controller.PickTarget(class'Pawn', BestAim, BestDist, Aim, StartTrace, LockRange, True);
|
||
|
if (TA != None && CanLockOnTo(TA))
|
||
|
{
|
||
|
// Trace to see if we hit a destructible, as the PickTarget code only traces against world geometry
|
||
|
// @todo: Set up pick target to ignore pawns (as it should), but not trace through destructibles
|
||
|
HitActor = Trace(HitLocation, HitNormal, TA.Location, StartTrace, true, , , TRACEFLAG_Bullet);
|
||
|
|
||
|
// Make sure we didn't hit a destructible
|
||
|
if (KFFracturedMeshActor(HitActor) != none || KFDestructibleActor(HitActor) != none)
|
||
|
{
|
||
|
BestTarget = none;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
BestTarget = TA;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else // We hit a valid target
|
||
|
{
|
||
|
BestTarget = HitActor;
|
||
|
}
|
||
|
|
||
|
// If we have a "possible" target, note its time mark
|
||
|
if (BestTarget != None)
|
||
|
{
|
||
|
if (BestTarget == LockedTarget)
|
||
|
{
|
||
|
LockedOnTimeout = LockTolerance;
|
||
|
}
|
||
|
// We have our best target, see if they should become our current target.
|
||
|
// Check for a new Pending Lock
|
||
|
else if (PendingLockedTarget != BestTarget)
|
||
|
{
|
||
|
PendingLockedTarget = BestTarget;
|
||
|
PendingLockTimeout = LockTolerance;
|
||
|
PendingLockAcquireTimeLeft = LockAcquireTime;
|
||
|
|
||
|
if (OpticsUI != none)
|
||
|
{
|
||
|
// Optics UI only exists for local players
|
||
|
OpticsUI.StartLockOn();
|
||
|
}
|
||
|
|
||
|
if (bUsingSights)
|
||
|
{
|
||
|
// Play the "targeting" beep when we begin attempting to lock onto a target
|
||
|
// that we haven't locked onto yet
|
||
|
ClientPlayTargetingSound(LockTargetingSoundFirstPerson);
|
||
|
}
|
||
|
}
|
||
|
// Acquire new target if LockAcquireTime has passed
|
||
|
if (PendingLockedTarget != None)
|
||
|
{
|
||
|
PendingLockAcquireTimeLeft -= LockCheckTime;
|
||
|
if (PendingLockedTarget == BestTarget && PendingLockAcquireTimeLeft <= 0)
|
||
|
{
|
||
|
AdjustLockTarget(PendingLockedTarget);
|
||
|
PendingLockedTarget = None;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// If we lost a target, attempt to invalidate the pending target
|
||
|
else if (PendingLockedTarget != None)
|
||
|
{
|
||
|
PendingLockTimeout -= LockCheckTime;
|
||
|
if (PendingLockTimeout <= 0 || !CanLockOnTo(PendingLockedTarget))
|
||
|
{
|
||
|
PendingLockedTarget = None;
|
||
|
if (OpticsUI != none)
|
||
|
{
|
||
|
// Optics UI only exists for local players
|
||
|
OpticsUI.ClearLockOn();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If the new target is not the same, attempt to invalidate current locked on target
|
||
|
if (LockedTarget != None && BestTarget != LockedTarget)
|
||
|
{
|
||
|
LockedOnTimeout -= LockCheckTime;
|
||
|
if (LockedOnTimeout <= 0.f || !CanLockOnTo(LockedTarget))
|
||
|
{
|
||
|
