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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_AssaultRifle_HRGTeslauncher
//=============================================================================
// An M16 M203 Incendiary Assault Rifle
//=============================================================================
// Killing Floor 2
// Copyright (C) 2019 Tripwire Interactive LLC
// Fernando Ferrando @ Saber Interactive
//=============================================================================
class KFWeap_AssaultRifle_HRGTeslauncher extends KFWeap_AssaultRifle_M16M203;
var class<KFGFxWorld_MedicOptics> OpticsUIClass;
var KFGFxWorld_MedicOptics OpticsUI;
var byte StoredPrimaryAmmo;
var byte StoredSecondaryAmmo;
simulated event Tick( FLOAT DeltaTime )
{
if (Instigator != none && Instigator.weapon == self)
{
UpdateOpticsUI(true);
}
Super.Tick(DeltaTime);
}
/*********************************************************************************************
@name Optics UI
********************************************************************************************* */
/** Get our optics movie from the inventory once our InvManager is created */
reliable client function ClientWeaponSet(bool bOptionalSet, optional bool bDoNotActivate)
{
local KFInventoryManager KFIM;
super.ClientWeaponSet(bOptionalSet, bDoNotActivate);
if (OpticsUI == none)
{
KFIM = KFInventoryManager(InvManager);
if (KFIM != none)
{
//Create the screen's UI piece
OpticsUI = KFGFxWorld_MedicOptics(KFIM.GetOpticsUIMovie(OpticsUIClass));
}
}
}
function ItemRemovedFromInvManager()
{
local KFInventoryManager KFIM;
local KFWeap_AssaultRifle_HRGTeslauncher KFW;
Super.ItemRemovedFromInvManager();
if (OpticsUI != none)
{
KFIM = KFInventoryManager(InvManager);
if (KFIM != none)
{
// @todo future implementation will have optics in base weapon class
foreach KFIM.InventoryActors(class'KFWeap_AssaultRifle_HRGTeslauncher', KFW)
{
if( KFW != self && KFW.OpticsUI.Class == OpticsUI.class)
{
// A different weapon is still using this optics class
return;
}
}
//Create the screen's UI piece
KFIM.RemoveOpticsUIMovie(OpticsUI.class);
OpticsUI.Close();
OpticsUI = none;
}
}
}
/** Unpause our optics movie and reinitialize our ammo when we equip the weapon */
simulated function AttachWeaponTo(SkeletalMeshComponent MeshCpnt, optional Name SocketName)
{
super.AttachWeaponTo(MeshCpnt, SocketName);
if (OpticsUI != none)
{
OpticsUI.SetPause(false);
UpdateOpticsUI(true);
`Warn("AMMOCOST " $AmmoCost[ALTFIRE_FIREMODE]$ "");
OpticsUI.SetShotPercentCost( AmmoCost[ALTFIRE_FIREMODE] );
}
}
/** Pause the optics movie once we unequip the weapon so it's not playing in the background */
simulated function DetachWeapon()
{
local Pawn OwnerPawn;
super.DetachWeapon();
OwnerPawn = Pawn(Owner);
if( OwnerPawn != none && OwnerPawn.Weapon == self )
{
if (OpticsUI != none)
{
OpticsUI.SetPause();
}
}
}
/**
* Update our displayed ammo count if it's changed
*/
simulated function UpdateOpticsUI(optional bool bForceUpdate)
{
if (OpticsUI != none && OpticsUI.OpticsContainer != none)
{
if (AmmoCount[DEFAULT_FIREMODE] != StoredPrimaryAmmo || bForceUpdate)
{
StoredPrimaryAmmo = AmmoCount[DEFAULT_FIREMODE];
OpticsUI.SetPrimaryAmmo(StoredPrimaryAmmo);
}
if (AmmoCount[ALTFIRE_FIREMODE] != StoredSecondaryAmmo || bForceUpdate)
{
StoredSecondaryAmmo = AmmoCount[ALTFIRE_FIREMODE];
OpticsUI.SetHealerCharge(StoredSecondaryAmmo * 100);
}
if(OpticsUI.MinPercentPerShot != AmmoCost[ALTFIRE_FIREMODE])
{
OpticsUI.SetShotPercentCost( AmmoCost[ALTFIRE_FIREMODE] );
}
}
}
static simulated event EFilterTypeUI GetTraderFilter()
{
return FT_Rifle;
}
static simulated event EFilterTypeUI GetAltTraderFilter()
{
return FT_Flame;
}
simulated function bool CanLockOnTo(Actor TA)
{
return false;
}
/*********************************************************************************************
* State GrenadeFiring
* Handles firing grenade launcher.
