2021-09-02 21:46:08 +00:00
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//=============================================================================
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// KFWeap_Rifle_ParasiteImplanter
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//=============================================================================
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// Weapon code for parasite implanter.
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2021 Tripwire Interactive LLC
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//=============================================================================
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class KFWeap_Rifle_ParasiteImplanter extends KFWeap_ScopedBase;
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`define PARASITE_MIC_LED_INDEX 0
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var float LastFireInterval;
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/** How many seed ammo to recharge per second */
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var float SeedFullRechargeSeconds;
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/** How many ammo to recharge per second. */
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var transient float SeedRechargePerSecond;
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var transient float SeedIncrement;
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var repnotify byte SeedAmmo;
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const SecondaryFireAnim = 'Shoot_Secondary';
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const SecondaryFireIronAnim = 'Shoot_Secondary_Iron';
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/** Material colors applied to different fire modes */
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var LinearColor NoAmmoMaterialColor;
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var LinearColor AmmoReadyMaterialColor;
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/** How much recoil the altfire should do */
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var protected const float AltFireRecoilScale;
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replication
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{
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if (bNetDirty && Role == ROLE_Authority)
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SeedAmmo;
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}
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simulated event ReplicatedEvent(name VarName)
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{
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if (VarName == nameof(SeedAmmo))
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{
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if (AmmoCount[ALTFIRE_FIREMODE] < AmmoCost[ALTFIRE_FIREMODE] && SeedAmmo >= AmmoCost[ALTFIRE_FIREMODE])
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{
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UpdateMaterial(true);
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}
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else if (AmmoCount[ALTFIRE_FIREMODE] >= AmmoCost[ALTFIRE_FIREMODE] && SeedAmmo < AmmoCost[ALTFIRE_FIREMODE])
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{
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UpdateMaterial(false);
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}
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AmmoCount[ALTFIRE_FIREMODE] = SeedAmmo;
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}
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else
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{
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Super.ReplicatedEvent(VarName);
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}
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}
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/*********************************************************************************************
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* @name Trader
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*********************************************************************************************/
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/** Returns trader filter index based on weapon type */
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static simulated event EFilterTypeUI GetTraderFilter()
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{
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if( default.FiringStatesArray[DEFAULT_FIREMODE] == 'WeaponFiring' || default.FiringStatesArray[DEFAULT_FIREMODE] == 'WeaponBurstFiring' )
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{
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return FT_Assault;
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}
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else // if( FiringStatesArray[DEFAULT_FIREMODE] == 'WeaponSingleFiring')
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{
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return FT_Rifle;
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}
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}
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simulated event PreBeginPlay()
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{
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super.PreBeginPlay();
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StartSeedRecharge();
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}
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function StartSeedRecharge()
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{
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// local KFPerk InstigatorPerk;
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local float UsedSeedRechargeTime;
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// begin ammo recharge on server
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if( Role == ROLE_Authority )
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{
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UsedSeedRechargeTime = SeedFullRechargeSeconds;
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SeedRechargePerSecond = MagazineCapacity[ALTFIRE_FIREMODE] / UsedSeedRechargeTime;
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SeedIncrement = 0;
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}
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}
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function RechargeSeed(float DeltaTime)
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{
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if ( Role == ROLE_Authority )
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{
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SeedIncrement += SeedRechargePerSecond * DeltaTime;
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if( SeedIncrement >= 1.0 && AmmoCount[ALTFIRE_FIREMODE] < MagazineCapacity[ALTFIRE_FIREMODE] )
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{
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AmmoCount[ALTFIRE_FIREMODE]++;
