2023-05-11 15:55:04 +00:00
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//=============================================================================
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// KFWeap_Shotgun_S12
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//=============================================================================
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// AA12 Auto Shotgun Weapon Class
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2023 Tripwire Interactive LLC
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//=============================================================================
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class KFWeap_Shotgun_S12 extends KFWeap_ShotgunBase;
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var (Positioning) vector SecondaryFireOffset;
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const SecondaryFireAnim = 'Shoot_Secondary';
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const SecondaryFireIronAnim = 'Shoot_Secondary_Iron';
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const SecondaryReloadAnim = 'Reload_Secondary';
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const SecondaryReloadEliteAnim = 'Reload_Secondary_Elite';
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2023-05-25 20:42:10 +00:00
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var transient KFMuzzleFlash SecondaryMuzzleFlash;
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2023-05-11 15:55:04 +00:00
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var() KFMuzzleFlash SecondaryMuzzleFlashTemplate;
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// Used on the server to keep track of grenades
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var int ServerTotalAltAmmo;
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var transient bool bCanceledAltAutoReload;
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var GameExplosion ExplosionTemplate;
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var transient ParticleSystemComponent ExplosionPSC;
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var ParticleSystem ExplosionEffect;
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var float ExplosionOriginalDamage;
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simulated event PostBeginPlay()
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{
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super.PostBeginPlay();
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ExplosionOriginalDamage = ExplosionTemplate.Damage;
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}
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/** Instead of switch fire mode use as immediate alt fire */
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simulated function AltFireMode()
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{
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if ( !Instigator.IsLocallyControlled() )
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{
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return;
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}
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if (bCanceledAltAutoReload)
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{
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bCanceledAltAutoReload = false;
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TryToAltReload();
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return;
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}
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StartFire(ALTFIRE_FIREMODE);
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}
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simulated function BeginFire( Byte FireModeNum )
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{
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local bool bStoredAutoReload;
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// We are trying to reload the weapon but the primary ammo in already at full capacity
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if ( FireModeNum == RELOAD_FIREMODE && !CanReload() )
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{
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// Store the cuurent state of bCanceledAltAutoReload in case its not possible to do the reload
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bStoredAutoReload = bCanceledAltAutoReload;
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bCanceledAltAutoReload = false;
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if(CanAltAutoReload())
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{
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TryToAltReload();
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return;
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}
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bCanceledAltAutoReload = bStoredAutoReload;
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}
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super.BeginFire( FireModeNum );
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}
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/**
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* Initializes ammo counts, when weapon is spawned.
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*/
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function InitializeAmmo()
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{
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Super.InitializeAmmo();
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// Add Secondary ammo to our secondary spare ammo count both of these are important, in order to allow dropping the weapon to function properly.
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SpareAmmoCount[1] = Min(SpareAmmoCount[1] + InitialSpareMags[1] * default.MagazineCapacity[1], GetMaxAmmoAmount(1) - AmmoCount[1]);
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ServerTotalAltAmmo += SpareAmmoCount[1];
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// Make sure the server doesn't get extra shots on listen servers.
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if(Role == ROLE_Authority && !Instigator.IsLocallyControlled())
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{
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ServerTotalAltAmmo += AmmoCount[1];
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}
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}
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/**
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* @see Weapon::ConsumeAmmo
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*/
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simulated function ConsumeAmmo( byte FireModeNum )
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{
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local byte AmmoType;
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local bool bNoInfiniteAmmo;
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local int OldAmmoCount;
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if(UsesSecondaryAmmo() && FireModeNum == ALTFIRE_FIREMODE && Role == ROLE_Authority && !Instigator.IsLocallyControlled())
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{
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AmmoType = GetAmmoType(FireModeNum);
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OldAmmoCount = AmmoCount[AmmoType];
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Super.ConsumeAmmo(FireModeNum);
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bNoInfiniteAmmo = (OldAmmoCount - AmmoCount[AmmoType]) > 0 || AmmoCount[AmmoType] == 0;
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if ( bNoInfiniteAmmo )
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{
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ServerTotalAltAmmo--;
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}
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}
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else
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{
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Super.ConsumeAmmo(FireModeNum);
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}
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}
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/** Make sure user can't fire infinitely if they cheat to get infinite ammo locally. */
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simulated event bool HasAmmo( byte FireModeNum, optional int Amount=1 )
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{
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local byte AmmoType;
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AmmoType = GetAmmoType(FireModeNum);
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if(AmmoType == 1 && Role == ROLE_Authority && Instigator != none && UsesSecondaryAmmo() && !Instigator.IsLocallyControlled())
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{
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if(ServerTotalAltAmmo <= 0)
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{
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return false;
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}
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}
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return Super.HasAmmo(FireModeNum, Amount );
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}
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/**
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* Overridden so any grenades added will go to the spare ammo and no the clip.
