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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_Beam_Microwave
//=============================================================================
// A gun that shoots microwave beams!!! TODO: Mostly placeholder
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// John "Ramm-Jaeger" Gibson
//=============================================================================
class KFWeap_Beam_Microwave extends KFWeap_FlameBase;
/** Shoot animation to play when shooting secondary fire */
var(Animations) const editconst name FireHeavyAnim;
/** Shoot animation to play when shooting secondary fire last shot */
var(Animations) const editconst name FireLastHeavyAnim;
/** Shoot animation to play when shooting secondary fire last shot when aiming */
var(Animations) const editconst name FireLastHeavySightedAnim;
/** Alt-fire explosion template */
var() GameExplosion ExplosionTemplate;
/** Handle one-hand fire anims */
simulated function name GetWeaponFireAnim(byte FireModeNum)
{
local bool bPlayFireLast;
bPlayFireLast = ShouldPlayFireLast(FireModeNum);
if ( bUsingSights )
{
if( bPlayFireLast )
{
if ( FireModeNum == ALTFIRE_FIREMODE )
{
return FireLastHeavySightedAnim;
}
else
{
return FireLastSightedAnim;
}
}
else
{
return FireSightedAnims[FireModeNum];
}
}
else
{
if( bPlayFireLast )
{
if ( FireModeNum == ALTFIRE_FIREMODE )
{
return FireLastHeavyAnim;
}
else
{
return FireLastAnim;
}
}
else
{
if ( FireModeNum == ALTFIRE_FIREMODE )
{
return FireHeavyAnim;
}
else
{
return FireAnim;
}
}
}
}
/**
* Instead of a toggle, just immediately fire alternate fire.
*/
simulated function AltFireMode()
{
// LocalPlayer Only
if ( !Instigator.IsLocallyControlled() )
{
return;
}
StartFire(ALTFIRE_FIREMODE);
}
/** Explosion Actor version */
simulated function CustomFire()
{
local KFExplosionActorReplicated ExploActor;
local vector SpawnLoc;
local rotator SpawnRot;
local float ModifiedDamage, OriginalDamage, OriginalDamageRadius;
// Alt-fire blast only (server authoritative)
if ( CurrentFireMode != ALTFIRE_FIREMODE )
{
Super.CustomFire();
return;
}
if ( Instigator.Role < ROLE_Authority )
{
return;
}
// This is where we would start an instant trace. (what CalcWeaponFire uses)
SpawnLoc = Instigator.GetWeaponStartTraceLocation();
SpawnRot = GetAdjustedAim( SpawnLoc );
// explode using the given template
ExploActor = Spawn(class'KFExplosionActorReplicated', self,, SpawnLoc, SpawnRot,, true);
if (ExploActor != None)
{
ExploActor.InstigatorController = Instigator.Controller;
ExploActor.Instigator = Instigator;
// enable muzzle location sync
ExploActor.bReplicateInstigator = true;
ExploActor.bSyncParticlesToMuzzle = true;
ModifiedDamage = GetUpgradeDamageMod();
OriginalDamage = ExplosionTemplate.Damage;
OriginalDamageRadius = ExplosionTemplate.DamageRadius;
ExplosionTemplate.Damage *= ModifiedDamage;
ExplosionTemplate.DamageRadius *= ModifiedDamage;
ExploActor.Explode(ExplosionTemplate, vector(SpawnRot));
ExplosionTemplate.Damage = OriginalDamage;
ExplosionTemplate.DamageRadius = OriginalDamageRadius;
}
if ( bDebug )
{
DrawDebugCone(SpawnLoc, vector(SpawnRot), ExplosionTemplate.DamageRadius, ExplosionTemplate.DirectionalExplosionAngleDeg * DegToRad,
ExplosionTemplate.DirectionalExplosionAngleDeg * DegToRad, 16, MakeColor(64,64,255,0), TRUE);
}
}
/** Disable auto-reload for alt-fire */
simulated function bool ShouldAutoReload(byte FireModeNum)
{
local bool bRequestReload;
bRequestReload = Super.ShouldAutoReload(FireModeNum);
// Must be completely empty for auto-reload or auto-switch
if ( FireModeNum == ALTFIRE_FIREMODE && AmmoCount[0] > 0 )
{
bPendingAutoSwitchOnDryFire = false;
return false;
}
return bRequestReload;
}