AdjustLockTarget(None);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/** Plays a first person targeting beep sound (Local Player Only) */
|
||
|
unreliable client function ClientPlayTargetingSound(AkBaseSoundObject Sound)
|
||
|
{
|
||
|
if (Sound != None && !bSuppressSounds)
|
||
|
{
|
||
|
if (Instigator != None && Instigator.IsHumanControlled())
|
||
|
{
|
||
|
PlaySoundBase(Sound, true);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Tells the weapon to play a firing sound (uses CurrentFireMode)
|
||
|
* Overridden to support the dart shooting sounds
|
||
|
*/
|
||
|
simulated function PlayFiringSound(byte FireModeNum)
|
||
|
{
|
||
|
if (!bPlayingLoopingFireSnd)
|
||
|
{ //uses darts
|
||
|
if (FireModeNum == ALTFIRE_FIREMODE && bRechargeHealAmmo)
|
||
|
{
|
||
|
WeaponPlayFireSound(DartFireSnd.DefaultCue, DartFireSnd.FirstPersonCue);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Super.PlayFiringSound(FireModeNum);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Need to make noise if super isn't called
|
||
|
MakeNoise(1.0, 'PlayerFiring'); // AI
|
||
|
}
|
||
|
|
||
|
/** Override for 1st person healing dart anims */
|
||
|
simulated function name GetWeaponFireAnim(byte FireModeNum)
|
||
|
{
|
||
|
if (FireModeNum == ALTFIRE_FIREMODE)
|
||
|
{
|
||
|
return (bUsingSights) ? ShootDartIronAnim : ShootDartAnim;
|
||
|
}
|
||
|
|
||
|
return Super.GetWeaponFireAnim(FireModeNum);
|
||
|
}
|
||
|
|
||
|
/*********************************************************************************************
|
||
|
@name Optics UI
|
||
|
********************************************************************************************* */
|
||
|
|
||
|
/** Get our optics movie from the inventory once our InvManager is created */
|
||
|
reliable client function ClientWeaponSet(bool bOptionalSet, optional bool bDoNotActivate)
|
||
|
{
|
||
|
local KFInventoryManager KFIM;
|
||
|
|
||
|
super.ClientWeaponSet(bOptionalSet, bDoNotActivate);
|
||
|
|
||
|
if (OpticsUI == none)
|
||
|
{
|
||
|
KFIM = KFInventoryManager(InvManager);
|
||
|
if (KFIM != none)
|
||
|
{
|
||
|
//Create the screen's UI piece
|
||
|
OpticsUI = KFGFxWorld_MedicOptics(KFIM.GetOpticsUIMovie(OpticsUIClass));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Initialize our displayed ammo count and healer charge
|
||
|
StartHealRecharge();
|
||
|
}
|
||
|
|
||
|
function ItemRemovedFromInvManager()
|
||
|
{
|
||
|
local KFInventoryManager KFIM;
|
||
|
|
||
|
Super.ItemRemovedFromInvManager();
|
||
|
|
||
|
if (OpticsUI != none)
|
||
|
{
|
||
|
KFIM = KFInventoryManager(InvManager);
|
||
|
if (KFIM != none)
|
||
|
{
|
||
|
//Create the screen's UI piece
|
||
|
KFIM.RemoveOpticsUIMovie(OpticsUI.class);
|
||
|
|
||
|
OpticsUI.Close();
|
||
|
OpticsUI = none;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/** Unpause our optics movie and reinitialize our ammo when we equip the weapon */
|
||
|