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*/
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function int AddSecondaryAmmo(int Amount)
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{
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local int OldAmmo;
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// If we can't accept spare ammo, then abort
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if( !CanRefillSecondaryAmmo() )
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{
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return 0;
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}
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if(Role == ROLE_Authority && !Instigator.IsLocallyControlled())
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{
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OldAmmo = ServerTotalAltAmmo;
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ServerTotalAltAmmo = Min(ServerTotalAltAmmo + Amount, GetMaxAmmoAmount(1));
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ClientGiveSecondaryAmmo(Amount);
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return ServerTotalAltAmmo - OldAmmo;
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}
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else
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{
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OldAmmo = SpareAmmoCount[1];
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ClientGiveSecondaryAmmo(Amount);
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return SpareAmmoCount[1] - OldAmmo;
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}
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}
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/** Give client specified amount of ammo (used player picks up ammo on the server) */
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reliable client function ClientGiveSecondaryAmmo(byte Amount)
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{
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SpareAmmoCount[1] = Min(SpareAmmoCount[1] + Amount, GetMaxAmmoAmount(1) - AmmoCount[1]);
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TryToAltReload();
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}
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function SetOriginalValuesFromPickup( KFWeapon PickedUpWeapon )
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{
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local KFWeap_Shotgun_S12 Weap;
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Super.SetOriginalValuesFromPickup(PickedUpWeapon);
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if(Role == ROLE_Authority && !Instigator.IsLocallyControlled())
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{
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Weap = KFWeap_Shotgun_S12(PickedUpWeapon);
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ServerTotalAltAmmo = Weap.ServerTotalAltAmmo;
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SpareAmmoCount[1] = ServerTotalAltAmmo - AmmoCount[1];
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}
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else
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{
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// If we're locally controlled, don't bother using ServerTotalAltAmmo.
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SpareAmmoCount[1] = PickedUpWeapon.SpareAmmoCount[1];
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}
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}
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/*********************************************************************************************
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* State GrenadeFiring
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* Handles firing grenade launcher.
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*********************************************************************************************/
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simulated state FiringSecondaryState extends WeaponSingleFiring
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{
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// Overriden to not call FireAmmunition right at the start of the state
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simulated event BeginState( Name PreviousStateName )
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{
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Super.BeginState(PreviousStateName);
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NotifyBeginState();
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}
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simulated function EndState(Name NextStateName)
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{
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Super.EndState(NextStateName);
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NotifyEndState();
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}
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/**
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* This function returns the world location for spawning the visual effects
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* Overridden to use a special offset for throwing grenades
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*/
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simulated event vector GetMuzzleLoc()
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{
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local vector MuzzleLocation;
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// swap fireoffset temporarily
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FireOffset = SecondaryFireOffset;
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MuzzleLocation = Global.GetMuzzleLoc();
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FireOffset = default.FireOffset;
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return MuzzleLocation;
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}
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/** Get whether we should play the reload anim as well or not */
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simulated function name GetWeaponFireAnim(byte FireModeNum)
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{
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return bUsingSights ? SecondaryFireIronAnim : SecondaryFireAnim;
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}
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}
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/**
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* Don't allow secondary fire to make a primary fire shell particle come out of the gun.