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SeedIncrement -= 1.0;
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SeedAmmo = AmmoCount[ALTFIRE_FIREMODE];
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}
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}
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}
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/** Overridden to call StartHealRecharge on server */
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function GivenTo( Pawn thisPawn, optional bool bDoNotActivate )
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{
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super.GivenTo( thisPawn, bDoNotActivate );
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if( Role == ROLE_Authority && !thisPawn.IsLocallyControlled() )
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{
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StartSeedRecharge();
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}
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}
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/*********************************************************************************************
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@name Actor
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********************************************************************************************* */
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simulated event Tick( FLOAT DeltaTime )
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{
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local bool bWasLowAmmo;
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bWasLowAmmo = AmmoCount[ALTFIRE_FIREMODE] < AmmoCost[ALTFIRE_FIREMODE];
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if( AmmoCount[ALTFIRE_FIREMODE] < MagazineCapacity[ALTFIRE_FIREMODE] )
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{
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RechargeSeed(DeltaTime);
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}
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if (WorldInfo.NetMode != NM_DedicatedServer)
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{
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if (bWasLowAmmo && AmmoCount[ALTFIRE_FIREMODE] >= AmmoCost[ALTFIRE_FIREMODE])
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{
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UpdateMaterial(true);
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}
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}
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else
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{
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if (bWasLowAmmo && AmmoCount[ALTFIRE_FIREMODE] >= AmmoCost[ALTFIRE_FIREMODE])
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{
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NotifyAltAmmoReady(true);
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}
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}
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Super.Tick(DeltaTime);
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}
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/*********************************************************************************************
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* Trader
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********************************************************************************************/
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/** Allows weapon to set its own trader stats (can set number of stats, names and values of stats) */
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static simulated event SetTraderWeaponStats( out array<STraderItemWeaponStats> WeaponStats )
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{
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super.SetTraderWeaponStats( WeaponStats );
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WeaponStats.Length = WeaponStats.Length + 1;
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WeaponStats[WeaponStats.Length-1].StatType = TWS_RechargeTime;
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WeaponStats[WeaponStats.Length-1].StatValue = default.SeedFullRechargeSeconds;
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}
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/** Seeds doesn't count as ammo for purposes of inventory management (e.g. switching) */
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simulated function bool HasAnyAmmo()
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{
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return HasSpareAmmo() || HasAmmo(DEFAULT_FIREMODE);
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}
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simulated function ConsumeAmmo( byte FireModeNum )
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{
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local bool bWasHighAmmo;
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if( FireModeNum != ALTFIRE_FIREMODE )
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{
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Super.ConsumeAmmo(FireModeNum);
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return;
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}
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`if(`notdefined(ShippingPC))
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if( bInfiniteAmmo )
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{
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return;
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}
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`endif
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bWasHighAmmo = AmmoCount[ALTFIRE_FIREMODE] >= AmmoCost[ALTFIRE_FIREMODE];
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// If AmmoCount is being replicated, don't allow the client to modify it here
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if (Role == ROLE_Authority)
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{
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// Don't consume ammo if magazine size is 0 (infinite ammo with no reload)
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if (MagazineCapacity[1] > 0 && AmmoCount[1] > 0)
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{
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// Reduce ammo amount by heal ammo cost
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AmmoCount[1] = Max(AmmoCount[1] - AmmoCost[1], 0);
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}
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}
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if (WorldInfo.NetMode != NM_DedicatedServer)
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{
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if (bWasHighAmmo && AmmoCount[ALTFIRE_FIREMODE] < AmmoCost[ALTFIRE_FIREMODE])
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{
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UpdateMaterial(false);
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}
