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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_SMG_P90.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_SMG_P90
//=============================================================================
// Class Description
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - Author 11/20/2013
//=============================================================================
class KFWeap_SMG_P90 extends KFWeap_SMGBase;
defaultproperties
{
// Inventory
InventorySize=5
GroupPriority=80
WeaponSelectTexture=Texture2D'WEP_UI_P90_TEX.UI_WeaponSelect_FNP90'
// FOV
MeshFOV=75
MeshIronSightFOV=55
PlayerIronSightFOV=75
// Zooming/Position
IronSightPosition=(X=0.f,Y=0.f,Z=0.f)
PlayerViewOffset=(X=19,Y=10,Z=-0.5)
//Content
PackageKey="P90"
FirstPersonMeshName="wep_1p_p90_mesh.Wep_1stP_P90_Rig"
FirstPersonAnimSetNames(0)="wep_1p_p90_anim.Wep_1stP_P90_Anim"
PickupMeshName="wep_3p_p90_mesh.Wep_P90_Pickup"
AttachmentArchetypeName="wep_p90_arch.Wep_P90_3P"
MuzzleFlashTemplateName="wep_p90_arch.Wep_P90_MuzzleFlash"
// Ammo
MagazineCapacity[0]=50
SpareAmmoCapacity[0]=350
InitialSpareMags[0]=2
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=80
minRecoilPitch=65
maxRecoilYaw=60
minRecoilYaw=-60
RecoilRate=0.063
RecoilMaxYawLimit=400
RecoilMinYawLimit=65135
RecoilMaxPitchLimit=800
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=150
RecoilISMinYawLimit=65385
RecoilISMaxPitchLimit=350
RecoilISMinPitchLimit=65435
IronSightMeshFOVCompensationScale=1.5
// 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_P90'
FireInterval(DEFAULT_FIREMODE)=+.07 // 900 RPM
Spread(DEFAULT_FIREMODE)=0.015
InstantHitDamage(DEFAULT_FIREMODE)=30
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_P90'
FireInterval(ALTFIRE_FIREMODE)=+0.1
InstantHitDamage(ALTFIRE_FIREMODE)=30
Spread(ALTFIRE_FIREMODE)=0.015
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_P90'
InstantHitDamage(BASH_FIREMODE)=25
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_P90.Play_P90_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_P90.Play_P90_Fire_1P_Loop')
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_P90.Play_P90_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_P90.Play_P90_Fire_1P_Single')
//@todo: add akevents when we have them
WeaponDryFireSnd(DEFAULT_FIREMODE)=none
WeaponDryFireSnd(ALTFIRE_FIREMODE)=none
// Advanced (High RPM) Fire Effects
bLoopingFireAnim(DEFAULT_FIREMODE)=true
bLoopingFireSnd(DEFAULT_FIREMODE)=true
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_P90.Play_P90_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_P90.Play_P90_Fire_1P_EndLoop')
SingleFireSoundIndex=ALTFIRE_FIREMODE
// Attachments
bHasIronSights=true
bHasFlashlight=true
AssociatedPerkClasses(0)=class'KFPerk_Swat'
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.14f,IncrementWeight=1)
//WeaponUpgrades[2]=(IncrementDamage=1.28f,IncrementWeight=2)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.14f), (Stat=EWUS_Damage1, Scale=1.14f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.28f), (Stat=EWUS_Damage1, Scale=1.28f), (Stat=EWUS_Weight, Add=2)))
}