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*/
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simulated function CauseMuzzleFlash(byte FireModeNum)
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{
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if(FireModeNum == ALTFIRE_FIREMODE)
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{
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2023-05-25 20:42:10 +00:00
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if (SecondaryMuzzleFlash == None)
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2023-05-11 15:55:04 +00:00
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{
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2023-05-25 20:42:10 +00:00
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AttachMuzzleFlash();
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2023-05-11 15:55:04 +00:00
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}
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2023-05-25 20:42:10 +00:00
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if (SecondaryMuzzleFlash != none)
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{
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SecondaryMuzzleFlash.CauseMuzzleFlash(FireModeNum);
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}
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2023-05-11 15:55:04 +00:00
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2023-05-25 20:42:10 +00:00
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if (SecondaryMuzzleFlash.bAutoActivateShellEject)
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{
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SecondaryMuzzleFlash.CauseShellEject();
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SetShellEjectsToForeground();
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}
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2023-05-11 15:55:04 +00:00
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}
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else
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{
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Super.CauseMuzzleFlash(FireModeNum);
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}
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}
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2023-05-25 20:42:10 +00:00
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simulated function AttachMuzzleFlash()
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2023-05-11 15:55:04 +00:00
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{
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2023-05-25 20:42:10 +00:00
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super.AttachMuzzleFlash();
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2023-05-11 15:55:04 +00:00
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if ( MySkelMesh != none )
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{
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2023-05-25 20:42:10 +00:00
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if (SecondaryMuzzleFlashTemplate != None)
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2023-05-11 15:55:04 +00:00
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{
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SecondaryMuzzleFlash = new(self) Class'KFMuzzleFlash'(SecondaryMuzzleFlashTemplate);
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SecondaryMuzzleFlash.AttachMuzzleFlash(MySkelMesh, 'MuzzleFlashAlt');
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2023-05-11 15:55:04 +00:00
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}
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}
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}
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/*********************************************************************************************
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* State Reloading
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* This is the default Reloading State. It's performed on both the client and the server.
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*********************************************************************************************/
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/** Do not allow alternate fire to tell the weapon to reload. Alt reload occurs in a separate codepath */
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simulated function bool ShouldAutoReload(byte FireModeNum)
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{
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if(FireModeNum == ALTFIRE_FIREMODE)
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{
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return false;
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}
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return Super.ShouldAutoReload(FireModeNum);
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}
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/** Called on local player when reload starts and replicated to server */
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simulated function SendToAltReload()
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{
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ReloadAmountLeft = MagazineCapacity[1];
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GotoState('AltReloading');
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if ( Role < ROLE_Authority )
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{
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ServerSendToAltReload();
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}
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}
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/** Called from client when reload starts */
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reliable server function ServerSendToAltReload()
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{
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ReloadAmountLeft = MagazineCapacity[1];
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GotoState('AltReloading');
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}
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/**
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* State Reloading
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* State the weapon is in when it is being reloaded (current magazine replaced with a new one, related animations and effects played).
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*/
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simulated state AltReloading extends Reloading
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{
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ignores ForceReload, ShouldAutoReload, AllowSprinting;
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simulated function byte GetWeaponStateId()
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{
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local KFPerk Perk;
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local bool bTacticalReload;
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Perk = GetPerk();
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bTacticalReload = (Perk != None && Perk.GetUsingTactialReload(self));
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return (bTacticalReload ? WEP_ReloadSecondary_Elite : WEP_ReloadSecondary);
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}
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simulated event BeginState(Name PreviousStateName)
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{
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super.BeginState(PreviousStateName);
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bCanceledAltAutoReload = true;
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}
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// Overridding super so we don't call functions we don't want to call.
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simulated function EndState(Name NextStateName)
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{
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ClearZedTimeResist();
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ClearTimer(nameof(ReloadStatusTimer));
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ClearTimer(nameof(ReloadAmmoTimer));
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CheckBoltLockPostReload();
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NotifyEndState();
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`DialogManager.PlayAmmoDialog( KFPawn(Instigator), float(SpareAmmoCount[1]) / float(GetMaxAmmoAmount(1)) );
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}
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// Overridding super so when this reload is called directly after normal reload state there
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// are not complications resulting from back to back reloads.