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}
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else if (bWasHighAmmo && AmmoCount[ALTFIRE_FIREMODE] < AmmoCost[ALTFIRE_FIREMODE])
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{
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NotifyAltAmmoReady(false);
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}
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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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StartFire(ALTFIRE_FIREMODE);
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}
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simulated function float GetFireInterval(byte FireModeNum)
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{
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if (FireModeNum == DEFAULT_FIREMODE && AmmoCount[FireModeNum] == 0)
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{
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return LastFireInterval;
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}
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return super.GetFireInterval(FireModeNum);
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}
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simulated function name GetWeaponFireAnim(byte FireModeNum)
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{
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if (FireModeNum == ALTFIRE_FIREMODE)
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{
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return bUsingSights ? SecondaryFireIronAnim : SecondaryFireAnim;
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}
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return super.GetWeaponFireAnim(FireModeNum);
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}
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simulated function UpdateMaterial(bool HasEnoughAmmo)
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{
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local LinearColor MatColor;
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if (WorldInfo.NetMode != NM_DedicatedServer)
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{
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MatColor = HasEnoughAmmo ? AmmoReadyMaterialColor : NoAmmoMaterialColor;
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if( WeaponMICs.Length >= `PARASITE_MIC_LED_INDEX )
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{
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WeaponMICs[`PARASITE_MIC_LED_INDEX].SetVectorParameterValue('Vector_GlowColor', MatColor);
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}
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}
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}
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/**
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Should replicate to 3P to show the alt fire ready
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*/
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simulated function NotifyAltAmmoReady(bool bActive)
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{
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local KFPawn KFP;
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if (WorldInfo.NetMode != NM_Client)
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{
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KFP = KFPawn(Instigator);
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KFP.OnWeaponSpecialAction(bActive ? 2 : 1);
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}
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}
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simulated function ModifyRecoil( out float CurrentRecoilModifier )
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{
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if( CurrentFireMode == ALTFIRE_FIREMODE )
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{
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CurrentRecoilModifier *= AltFireRecoilScale;
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}
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super.ModifyRecoil( CurrentRecoilModifier );
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}
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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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return false;
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return super.ShouldAutoReload(FireModeNum);
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}
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defaultproperties
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{
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SeedFullRechargeSeconds=14 //10
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// Inventory / Grouping
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InventorySize=7
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GroupPriority=100
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WeaponSelectTexture=Texture2D'wep_ui_parasiteimplanter_tex.UI_WeaponSelect_ParasiteImplanter'
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AssociatedPerkClasses(0)=class'KFPerk_FieldMedic'
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AssociatedPerkClasses(1)=class'KFPerk_SharpShooter'
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// FOV
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MeshFOV=70 //65
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MeshIronSightFOV=27 //25 //45
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PlayerIronSightFOV=70 //65
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// Depth of field
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DOF_BlendInSpeed=3.0
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DOF_FG_FocalRadius=0 //50
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DOF_FG_MaxNearBlurSize=3.5
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// Content
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PackageKey="ParasiteImplanter"
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FirstPersonMeshName="WEP_1P_ParasiteImplanter_MESH.Wep_1stP_ParasiteImplanter_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_ParasiteImplanter_ANIM.Wep_1stP_ParasiteImplanter_Anim"
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PickupMeshName="WEP_3P_ParasiteImplanter_MESH.Wep_3rdP_ParasiteImplanter_Pickup"
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AttachmentArchetypeName="WEP_ParasiteImplanter_ARCH.Wep_ParasiteImplanter_3P"
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MuzzleFlashTemplateName="WEP_ParasiteImplanter_ARCH.Wep_ParasiteImplanter_MuzzleFlash"
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// Ammo
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MagazineCapacity[0]=6
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SpareAmmoCapacity[0]=78
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InitialSpareMags[0]=3
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bCanBeReloaded=true
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bReloadFromMagazine=true
