2021-06-02 20:06:18 +00:00
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//=============================================================================
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// KFWeap_AssaultRifle_FAMAS
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//=============================================================================
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// FAMAS assault rifle with an extra of shotgun. Better than in MGS!
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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_AssaultRifle_FAMAS extends KFWeap_ScopedBase;
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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 SecondaryFireAnimLast = 'Shoot_Secondary_Last';
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const SecondaryFireIronAnimLast = 'Shoot_Secondary_Iron_Last';
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const SecondaryReloadAnimEmpty = 'Reload_Secondary_Empty';
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const SecondaryReloadAnimHalf = 'Reload_Secondary_Half';
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const SecondaryReloadAnimEliteEmpty = 'Reload_Secondary_Elite_Empty';
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const SecondaryReloadAnimEliteHalf = 'Reload_Secondary_Elite_Half';
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const ShotgunMuzzleSocket = 'ShotgunMuzzleFlash';
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/** Animation to play when the weapon is fired in burst mode with 2 rounds left */
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var(Animations) const editconst name BurstFire2RdAnim;
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var(Animations) const editconst name BurstFire2RdSightedAnim;
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/** Animation to play when the weapon is fired in burst fire mode for 3 rounds*/
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var(Animations) const editconst name BurstFire3RdAnim;
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var(Animations) const editconst name BurstFire3RdSightedAnim;
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var transient KFMuzzleFlash ShotgunMuzzleFlash;
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var() KFMuzzleFlash ShotgunMuzzleFlashTemplate;
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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 transient int BurstAmountBegin;
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var protected const float AltFireRecoilScale;
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static simulated event EFilterTypeUI GetTraderFilter()
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{
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return FT_Assault;
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}
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static simulated event EFilterTypeUI GetAltTraderFilter()
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{
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return FT_Explosive;
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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(true);
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return;
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}
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// StartFire - StopFire called from KFPlayerInput
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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 current 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(false))
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{
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TryToAltReload(false);
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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 && 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(true);
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}
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function SetOriginalValuesFromPickup( KFWeapon PickedUpWeapon )
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{
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local KFWeap_AssaultRifle_FAMAS 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_AssaultRifle_FAMAS(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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simulated state WeaponBurstFiring
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{
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simulated event BeginState(Name PreviousStateName)
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{
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BurstAmountBegin = GetBurstAmount();
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Super.BeginState(PreviousStateName);
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}
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simulated function name GetWeaponFireAnim(byte FireModeNum)
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{
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// only do one burst animation instead of a burst animation per shot
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// since burst amount gets reduced after each shot, this will only play the one animation based on the number of shots in the burst fire
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if (BurstAmount == BurstAmountBegin)
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{
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if (BurstAmount == 3)
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{
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if (bUsingSights)
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{
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return BurstFire3RdSightedAnim;
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}
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return BurstFire3RdAnim;
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}
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else if (BurstAmount == 2)
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{
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if (bUsingSights)
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{
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return BurstFire2RdSightedAnim;
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}
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return BurstFire2RdAnim;
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}
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else
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{
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return super.GetWeaponFireAnim(FireModeNum);
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}
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}
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// will not play any animation
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return '';
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}
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}
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simulated state FiringSecondaryState extends WeaponFiring
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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 using the shotgun
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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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if (AmmoCount[FireModeNum] > 0)
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{
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return bUsingSights ? SecondaryFireIronAnim : SecondaryFireAnim;
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}
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return bUsingSights ? SecondaryFireIronAnimLast : SecondaryFireAnimLast;
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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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if (ShotgunMuzzleFlash == None)
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{
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AttachMuzzleFlash();
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}
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if (ShotgunMuzzleFlash != none)
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{
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ShotgunMuzzleFlash.CauseMuzzleFlash(FireModeNum);
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}
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if ( ShotgunMuzzleFlash.bAutoActivateShellEject )
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{
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ShotgunMuzzleFlash.CauseShellEject();
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SetShellEjectsToForeground();
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}
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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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simulated function AttachMuzzleFlash()
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{
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super.AttachMuzzleFlash();
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if ( MySkelMesh != none )
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{
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if (ShotgunMuzzleFlashTemplate != None)
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{
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ShotgunMuzzleFlash = new(self) Class'KFMuzzleFlash'(ShotgunMuzzleFlashTemplate);
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ShotgunMuzzleFlash.AttachMuzzleFlash(MySkelMesh, ShotgunMuzzleSocket,);
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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] - AmmoCount[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] - AmmoCount[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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2021-09-02 21:46:08 +00:00
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if (AmmoCount[ALTFIRE_FIREMODE] == 0)
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{
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return (bTacticalReload ? WEP_ReloadSecondaryEmpty_Elite : WEP_ReloadSecondaryEmpty);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return (bTacticalReload ? WEP_ReloadSecondary_Elite : WEP_ReloadSecondary);
|
|
|
|
}
|
2021-06-02 20:06:18 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
simulated event BeginState(Name PreviousStateName)
|
|
|
|
{
|
|
|
|
super.BeginState(PreviousStateName);
|
|
|
|
bCanceledAltAutoReload = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Overridding super so we don't call functions we don't want to call.