simulated function AttachWeaponTo(SkeletalMeshComponent MeshCpnt, optional Name SocketName)
|
||
|
{
|
||
|
super.AttachWeaponTo(MeshCpnt, SocketName);
|
||
|
|
||
|
if (OpticsUI != none)
|
||
|
{
|
||
|
OpticsUI.SetPause(false);
|
||
|
OpticsUI.ClearLockOn();
|
||
|
UpdateOpticsUI(true);
|
||
|
OpticsUI.SetShotPercentCost(AmmoCost[ALTFIRE_FIREMODE]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/** Pause the optics movie once we unequip the weapon so it's not playing in the background */
|
||
|
simulated function DetachWeapon()
|
||
|
{
|
||
|
local Pawn OwnerPawn;
|
||
|
super.DetachWeapon();
|
||
|
|
||
|
OwnerPawn = Pawn(Owner);
|
||
|
if (OwnerPawn != none && OwnerPawn.Weapon == self)
|
||
|
{
|
||
|
if (OpticsUI != none)
|
||
|
{
|
||
|
OpticsUI.SetPause();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Update our displayed ammo count if it's changed
|
||
|
*/
|
||
|
simulated function UpdateOpticsUI(optional bool bForceUpdate)
|
||
|
{
|
||
|
if (OpticsUI != none && OpticsUI.OpticsContainer != none)
|
||
|
{
|
||
|
if (AmmoCount[DEFAULT_FIREMODE] != StoredPrimaryAmmo || bForceUpdate)
|
||
|
{
|
||
|
StoredPrimaryAmmo = AmmoCount[DEFAULT_FIREMODE];
|
||
|
OpticsUI.SetPrimaryAmmo(StoredPrimaryAmmo);
|
||
|
}
|
||
|
|
||
|
if (AmmoCount[ALTFIRE_FIREMODE] != StoredSecondaryAmmo || bForceUpdate)
|
||
|
{
|
||
|
StoredSecondaryAmmo = AmmoCount[ALTFIRE_FIREMODE];
|
||
|
OpticsUI.SetHealerCharge(StoredSecondaryAmmo);
|
||
|
}
|
||
|
|
||
|
if (OpticsUI.MinPercentPerShot != AmmoCost[ALTFIRE_FIREMODE])
|
||
|
{
|
||
|
OpticsUI.SetShotPercentCost(AmmoCost[ALTFIRE_FIREMODE]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*********************************************************************************************
|
||
|
* state Inactive
|
||
|
* This state is the default state. It needs to make sure Zooming is reset when entering/leaving
|
||
|
*********************************************************************************************/
|
||
|
|
||
|
auto simulated state Inactive
|
||
|
{
|
||
|
simulated function BeginState(name PreviousStateName)
|
||
|
{
|
||
|
Super.BeginState(PreviousStateName);
|
||
|
|
||
|
if (Role == ROLE_Authority)
|
||
|
{
|
||
|
bTargetLockingActive = false;
|
||
|
AdjustLockTarget(None);
|
||
|
ClearTimer(nameof(CheckTargetLock));
|
||
|
}
|
||
|
|
||
|
// force stop beep/lock
|
||
|
PendingLockedTarget = None;
|
||
|
}
|
||
|
|
||
|
simulated function EndState(Name NextStateName)
|
||
|
{
|
||
|
Super.EndState(NextStateName);
|
||
|
|
||
|
if (Role == ROLE_Authority)
|
||
|
{
|
||
|
bTargetLockingActive = true;
|
||
|
SetTimer(LockCheckTime, true, nameof(CheckTargetLock));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*********************************************************************************************
|
||
|
* State WeaponSprinting
|
||
|
* This is the default Sprinting State. It's performed on both the client and the server.