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MagazineCapacity[1]=100
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SeedAmmo=100
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bCanRefillSecondaryAmmo=false
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// Zooming/Position
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PlayerViewOffset=(X=3.0,Y=8,Z=-1.8)
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//IronSightPosition=(X=0,Y=-0.07,Z=1.03)
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2021-12-09 16:33:06 +00:00
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IronSightPosition=(X=0,Y=-0.09,Z=1.042)
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2021-09-02 21:46:08 +00:00
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// AI warning system
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bWarnAIWhenAiming=true
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AimWarningDelay=(X=0.4f, Y=0.8f)
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AimWarningCooldown=0.0f
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// Recoil
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maxRecoilPitch=575 //700
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minRecoilPitch=425 //600
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maxRecoilYaw=135
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minRecoilYaw=-135
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RecoilRate=0.08
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RecoilMaxYawLimit=500
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RecoilMinYawLimit=65035
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RecoilMaxPitchLimit=1250
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RecoilMinPitchLimit=64785
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RecoilISMaxYawLimit=50
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RecoilISMinYawLimit=65485
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RecoilISMaxPitchLimit=500
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RecoilISMinPitchLimit=65485
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RecoilViewRotationScale=0.6
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IronSightMeshFOVCompensationScale=1.5
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AltFireRecoilScale=0.2f
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// Scope Render
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// 2D scene capture
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Begin Object Name=SceneCapture2DComponent0
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//TextureTarget=TextureRenderTarget2D'Wep_Mat_Lib.WEP_ScopeLense_Target'
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FieldOfView=12.5 //23.0 // "1.5X" = 35.0(our real world FOV determinant)/1.5
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End Object
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ScopedSensitivityMod=8.0 //16.0
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ScopeLenseMICTemplate=MaterialInstanceConstant'WEP_1P_ParasiteImplanter_MAT.Wep_1stP_Parasite_Lens_MIC'
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ScopeMICIndex = 2
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// DEFAULT_FIREMODE
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
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FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_ParasiteImplanter'
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InstantHitDamage(DEFAULT_FIREMODE)=275 //250
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_ParasiteImplanter'
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FireInterval(DEFAULT_FIREMODE)=+1.0 //60 RPM
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Spread(DEFAULT_FIREMODE)=0.005
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PenetrationPower(DEFAULT_FIREMODE)=3
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FireOffset=(X=25,Y=3.0,Z=-2.5)
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LastFireInterval=0.3
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// ALT_FIREMODE
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FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
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FireInterval(ALTFIRE_FIREMODE)=+0.5 //+1.0 //+0.175
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InstantHitDamage(ALTFIRE_FIREMODE)=1.0
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Spread(ALTFIRE_FIREMODE)=0.005
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AmmoCost(ALTFIRE_FIREMODE)=50
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WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_ParasiteImplanterAlt'
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InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_ParasiteImplanterAlt'
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SecondaryAmmoTexture=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Electricity'
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// BASH_FIREMODE
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_ParasiteImplanter'
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InstantHitDamage(BASH_FIREMODE)=26
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// Custom animations
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FireSightedAnims=(Shoot_Iron)
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BonesToLockOnEmpty=(RW_Hammer)
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bHasFireLastAnims=true
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_ParasiteImplanter.Play_WEP_ParasiteImplanter_3P_Rifle', FirstPersonCue=AkEvent'WW_WEP_ParasiteImplanter.Play_WEP_ParasiteImplanter_1P_Rifle')
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_ParasiteImplanter.Play_WEP_ParasiteImplanter_Dry_Fire_Rifle'
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WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_ParasiteImplanter.Play_WEP_ParasiteImplanter_3P_Altfire', FirstPersonCue=AkEvent'WW_WEP_ParasiteImplanter.Play_WEP_ParasiteImplanter_1P_Altfire')
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WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_ParasiteImplanter.Play_WEP_ParasiteImplanter_Dry_Fire_Altfire'
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EjectedShellForegroundDuration=1.5f
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// Attachments
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bHasIronSights=true
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bHasFlashlight=false
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WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil'
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
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// From original KFWeap_RifleBase base class
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AimCorrectionSize=40.f
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NoAmmoMaterialColor=(R=0.0f,G=0.0f,B=0.0f)
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AmmoReadyMaterialColor=(R=0.08f,G=1.0f,B=0.08f)
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NumBloodMapMaterials=2
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}
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