*********************************************************************************************/
simulated state FiringSecondaryState
{
// Overriden to not call FireAmmunition right at the start of the state
simulated event BeginState( Name PreviousStateName )
{
Super.BeginState(PreviousStateName);
NotifyBeginState();
}
simulated function EndState(Name NextStateName)
{
Super.EndState(NextStateName);
NotifyEndState();
}
/**
* This function returns the world location for spawning the visual effects
* Overridden to use a special offset for throwing grenades
*/
simulated event vector GetMuzzleLoc()
{
local vector MuzzleLocation;
// swap fireoffset temporarily
FireOffset = SecondaryFireOffset;
MuzzleLocation = Global.GetMuzzleLoc();
FireOffset = default.FireOffset;
return MuzzleLocation;
}
/** Get whether we should play the reload anim as well or not */
simulated function name GetWeaponFireAnim(byte FireModeNum)
{
return bUsingSights ? SecondaryFireIronAnim : SecondaryFireAnim;
}
}
defaultproperties
{
// Pickup scale
AmmoPickupScale[0]=1.0
AmmoPickupScale[1]=2.0
// Ammo
MagazineCapacity[0]=30
InitialSpareMags[0]=2
SpareAmmoCapacity[0]=240
//Grenades
MagazineCapacity[1]=1
InitialSpareMags[1]=1
SpareAmmoCapacity[1]=7 //9 //10
//Inventory
InventorySize=7 //Weight Ammount
GroupPriority=100
FireOffset=(X=30,Y=4.5,Z=-5)
SecondaryFireOffset=(X=20.f,Y=4.5,Z=-7.f)
//SecondaryFireOffset=(X=0,Y=20,Z=-30)
// Recoil
maxRecoilPitch=150
minRecoilPitch=125
maxRecoilYaw=125
minRecoilYaw=-125
RecoilRate=0.11 //0.085
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=75
RecoilISMinYawLimit=65460
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
IronSightMeshFOVCompensationScale=1.5
HippedRecoilModifier=1.5
OpticsUIClass=class'KFGFxWorld_MedicOptics'
// Content
PackageKey="HRG_Teslauncher"
FirstPersonMeshName="WEP_1P_HRG_Teslauncher_MESH.WEP_1stP_HRG_Teslauncher_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_HRG_Teslauncher_ANIM.Wep_1stP_HRG_Teslauncher_Anim"
PickupMeshName="WEP_3P_HRG_Teslauncher_MESH.Wep_3rdP_Medic_GrenadeLauncher_Pickup"
AttachmentArchetypeName="WEP_HRG_Teslauncher_ARCH.Wep_HRG_Teslauncher_3P"
MuzzleFlashTemplateName="WEP_HRG_Teslauncher_ARCH.Wep_HRG_Teslauncher_MuzzleFlash"
WeaponSelectTexture=Texture2D'WEP_UI_HRG_Teslauncher_TEX.UI_WeaponSelect_HRG_Teslauncher'
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_HRGTeslauncher'
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HRGTeslauncher'
PenetrationPower(DEFAULT_FIREMODE)=5
FireInterval(DEFAULT_FIREMODE)=+0.12 // 700 RPM
Spread(DEFAULT_FIREMODE)=0.0085
InstantHitDamage(DEFAULT_FIREMODE)=68.0 //DEFAULT MODE DAMAGE
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
FiringStatesArray(ALTFIRE_FIREMODE)=FiringSecondaryState
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Grenade_HRGTeslauncher'
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_HRGTeslauncherGrenadeImpact'
PenetrationPower(ALTFIRE_FIREMODE)=0
FireInterval(ALTFIRE_FIREMODE)=+0.25f
InstantHitDamage(ALTFIRE_FIREMODE)=50.0 //150 //225
Spread(ALTFIRE_FIREMODE)=0.0085
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRGTeslauncher'
InstantHitDamage(BASH_FIREMODE)=26
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_HRG_Teslauncher.Play_WEP_HRG_Teslauncher_Shoot_3P', FirstPersonCue=AkEvent'WW_WEP_HRG_Teslauncher.Play_WEP_HRG_Teslauncher_Shoot_1P')
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Medic_GrenadeLauncher.Play_WEP_Medic_GrenadeLauncher_SecondaryFire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_Medic_GrenadeLauncher.Play_WEP_Medic_GrenadeLauncher_SecondaryFire_1P_Single')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Handling_DryFire'
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Handling_DryFire'
// Advanced (High RPM) Fire Effects
bLoopingFireAnim(DEFAULT_FIREMODE)=true
bLoopingFireSnd(DEFAULT_FIREMODE)=false
WeaponFireSnd(2)=(DefaultCue=AkEvent'WW_WEP_M16M203.Play_M16_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_M16M203.Play_M16_Fire_1P_Single')
SingleFireSoundIndex=2
// Perk
AssociatedPerkClasses.Empty()
AssociatedPerkClasses(0)=class'KFPerk_Berserker'
// Weapon Upgrade
WeaponUpgrades.Empty()
WeaponUpgrades[0]=(Stats=((Stat=EWUS_Damage0, Scale=1.f, Add=0), (Stat=EWUS_Weight, Scale=1.f, Add=0)))
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.125f), (Stat=EWUS_Damage1, Scale=1.125f), (Stat=EWUS_Weight, Add=1)))
//WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Damage1, Scale=1.4f), (Stat=EWUS_Weight, Add=2)))
}