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

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//=============================================================================
// KFWeaponDefinition
//=============================================================================
// A lightweight container for basic weapon properties that can be safely
// accessed without a weapon actor (UI, remote clients).
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFWeaponDefinition extends Object
abstract
native;
/** weapon class path for DLO */
var string WeaponClassPath;
//used to load in the 3rd person attachment preview
var string AttachmentArchtypePath;
/** Path to the UI thumbnail texture */
var protected string ImagePath;
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/** Is Weapong Hidden in PS4 Initial Chunk PlayGO PS4 */
var bool IsPlayGoHidden;
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/** The cost of this weapon ( Sold for .75 this amount ) */
var(Trader) int BuyPrice;
/** Price per magazine */
var(Trader) int AmmoPricePerMag;
/** The cost to upgrade this weapon. */
var(Trader) array<int> UpgradePrice;
/** The added dosh to sell an upgraded weapon. */
var(Trader) array<int> UpgradeSellPrice;
/** How much ammo you will receive for buying a "mag" (or making one purchase) of secondary ammo */
var(Trader) int SecondaryAmmoMagSize;
/** Price to fill the secondary ammo */
var(Trader) int SecondaryAmmoMagPrice;
/** Id for shared unlock if applicable */
var(Trader) ESharedContentUnlock SharedUnlockId;
/** The platform restriction for the weapon */
var(Trader) EPlatformRestriction PlatformRestriction;
/** Theoretical maximum effective range for a weapon. Range is 0-100. */
var() byte EffectiveRange;
/** Returns Gfx image path for this item def */
static function string GetImagePath()
{
return default.ImagePath;
}
static function string GetItemName()
{
return GetItemLocalization("ItemName");
}
static function string GetItemCategory()
{
return GetItemLocalization("ItemCategory");
}
static function string GetItemDescription()
{
return GetItemLocalization("ItemDescription");
}
static function string GetItemLocalization(string KeyName)
{
local array<string> Strings;
ParseStringIntoArray(default.WeaponClassPath, Strings, ".", true);
return Localize(Strings[1], KeyName, Strings[0]);
}
static function bool UsesAmmo()
{
return default.AmmoPricePerMag > 0;
}
static function bool UsesSecondaryAmmo()
{
return default.SecondaryAmmoMagPrice > 0;
}
static function int GetUpgradePrice(int UpgradeTier)
{
if (UpgradeTier >= 0 && UpgradeTier < default.UpgradePrice.length)
{
return default.UpgradePrice[UpgradeTier];
}
return INDEX_NONE;
}
static function int GetUpgradeSellPrice(int UpgradeTier)
{
if (UpgradeTier >= 0 && UpgradeTier < default.UpgradePrice.length)
{
return default.UpgradeSellPrice[UpgradeTier];
}
return INDEX_NONE;
}
static function int GetTotalUpgradePrice(int UpgradeTier)
{
local int i, TotalPrice;
TotalPrice = INDEX_NONE;
if (UpgradeTier >= 0 && UpgradeTier < default.UpgradePrice.length)
{
TotalPrice = 0;
for (i = 0; i <= UpgradeTier; i++)
{
TotalPrice += default.UpgradePrice[UpgradeTier];
}
}
return TotalPrice;
}
DefaultProperties
{
WeaponClassPath=""
//UpgradePrice[0]=450
//UpgradePrice[1]=550
//UpgradePrice[2]=600
//UpgradePrice[3]=1000
//UpgradeSellPrice[0]=337
//UpgradeSellPrice[1]=750
//UpgradeSellPrice[2]=1200
//UpgradeSellPrice[3]=1950
}