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simulated event ReplicatedEvent(name VarName)
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{
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Global.ReplicatedEvent(Varname);
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}
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/** Make sure we can inturrupt secondary reload with anything. */
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simulated function bool CanOverrideMagReload(byte FireModeNum)
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{
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return true;
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}
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/** Returns animation to play based on reload type and status */
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simulated function name GetReloadAnimName( bool bTacticalReload )
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{
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return (bTacticalReload) ? SecondaryReloadEliteAnim : SecondaryReloadAnim;
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}
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simulated function PerformReload(optional byte FireModeNum)
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{
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Global.PerformReload(ALTFIRE_FIREMODE);
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if(Instigator.IsLocallyControlled() && Role < ROLE_Authority)
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{
|
|
|
|
ServerSetAltAmmoCount(AmmoCount[1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
bCanceledAltAutoReload = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function EReloadStatus GetNextReloadStatus(optional byte FireModeNum)
|
|
|
|
{
|
|
|
|
return Global.GetNextReloadStatus(ALTFIRE_FIREMODE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
reliable server function ServerSetAltAmmoCount(byte Amount)
|
|
|
|
{
|
|
|
|
AmmoCount[1] = min(Amount, MagazineCapacity[1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Allow reloads for primary weapon to be interupted by firing secondary weapon. */
|
|
|
|
simulated function bool CanOverrideMagReload(byte FireModeNum)
|
|
|
|
{
|
|
|
|
if(FireModeNum == ALTFIRE_FIREMODE)
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return Super.CanOverrideMagReload(FireModeNum);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*********************************************************************************************
|
|
|
|
* State Active
|
|
|
|
* Try to get weapon to automatically reload secondary fire types when it can.
|
|
|
|
*********************************************************************************************/
|
|
|
|
|
|
|
|
simulated state Active
|
|
|
|
{
|
|
|
|
/** Initialize the weapon as being active and ready to go. */
|
|
|
|
simulated event BeginState(Name PreviousStateName)
|
|
|
|
{
|
|
|
|
// do this last so the above code happens before any state changes
|
|
|
|
Super.BeginState(PreviousStateName);
|
|
|
|
|
|
|
|
// If nothing happened, try to reload
|
|
|
|
TryToAltReload();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Network: Local Player */
|
|
|
|
simulated function bool CanAltAutoReload()
|
|
|
|
{
|
|
|
|
if ( !Instigator.IsLocallyControlled() )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(!UsesSecondaryAmmo())
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// If the weapon wants to fire its primary weapon, and it can fire, do not allow weapon to automatically alt reload
|
|
|
|
if(PendingFire(DEFAULT_FIREMODE) && HasAmmo(DEFAULT_FIREMODE))
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(!CanReload(ALTFIRE_FIREMODE))
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (bCanceledAltAutoReload)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function TryToAltReload()
|
|
|
|
{
|
|
|
|
if ((IsInState('Active') || IsInState('WeaponSprinting')) && CanAltAutoReload())
|
|
|
|
{
|
|
|
|
SendToAltReload();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function TriggerAltExplosion()
|
|
|
|
{
|
|
|
|
local vector MuzzleLocation, HitLocation, HitNormal;
|
|
|
|
local KFExplosionActorReplicated ExploActor;
|
|
|
|
|
|
|
|
// TriggerExplosion
|
|
|
|
if (Role == ROLE_Authority)
|
|
|
|
{
|
|
|
|
MuzzleLocation = GetMuzzleLoc();
|
|
|
|
Trace( HitLocation, HitNormal, MuzzleLocation + vect(0, 0, -1) * 250000, MuzzleLocation);
|
|
|
|
// Move a bit from hit location
|
|
|
|
HitLocation = HitLocation + (vect(0,0,1) * 128.f);
|
|
|
|
|
|
|
|
// Explode using the given template
|
|
|
|
ExploActor = Spawn(class'KFExplosionActorReplicated', self,, HitLocation, rotator(vect(0,0,1)),, true);
|
|
|
|
if (ExploActor != None)
|
|
|
|
{
|
|
|
|
ExploActor.InstigatorController = Instigator.Controller;
|
|
|
|
ExploActor.Instigator = Instigator;
|
|
|
|
ExploActor.bIgnoreInstigator = true;
|
|
|
|
ExplosionTemplate.Damage = ExplosionOriginalDamage * GetUpgradeDamageMod(ALTFIRE_FIREMODE);
|
|
|
|
|
|
|
|
ExploActor.Explode(ExplosionTemplate);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (WorldInfo.NetMode != NM_DedicatedServer)
|
|
|
|
{
|
|
|
|
// Trigger VFX ?
