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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_AssaultRifle_Bullpup.uc

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//=============================================================================
// KFWeap_Bullpup
//=============================================================================
// A L85A2 'bullpup'
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFWeap_AssaultRifle_Bullpup extends KFWeap_RifleBase;
defaultproperties
{
// Shooting Animations
FireSightedAnims[0]=Shoot_Iron
FireSightedAnims[1]=Shoot_Iron2
FireSightedAnims[2]=Shoot_Iron3
// FOV
MeshIronSightFOV=52
PlayerIronSightFOV=70
// Depth of field
DOF_FG_FocalRadius=85
DOF_FG_MaxNearBlurSize=2.5
// Content
PackageKey="L85A2"
FirstPersonMeshName="WEP_1P_L85A2_MESH.Wep_1stP_L85A2_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_L85A2_ANIM.Wep_1st_L85A2_Anim"
PickupMeshName="WEP_3P_L85A2_MESH.Wep_L85A2_Pickup"
AttachmentArchetypeName="WEP_L85A2_ARCH.Wep_L85A2_3P"
MuzzleFlashTemplateName="WEP_L85A2_ARCH.Wep_L85A2_MuzzleFlash"
// Zooming/Position
PlayerViewOffset=(X=3.0,Y=9,Z=-3)
IronSightPosition=(X=0,Y=0,Z=0)
// Ammo
MagazineCapacity[0]=30
SpareAmmoCapacity[0]=270
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InitialSpareMags[0]=3 //4
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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 / Grouping
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InventorySize=5 //6
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GroupPriority=50
WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_Bullpup'
AssociatedPerkClasses(0)=class'KFPerk_Commando'
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Bullpup'
FireInterval(DEFAULT_FIREMODE)=+0.0909 // 660 RPM
Spread(DEFAULT_FIREMODE)=0.0085
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InstantHitDamage(DEFAULT_FIREMODE)=32.0 //30.0 //25
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FireOffset=(X=30,Y=4.5,Z=-5)
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_Bullpup'
FireInterval(ALTFIRE_FIREMODE)=+0.1
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InstantHitDamage(ALTFIRE_FIREMODE)=32.0 //30.0 //25
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Spread(ALTFIRE_FIREMODE)=0.0085
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Bullpup'
InstantHitDamage(BASH_FIREMODE)=26
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Fire_Loop_M', FirstPersonCue=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Fire_Loop_S')
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Fire_Single_M', FirstPersonCue=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Fire_Single_S')
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Fire_Loop_End_M', FirstPersonCue=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Fire_Loop_End_S')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Handling_DryFire'
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Handling_DryFire'
// Advanced (High RPM) Fire Effects
bLoopingFireAnim(DEFAULT_FIREMODE)=true
bLoopingFireSnd(DEFAULT_FIREMODE)=true
SingleFireSoundIndex=ALTFIRE_FIREMODE
// Attachments
bHasIronSights=true
bHasFlashlight=false
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.3f,IncrementWeight=1)
//WeaponUpgrades[2]=(IncrementDamage=1.65f,IncrementWeight=2)
//WeaponUpgrades[3]=(IncrementDamage=1.85f,IncrementWeight=3)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Damage1, Scale=1.3f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.65f), (Stat=EWUS_Damage1, Scale=1.65f), (Stat=EWUS_Weight, Add=2)))
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.85f), (Stat=EWUS_Damage1, Scale=1.85f), (Stat=EWUS_Weight, Add=3)))
}