static simulated event EFilterTypeUI GetTraderFilter()
{
return FT_Electric;
}
defaultproperties
{
FlameSprayArchetype=SprayActor_Flame'WEP_Microwave_Gun_ARCH.WEP_Microwave_Gun_Flame'
// Shooting Animations
bHasFireLastAnims=true
FireSightedAnims[0]=Shoot
FireSightedAnims[1]=Shoot_Heavy_Iron
FireLastHeavySightedAnim=Shoot_Heavy_Iron_Last
FireHeavyAnim=Shoot_Heavy
FireLastHeavyAnim=Shoot_Heavy_Last
// FOV
MeshIronSightFOV=52
PlayerIronSightFOV=80
// Zooming/Position
2022-09-01 15:58:51 +00:00
IronSightPosition=(X=3,Y=-0.032,Z=-0.03)
2020-12-13 15:01:13 +00:00
PlayerViewOffset=(X=5.0,Y=9,Z=-3)
// Depth of field
DOF_FG_FocalRadius=150
DOF_FG_MaxNearBlurSize=1
// Content
PackageKey="Microwave_Gun"
FirstPersonMeshName="WEP_1P_Microwave_Gun_MESH.Wep_1stP_Microwave_Gun_Rig"
FirstPersonAnimSetNames(0)="WEP_1p_Microwave_Gun_ANIM.WEP_1p_Microwave_Gun_ANIM"
PickupMeshName="WEP_3P_Microwave_Gun_MESH.Wep_Microwave_Gun_Pickup"
AttachmentArchetypeName="WEP_Microwave_Gun_ARCH.Microwave_Gun_3P"
MuzzleFlashTemplateName="WEP_Microwave_Gun_ARCH.Wep_Microwave_Gun_MuzzleFlash"
// Ammo
MagazineCapacity[0]=100
SpareAmmoCapacity[0]=500
InitialSpareMags[0]=0
AmmoPickupScale[0]=0.5
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=9 //10
GroupPriority=100
WeaponSelectTexture=Texture2D'WEP_UI_Microwave_Gun_TEX.UI_WeaponSelect_MicrowaveGun'
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Flamethrower'
FiringStatesArray(DEFAULT_FIREMODE)=SprayingFire
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Custom
FireInterval(DEFAULT_FIREMODE)=+0.07 // 850 RPM
MinAmmoConsumed=3
FireOffset=(X=30,Y=4.5,Z=-5)
// ALT_FIREMODE
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Custom
FireInterval(ALTFIRE_FIREMODE)=+1.0
AmmoCost(ALTFIRE_FIREMODE)=10
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Flamethrower'
InstantHitDamage(BASH_FIREMODE)=30
Begin Object Class=GameExplosion Name=ExploTemplate0
bDirectionalExplosion=True
DirectionalExplosionAngleDeg=30
Damage=210 //200
DamageRadius=750
DamageFalloffExponent=1.0
MomentumTransferScale=200000.0
MyDamageType=Class'KFDT_Microwave_Blast'
ParticleEmitterTemplate=ParticleSystem'WEP_Microwave_Gun_EMIT.FX_Microwave_Blast_01'
End Object
ExplosionTemplate=ExploTemplate0
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Microwave_Gun.Play_SA_MicrowaveGun_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_SA_Microwave_Gun.Play_SA_MicrowaveGun_Fire_1P_Loop')
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Microwave_Gun.Play_SA_MicrowaveGun_Fire_Secondary_3P', FirstPersonCue=AkEvent'WW_WEP_SA_Microwave_Gun.Play_SA_MicrowaveGun_Fire_Secondary_1P')
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Microwave_Gun.Play_SA_MicrowaveGun_Fire_3P_LoopEnd', FirstPersonCue=AkEvent'WW_WEP_SA_Microwave_Gun.Play_SA_MicrowaveGun_Fire_1P_LoopEnd')
//@todo: add akevents when we have them
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_Microwave_Gun.Play_SA_MicrowaveGun_DryFire'
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_Microwave_Gun.Play_SA_MicrowaveGun_DryFire'
PilotLightPlayEvent=AkEvent'WW_WEP_SA_Microwave_Gun.Play_SA_MicrowaveGun_PilotLight_Loop'
PilotLightStopEvent=AkEvent'WW_WEP_SA_Microwave_Gun.Stop_SA_MicrowaveGun_PilotLight_Loop'
// Advanced (High RPM) Fire Effects
bLoopingFireAnim(DEFAULT_FIREMODE)=true
bLoopingFireSnd(DEFAULT_FIREMODE)=true
SingleFireSoundIndex=FIREMODE_NONE
// Attachments
bHasIronSights=true
bHasFlashlight=false
AssociatedPerkClasses(0)=class'KFPerk_Firebug'
BonesToLockOnEmpty=(RW_Handle1, RW_BatteryCylinder1, RW_BatteryCylinder2, RW_LeftArmSpinner, RW_RightArmSpinner, RW_LockEngager2, RW_LockEngager1)
// AI Warning
bWarnAIWhenFiring=true
MaxAIWarningDistSQ=2250000
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
}