|
|
|
|
|
|
|
|
if (HitLocation == vect(0,0,0))
|
|
|
|
{
|
|
|
|
MySkelMesh.GetSocketWorldLocationAndRotation('MuzzleFlashAlt', MuzzleLocation);
|
|
|
|
Trace( HitLocation, HitNormal, MuzzleLocation + vect(0, 0, -1) * 250000, MuzzleLocation);
|
|
|
|
// Move a bit from hit location
|
|
|
|
HitLocation = HitLocation + (vect(0,0,1) * 128.f);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ExplosionEffect != None)
|
|
|
|
{
|
|
|
|
ExplosionPSC = WorldInfo.MyEmitterPool.SpawnEmitter(ExplosionEffect, HitLocation, rotator(vect(0,0,1)));
|
|
|
|
ExplosionPSC.ActivateSystem();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function CustomFire()
|
|
|
|
{
|
|
|
|
// Alt-fire blast only (server authoritative)
|
|
|
|
if ( CurrentFireMode != ALTFIRE_FIREMODE )
|
|
|
|
{
|
|
|
|
Super.CustomFire();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
TriggerAltExplosion();
|
|
|
|
IncrementFlashCount();
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated event Tick(float DeltaTime)
|
|
|
|
{
|
|
|
|
local vector SocketLocation;
|
|
|
|
Super.Tick(DeltaTime);
|
|
|
|
|
|
|
|
// Client only
|
|
|
|
if (WorldInfo.NetMode != NM_DedicatedServer)
|
|
|
|
{
|
|
|
|
KFSkeletalMeshComponent(Mesh).GetSocketWorldLocationAndRotation('MuzzleFlashAlt', SocketLocation);
|
|
|
|
|
|
|
|
if (ExplosionPSC != None && ExplosionPSC.bIsActive)
|
|
|
|
{
|
|
|
|
ExplosionPSC.SetVectorParameter('WeaponEndpoint', SocketLocation);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
defaultproperties
|
|
|
|
{
|
|
|
|
bCanRefillSecondaryAmmo = true;
|
|
|
|
|
|
|
|
// Shooting Animations
|
|
|
|
FireSightedAnims[0]=Shoot_Iron
|
|
|
|
FireSightedAnims[1]=Shoot_Iron2
|
|
|
|
FireSightedAnims[2]=Shoot_Iron3
|
|
|
|
|
|
|
|
// FOV
|
|
|
|
MeshFOV=86
|
|
|
|
MeshIronSightFOV=35
|
|
|
|
PlayerIronSightFOV=70
|
|
|
|
|
|
|
|
// Depth of field
|
|
|
|
DOF_FG_FocalRadius=85
|
|
|
|
DOF_FG_MaxNearBlurSize=3.5
|
|
|
|
|
|
|
|
// Content
|
|
|
|
PackageKey="Saiga12"
|
|
|
|
FirstPersonMeshName="Wep_1P_Saiga12_MESH.Wep_1stP_Saiga12_Rig"
|
|
|
|
FirstPersonAnimSetNames(0)="Wep_1P_Saiga12_ANIM.Wep_1stP_Saiga12_Anim_New"
|
|
|
|
PickupMeshName="WEP_3P_Saiga12_MESH.Wep_Saiga12_Pickup"
|
|
|
|
AttachmentArchetypeName="WEP_Saiga12_ARCH.Wep_Saiga12_3P"
|
|
|
|
MuzzleFlashTemplateName="WEP_Saiga12_ARCH.Wep_Saiga12_MuzzleFlash"
|
|
|
|
SecondaryMuzzleFlashTemplate=KFMuzzleFlash'WEP_Saiga12_ARCH.Wep_Saiga12_MuzzleFlashAlt'
|
|
|
|
|
|
|
|
// Zooming/Position
|
|
|
|
PlayerViewOffset=(X=0,Y=12.5,Z=-18)//
|
|
|
|
IronSightPosition=(X=12,Y=0,Z=-10.6)
|
|
|
|
|
|
|
|
