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

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2021-03-02 11:56:51 +00:00
//=============================================================================
// KFWeap_GravityImploder
//=============================================================================
// The unique and amazing Gravity Imploder weapon
//=============================================================================
// Killing Floor 2
// Copyright (C) 2019 Tripwire Interactive LLC
//=============================================================================
class KFWeap_GravityImploder extends KFWeapon;
`define GRAVITYIMPLODER_MIC_LED_INDEX 1
/** Reduction for the amount of damage dealt to the weapon owner (including damage by the explosion) */
var float SelfDamageReductionValue;
/** Weapons material colors for each fire mode. */
var LinearColor DefaultFireMaterialColor;
var LinearColor AltFireMaterialColor;
var bool bLastFireWasAlt;
var const bool bDebugDrawVortex;
simulated function Activate()
{
super.Activate();
UpdateMaterial();
}
simulated function UpdateMaterial()
{
local LinearColor MatColor;
MatColor = bLastFireWasAlt ? AltFireMaterialColor : DefaultFireMaterialColor;
if( WeaponMICs.Length > `GRAVITYIMPLODER_MIC_LED_INDEX )
{
WeaponMICs[`GRAVITYIMPLODER_MIC_LED_INDEX].SetVectorParameterValue('Vector_Center_Color_A', MatColor);
}
}
simulated function Projectile ProjectileFire()
{
UpdateMaterial();
return super.ProjectileFire();
}
simulated function BeginFire( Byte FireModeNum )
{
super.BeginFire(FireModeNum);
if(FireModeNum == ALTFIRE_FIREMODE && !bLastFireWasAlt)
{
bLastFireWasAlt=true;
}
else if (FireModeNum == DEFAULT_FIREMODE && bLastFireWasAlt)
{
bLastFireWasAlt=false;
}
}
simulated function AltFireMode()
{
StartFire(ALTFIRE_FIREMODE);
}
// Reduce damage to self
function AdjustDamage(out int InDamage, class<DamageType> DamageType, Actor DamageCauser)
{
super.AdjustDamage(InDamage, DamageType, DamageCauser);
if (Instigator != none && DamageCauser != none && DamageCauser.Instigator == Instigator)
{
InDamage *= SelfDamageReductionValue;
}
}
defaultproperties
{
// Content
PackageKey="Gravity_Imploder"
FirstPersonMeshName="WEP_1P_Gravity_Imploder_MESH.Wep_1stP_Gravity_Imploder_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_Gravity_Imploder_ANIM.Wep_1stP_Gravity_Imploder_Anim"
PickupMeshName="WEP_3P_Gravity_Imploder_MESH.WEP_3rdP_Gravity_Imploder_Pickup"
AttachmentArchetypeName="WEP_Gravity_Imploder_ARCH.Wep_Gravity_Imploder_3P"
MuzzleFlashTemplateName="WEP_Gravity_Imploder_ARCH.Wep_Gravity_Imploder_MuzzleFlash"
// Inventory / Grouping
InventorySize=7 //8
GroupPriority=125 //75
WeaponSelectTexture=Texture2D'WEP_UI_Gravity_Imploder_TEX.UI_WeaponSelect_Gravity_Imploder'
AssociatedPerkClasses(0)=class'KFPerk_Demolitionist'
// FOV
MeshFOV=75
MeshIronSightFOV=40
PlayerIronSightFOV=65
// Depth of field
DOF_FG_FocalRadius=50
DOF_FG_MaxNearBlurSize=3.5
// Ammo
MagazineCapacity[0]=6 //5
SpareAmmoCapacity[0]=42 //35
InitialSpareMags[0]=2 //4
AmmoPickupScale[0]=1 //1
bCanBeReloaded=true
bReloadFromMagazine=true
// Zooming/Position
PlayerViewOffset=(X=5.5,Y=8,Z=-2) //(X=11.0,Y=8,Z=-2)
IronSightPosition=(X=10,Y=0,Z=-1.9) //(X=10,Y=0,Z=0)
// AI warning system
bWarnAIWhenAiming=true
AimWarningDelay=(X=0.4f, Y=0.8f)
AimWarningCooldown=0.0f
// Recoil
maxRecoilPitch=750 //500
minRecoilPitch=675//400
maxRecoilYaw=250 //150
minRecoilYaw=-250 //-150
RecoilRate=0.08
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=1250
RecoilMinPitchLimit=64785
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=500
RecoilISMinPitchLimit=65485
RecoilViewRotationScale=0.6
IronSightMeshFOVCompensationScale=1.5
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Grenade'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Grenade_GravityImploder'
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_GravityImploderImpact'
InstantHitDamage(DEFAULT_FIREMODE)=150
FireInterval(DEFAULT_FIREMODE)=1.33 //45 RPM
Spread(DEFAULT_FIREMODE)=0.02 //0
PenetrationPower(DEFAULT_FIREMODE)=0
FireOffset=(X=25,Y=3.0,Z=-2.5)
// ALTFIRE_FIREMODE (swap fire mode)
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Electricity'
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Grenade_GravityImploderAlt'
FireInterval(ALTFIRE_FIREMODE)=1.33 //45 RPM
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_GravityImploderImpactAlt'
InstantHitDamage(ALTFIRE_FIREMODE)=200
Spread(ALTFIRE_FIREMODE)=0.02 //0.0085
AmmoCost(ALTFIRE_FIREMODE)=1
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_GravityImploder'
InstantHitDamage(BASH_FIREMODE)=26
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Gravity_Imploder.Play_WEP_Gravity_Imploder_Shoot_3P', FirstPersonCue=AkEvent'WW_WEP_Gravity_Imploder.Play_WEP_Gravity_Imploder_Shoot_1P')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_Gravity_Imploder.Play_WEP_Gravity_Imploder_Dry_Fire'
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Gravity_Imploder.Play_WEP_Gravity_Imploder_Shoot_3P', FirstPersonCue=AkEvent'WW_WEP_Gravity_Imploder.Play_WEP_Gravity_Imploder_Shoot_1P')
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_Gravity_Imploder.Play_WEP_Gravity_Imploder_Dry_Fire'
EjectedShellForegroundDuration=1.5f
// Attachments
bHasIronSights=true
bHasFlashlight=false
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil'
SelfDamageReductionValue=0.f //0.25f
bLastFireWasAlt=false
DefaultFireMaterialColor = (R = 0.965f,G = 0.2972f, B = 0.0f)
AltFireMaterialColor = (R = 0.0f, G = 0.9631f, B = 0.96581f)
bHasFireLastAnims=true
NumBloodMapMaterials=2
}