|
||
|
*********************************************************************************************/
|
||
|
|
||
|
/** Override AllowTargetLockOn */
|
||
|
simulated state WeaponSprinting
|
||
|
{
|
||
|
ignores AllowTargetLockOn;
|
||
|
}
|
||
|
|
||
|
/*********************************************************************************************
|
||
|
* Trader
|
||
|
********************************************************************************************/
|
||
|
|
||
|
/** Allows weapon to set its own trader stats (can set number of stats, names and values of stats) */
|
||
|
static simulated event SetTraderWeaponStats(out array<STraderItemWeaponStats> WeaponStats)
|
||
|
{
|
||
|
super.SetTraderWeaponStats(WeaponStats);
|
||
|
|
||
|
WeaponStats.Length = WeaponStats.Length + 1;
|
||
|
WeaponStats[WeaponStats.Length - 1].StatType = TWS_HealAmount;
|
||
|
WeaponStats[WeaponStats.Length - 1].StatValue = default.HealAmount;
|
||
|
|
||
|
WeaponStats.Length = WeaponStats.Length + 1;
|
||
|
WeaponStats[WeaponStats.Length - 1].StatType = TWS_RechargeTime;
|
||
|
WeaponStats[WeaponStats.Length - 1].StatValue = default.HealFullRechargeSeconds;
|
||
|
}
|
||
|
|
||
|
/*********************************************************************************************
|
||
|
* HUD
|
||
|
********************************************************************************************/
|
||
|
|
||
|
/** Determines the secondary ammo left for HUD display */
|
||
|
simulated function int GetSecondaryAmmoForHUD()
|
||
|
{
|
||
|
return AmmoCount[1];
|
||
|
}
|
||
|
|
||
|
/*********************************************************************************************
|
||
|
*
|
||
|
* END: CODE COPIED FROM KFWEAP_MEDICBASE.UC
|
||
|
*
|
||
|
********************************************************************************************* */
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
FlameSprayArchetype=SprayActor_Heal'WEP_Healthrower_ARCH.WEP_Healthrower_Spray'
|
||
|
|
||
|
Begin Object Name=PilotLight0
|
||
|
Template=none //ParticleSystem'WEP_Flamethrower_EMIT.FX_pilot_light_01'
|
||
|
End Object
|
||
|
|
||
|
PilotLightSocketName=FXPilot1
|
||
|
|
||
|
//PilotLightPlayEvent=AkEvent'WW_WEP_SA_Flamethrower.Play_WEP_SA_Flamethrower_PilotLight_Loop'
|
||
|
//PilotLightStopEvent=AkEvent'WW_WEP_SA_Flamethrower.Stop_WEP_SA_Flamethrower_PilotLight_Loop'
|
||
|
|
||
|
// Muzzle Flash point light
|
||
|
// want this light to illuminate characters only, so Marcus gets the glow
|
||
|
/*Begin Object Class=PointLightComponent Name=PilotPointLight0
|
||
|
LightColor=(R=250,G=150,B=85,A=255)
|
||
|
Brightness=0.25f
|
||
|
FalloffExponent=4.f
|
||
|
Radius=128.f
|
||
|
CastShadows=False
|
||
|
CastStaticShadows=FALSE
|
||
|
CastDynamicShadows=TRUE
|
||
|
bCastPerObjectShadows=false
|
||
|
bEnabled=FALSE
|
||
|
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
|
||
|
End Object
|
||
|
|
||
|
Begin Object Class=PointLightComponent Name=PilotPointLight1
|
||
|
LightColor=(R=250,G=150,B=85,A=255)
|
||
|
Brightness=3.f
|
||
|
FalloffExponent=8.f
|
||
|
Radius=32.f
|
||
|
CastShadows=False
|
||
|
CastStaticShadows=FALSE
|
||
|
CastDynamicShadows=TRUE
|
||
|
bCastPerObjectShadows=false
|
||
|
bEnabled=FALSE