// Pickup
|
|
|
|
AmmoPickupScale[0]=2.0
|
|
|
|
AmmoPickupScale[1]=1.0
|
|
|
|
|
|
|
|
// Ammo
|
|
|
|
MagazineCapacity[0]=10
|
|
|
|
SpareAmmoCapacity[0]=130
|
|
|
|
InitialSpareMags[0]=4
|
|
|
|
|
|
|
|
//grenades
|
|
|
|
MagazineCapacity[1]=1
|
|
|
|
SpareAmmoCapacity[1]=5
|
|
|
|
InitialSpareMags[1]=2
|
|
|
|
|
|
|
|
bCanBeReloaded=true
|
|
|
|
bReloadFromMagazine=true
|
|
|
|
|
|
|
|
// Recoil
|
|
|
|
maxRecoilPitch=250
|
|
|
|
minRecoilPitch=225
|
|
|
|
maxRecoilYaw=125
|
|
|
|
minRecoilYaw=-125
|
|
|
|
RecoilRate=0.075
|
|
|
|
RecoilBlendOutRatio=0.25
|
|
|
|
RecoilMaxYawLimit=500
|
|
|
|
RecoilMinYawLimit=65035
|
|
|
|
RecoilMaxPitchLimit=900
|
|
|
|
RecoilMinPitchLimit=64785
|
|
|
|
RecoilISMaxYawLimit=75
|
|
|
|
RecoilISMinYawLimit=65460
|
|
|
|
RecoilISMaxPitchLimit=375
|
|
|
|
RecoilISMinPitchLimit=65460
|
|
|
|
RecoilViewRotationScale=0.7
|
|
|
|
FallingRecoilModifier=1.5
|
|
|
|
HippedRecoilModifier=1.25
|
|
|
|
|
|
|
|
SecondaryAmmoTexture=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Electricity'
|
|
|
|
bUseGrenadeAsSecondaryAmmo=true
|
|
|
|
|
|
|
|
// Inventory / Grouping
|
|
|
|
InventorySize=8
|
|
|
|
GroupPriority=100
|
|
|
|
WeaponSelectTexture=Texture2D'WEP_UI_Saiga12_TEX.UI_WeaponSelect_Saiga12'
|
|
|
|
|
|
|
|
AssociatedPerkClasses(0)=class'KFPerk_Support'
|
|
|
|
|
|
|
|
// DEFAULT_FIREMODE
|
|
|
|
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
|
|
|
|
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
|
|
|
|
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
|
|
|
|
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Pellet'
|
2023-05-25 20:42:10 +00:00
|
|
|
InstantHitDamage(DEFAULT_FIREMODE)=28.0 //25 //20
|
2023-05-11 15:55:04 +00:00
|
|
|
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Shotgun_S12'
|
|
|
|
PenetrationPower(DEFAULT_FIREMODE)=2.0
|
|
|
|
FireInterval(DEFAULT_FIREMODE)=0.2 // 300 RPM
|
2023-05-25 20:42:10 +00:00
|
|
|
Spread(DEFAULT_FIREMODE)=0.12
|
2023-05-11 15:55:04 +00:00
|
|
|
FireOffset=(X=30,Y=5,Z=-4)
|
|
|
|
NumPellets(DEFAULT_FIREMODE)=7
|
|
|
|
|
|
|
|
// ALT_FIREMODE
|
|
|
|
FiringStatesArray(ALTFIRE_FIREMODE)=FiringSecondaryState
|
|
|
|
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Custom
|
|
|
|
AmmoCost(ALTFIRE_FIREMODE)=1
|
|
|
|
FireInterval(ALTFIRE_FIREMODE)=+0.25 // 300 RPM
|
|
|
|
SecondaryFireOffset=(X=20.f,Y=4.5,Z=-7.f)
|
|
|
|
|
|
|
|
// BASH_FIREMODE
|
|
|
|
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Shotgun_S12'
|
|
|
|
InstantHitDamage(BASH_FIREMODE)=30
|
|
|
|
|
|
|
|
// Fire Effects
|
|
|
|
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Saiga12.Play_WEP_Saiga12_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_Saiga12.Play_WEP_Saiga12_Fire_1P')
|
|
|
|
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Saiga12.Play_WEP_Saiga12_Alt_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_Saiga12.Play_WEP_Saiga12_Alt_Fire_1P')
|
|
|
|
|
|
|
|
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_Saiga12.Play_WEP_Saiga12_Handling_DryFire'
|
|
|
|
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_Saiga12.Play_WEP_Saiga12_Handling_DryFire'
|
|
|
|
|
|
|
|
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil'
|
|
|
|
|
|
|
|
// Attachments
|
|
|
|
bHasIronSights=true
|
|
|
|
bHasFlashlight=false
|
|
|
|
|
|
|
|
// Weapon Upgrade stat boosts
|
|
|
|
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
|
|
|
|
|
|
|
|
// Grenade explosion light
|
|
|
|
Begin Object Class=PointLightComponent Name=ExplosionPointLight
|
|
|
|
LightColor=(R=252,G=218,B=171,A=255)
|
|
|
|
Brightness=0.5f
|
|
|
|
Radius=400.f
|
|
|
|
FalloffExponent=10.f
|
|
|
|
CastShadows=False
|
|
|
|
CastStaticShadows=FALSE
|
|
|
|
CastDynamicShadows=False
|
|
|
|
bCastPerObjectShadows=false
|
|
|
|
bEnabled=FALSE
|
|
|
|
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
|
|
|
|
End Object
|
|
|
|
|
|
|
|
// explosion
|
|
|
|
Begin Object Class=KFGameExplosion Name=ExploTemplate0
|
|
|
|
Damage=200
|
|
|
|
DamageRadius=800
|
|
|
|
DamageFalloffExponent=0.f
|
|
|
|
DamageDelay=0.f
|
|
|
|
MomentumTransferScale=10000
|
|
|
|
bAlwaysFullDamage=true
|
|
|
|
bDoCylinderCheck=true
|
|
|
|
|
|
|
|
// Damage Effects
|
|
|
|
MyDamageType=class'KFDT_Explosive_Shotgun_S12'
|
|
|
|
KnockDownStrength=150
|
|
|
|
FractureMeshRadius=200.0
|
|
|
|
FracturePartVel=500.0
|
|
|
|
|
|
|
|
ExplosionSound=AkEvent'WW_WEP_Saiga12.Play_WEP_Saiga12_Alt_Fire_3P'
|
|
|
|
ExplosionEffects=KFImpactEffectInfo'WEP_Saiga12_ARCH.WEP_Saiga12_Impacts'
|
|
|
|
|
|
|
|
// Dynamic Light
|
|
|
|
ExploLight=ExplosionPointLight
|
|
|
|
ExploLightStartFadeOutTime=0.0
|
|
|
|
ExploLightFadeOutTime=0.3
|
|
|
|
|
|
|
|
bIgnoreInstigator=true
|
|
|
|
ActorClassToIgnoreForDamage = class'KFPawn_Human'
|
|
|
|
|
|
|
|
// Camera Shake
|
|
|
|
CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble'
|
|
|
|
CamShakeInnerRadius=0
|
|
|
|
CamShakeOuterRadius=300
|
|
|
|
CamShakeFalloff=1.5f
|
|
|
|
bOrientCameraShakeTowardsEpicenter=true
|
|
|
|
End Object
|
|
|
|
ExplosionTemplate=ExploTemplate0
|
|
|
|
|
|
|
|
ExplosionEffect=ParticleSystem'WEP_1P_Saiga12_EMIT.FX_Saiga12_Explosion'
|
|
|
|
|
|
|
|
}
|