|
||
|
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
|
||
|
End Object*/
|
||
|
|
||
|
//PilotLights(0)=(Light=PilotPointLight0,FlickerIntensity=1.5f,FlickerInterpSpeed=0.5f,LightAttachBone=FXPilot1)
|
||
|
//PilotLights(1)=(Light=PilotPointLight1,FlickerIntensity=4.f,FlickerInterpSpeed=3.f,LightAttachBone=FXPilot3)
|
||
|
|
||
|
// Shooting Animations
|
||
|
FireSightedAnims[0]=Shoot
|
||
|
FireLoopSightedAnim=ShootLoop
|
||
|
|
||
|
// Advanced Looping (High RPM) Fire Effects
|
||
|
FireLoopStartSightedAnim=ShootLoop_Start
|
||
|
FireLoopEndSightedAnim=ShootLoop_End
|
||
|
|
||
|
// FOV
|
||
|
MeshIronSightFOV=52PP
|
||
|
PlayerIronSightFOV=80
|
||
|
|
||
|
// Depth of field
|
||
|
DOF_FG_FocalRadius=150
|
||
|
DOF_FG_MaxNearBlurSize=1
|
||
|
|
||
|
// Content
|
||
|
PackageKey="Healthrower"
|
||
|
FirstPersonMeshName="WEP_1P_HRG_Healthrower_MESH.Wep_1stP_HRG_Healthrower_Rig"
|
||
|
FirstPersonAnimSetNames(0)="WEP_1P_HRG_Healthrower_ANIM.Wep_1stP_HRG_Healthrower_Anim"
|
||
|
PickupMeshName="WEP_3P_HRG_Healthrower_MESH.Wep_HRG_Healthrower_Pickup"
|
||
|
AttachmentArchetypeName="WEP_Healthrower_ARCH.Wep_HEALTHROWER_3P" //"WEP_Flamethrower_ARCH.HEALTHROWER.Wep_Flamethrower_MuzzleFlash_3P_healthrower"
|
||
|
MuzzleFlashTemplateName="WEP_Healthrower_ARCH.Wep_Healthrower_MuzzleFlash"
|
||
|
|
||
|
// Zooming/Position
|
||
|
PlayerViewOffset=(X=6.0,Y=15,Z=-5)
|
||
|
IronSightPosition=(X=20,Y=8,Z=-3)
|
||
|
QuickWeaponDownRotation=(Pitch=-8192,Yaw=0,Roll=0)
|
||
|
|
||
|
// Ammo
|
||
|
MagazineCapacity[0]=100
|
||
|
SpareAmmoCapacity[0]=500
|
||
|
InitialSpareMags[0]=1
|
||
|
AmmoPickupScale[0]=0.75
|
||
|
bCanBeReloaded=true
|
||
|
bReloadFromMagazine=true
|
||
|
|
||
|
// Recoil
|
||
|
maxRecoilPitch=150
|
||
|
minRecoilPitch=115
|
||
|
maxRecoilYaw=115
|
||
|
minRecoilYaw=-115
|
||
|
RecoilRate=0.085
|
||
|
RecoilMaxYawLimit=500
|
||
|
RecoilMinYawLimit=65035
|
||
|
RecoilMaxPitchLimit=900
|
||
|
RecoilMinPitchLimit=65035
|
||
|
RecoilISMaxYawLimit=75
|
||
|
RecoilISMinYawLimit=65460
|
||
|
RecoilISMaxPitchLimit=375
|
||
|
RecoilISMinPitchLimit=65460
|
||
|
RecoilViewRotationScale=0.25
|
||
|
IronSightMeshFOVCompensationScale=1.5
|
||
|
HippedRecoilModifier=1.5
|
||
|
|
||
|
// Inventory
|
||
|
InventorySize=7 //8
|
||
|
GroupPriority=75
|
||
|
WeaponSelectTexture=Texture2D'Wep_UI_HRG_Healthrower_TEX.UI_WeaponSelect_HRG_Healthrower'
|
||
|
|
||
|
// DEFAULT_FIREMODE
|
||
|
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_MedicDart'
|
||
|
FiringStatesArray(DEFAULT_FIREMODE)=SprayingFire
|
||
|
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Custom
|
||
|
FireInterval(DEFAULT_FIREMODE)=+0.1 //+0.07 // 857 RPM
|
||
|
FireOffset=(X=30,Y=4.5,Z=-5)
|
||
|
//MinFireDuration=0.25
|
||
|
MinAmmoConsumed=3 //4
|
||
|
|
||
|
// BASH_FIREMODE
|
||
|
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRGHealthrower'
|
||
|
InstantHitDamage(BASH_FIREMODE)=28
|
||
|
|
||
|
// Fire Effects
|
||
|
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_Shoot_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_Shoot_1P_Loop')
|
||
|
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_Shoot_3P_LoopEnd', FirstPersonCue=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_Shoot_1P_LoopEnd')
|
||
|
|
||
|
//@todo: add akevents when we have them
|
||
|
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_Cryo_Gun.Play_Cryo_Gun_DryFire'
|
||
|
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_Cryo_Gun.Play_Cryo_Gun_DryFire'
|
||
|
|
||
|
// Advanced (High RPM) Fire Effects
|
||
|
bLoopingFireAnim(DEFAULT_FIREMODE)=true
|
||
|
bLoopingFireSnd(DEFAULT_FIREMODE)=true
|
||
|
SingleFireSoundIndex=FIREMODE_NONE
|
||
|
|
||
|
// Attachments
|
||
|
bHasIronSights=true
|
||
|
bHasFlashlight=false
|
||
|
|
||
|
// AI Warning
|
||
|
bWarnAIWhenFiring=true
|
||
|
|
||
|
AssociatedPerkClasses(0)=class'KFPerk_FieldMedic'
|
||
|
|
||
|
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Weak_Recoil'
|
||
|
|
||
|
// Healing charge
|
||
|
HealAmount=20
|
||
|
HealFullRechargeSeconds=12
|
||
|
HealDartShotWeakZedGrabCooldown=0.5
|
||
|
|
||
|
DartMaxRecoilPitch=250
|
||
|
DartMinRecoilPitch=200
|
||
|
DartMaxRecoilYaw=100
|
||
|
DartMinRecoilYaw=-100
|
||
|
|
||
|
HealingDartWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Default_Recoil'
|
||
|
|
||
|
// Lock On Functionality
|
||
|
LockRange=50000
|
||
|
LockAim=0.98
|
||
|
LockChecktime=0.1
|
||
|
LockAcquireTime=0.2
|
||
|
LockTolerance=0.2
|
||
|
|
||
|
// ALT_FIREMODE
|
||
|
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
|
||
|
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
|
||
|
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_HealingDart_MedicBase'
|
||
|
FireInterval(ALTFIRE_FIREMODE)=+0.175
|
||
|
InstantHitDamage(ALTFIRE_FIREMODE)=0 //Acidic compound skill can adjust that
|
||
|
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Dart_Toxic'
|
||
|
Spread(ALTFIRE_FIREMODE)=0.015
|
||
|
AmmoCost(ALTFIRE_FIREMODE)=40
|
||
|
HealingDartDamageType=class'KFDT_Dart_Healing'
|
||
|
DartFireSnd=(DefaultCue=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_MedicDart_Shoot_3P', FirstPersonCue=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_MedicDart_Shoot_1P')
|
||
|
|
||
|
MagazineCapacity[1]=100
|
||
|
HealingDartAmmo=100
|
||
|
bCanRefillSecondaryAmmo=false
|
||
|
|
||
|
// Lock on sounds
|
||
|
LockAcquiredSoundFirstPerson=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_MedicDart_Alert_Locked_1P'
|
||
|
LockLostSoundFirstPerson=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_MedicDart_Alert_Lost_1P'
|
||
|
LockTargetingSoundFirstPerson=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_MedicDart_Alert_Locking_1P'
|
||
|
HealImpactSoundPlayEvent=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_MedicDart_Heal'
|
||
|
HurtImpactSoundPlayEvent=AkEvent'WW_WEP_Cryo_Gun.Play_WEP_HRG_Healthrower_MedicDart_Hurt'
|
||
|
|
||
|
// The animated reticle screens class
|
||
|
OpticsUIClass=class'KFGFxWorld_MedicOptics'
|
||
|
|
||
|
// Aim Assist
|
||
|
AimCorrectionSize=40.f
|
||
|
|
||
|
bRechargeHealAmmo=true
|
||
|
SecondaryAmmoTexture=Texture2D'UI_SecondaryAmmo_TEX.MedicDarts'
|
||
|
|
||
|
// Weapon Upgrades
|
||
|
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Weight, Add=1), (Stat=EWUS_HealFullRecharge, Scale=0.8f)))
|
||
|
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Weight, Add=2), (Stat=EWUS_HealFullRecharge, Scale=0.6f)))
|
||
|
}
|