|
|
|
|
simulated function EndState(Name NextStateName)
|
|
|
|
{
|
|
|
|
ClearZedTimeResist();
|
|
|
|
ClearTimer(nameof(ReloadStatusTimer));
|
|
|
|
ClearTimer(nameof(ReloadAmmoTimer));
|
|
|
|
|
|
|
|
CheckBoltLockPostReload();
|
|
|
|
NotifyEndState();
|
|
|
|
|
|
|
|
`DialogManager.PlayAmmoDialog( KFPawn(Instigator), float(SpareAmmoCount[1]) / float(GetMaxAmmoAmount(1)) );
|
|
|
|
}
|
|
|
|
|
|
|
|
// Overridding super so when this reload is called directly after normal reload state there
|
|
|
|
// are not complications resulting from back to back reloads.
|
|
|
|
simulated event ReplicatedEvent(name VarName)
|
|
|
|
{
|
|
|
|
Global.ReplicatedEvent(Varname);
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Make sure we can inturrupt secondary reload with anything. */
|
|
|
|
simulated function bool CanOverrideMagReload(byte FireModeNum)
|
|
|
|
{
|
2021-06-22 22:34:46 +00:00
|
|
|
return true;
|
2021-06-02 20:06:18 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/** Returns animation to play based on reload type and status */
|
|
|
|
simulated function name GetReloadAnimName( bool bTacticalReload )
|
|
|
|
{
|
|
|
|
// magazine relaod
|
|
|
|
if ( AmmoCount[1] > 0 )
|
|
|
|
{
|
|
|
|
return (bTacticalReload) ? SecondaryReloadAnimEliteHalf : SecondaryReloadAnimHalf;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return (bTacticalReload) ? SecondaryReloadAnimEliteEmpty : SecondaryReloadAnimEmpty;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function PerformReload(optional byte FireModeNum)
|
|
|
|
{
|
|
|
|
Global.PerformReload(ALTFIRE_FIREMODE);
|
|
|
|
|
|
|
|
if(Instigator.IsLocallyControlled() && Role < ROLE_Authority)
|
|
|
|
{
|
|
|
|
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] = Amount;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** 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(true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Network: Local Player */
|
|
|
|
simulated function bool CanAltAutoReload(bool bIsAuto)
|
|
|
|
{
|
|
|
|
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 (bIsAuto && AmmoCount[1] > 0)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (bCanceledAltAutoReload)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function TryToAltReload(bool bIsAuto)
|
|
|
|
{
|
|
|
|
if ((IsInState('Active') || IsInState('WeaponSprinting')) && CanAltAutoReload(bIsAuto))
|
|
|
|
{
|
|
|
|
SendToAltReload();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function int GetSecondaryAmmoForHUD()
|
|
|
|
{
|
|
|
|
return AmmoCount[1];
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function int GetSecondarySpareAmmoForHUD()
|
|
|
|
{
|
|
|
|
return SpareAmmoCount[1];
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function ModifyRecoil( out float CurrentRecoilModifier )
|
|
|
|
{
|
|
|
|
if( CurrentFireMode == ALTFIRE_FIREMODE )
|
|
|
|
{
|
|
|
|
CurrentRecoilModifier *= AltFireRecoilScale;
|
|
|
|
}
|
|
|
|
|
|
|
|
super.ModifyRecoil( CurrentRecoilModifier );
|
|
|
|
}
|
|
|
|
|
2021-06-22 22:34:46 +00:00
|
|
|
/** Spawn projectile is called once for each shot pellet fired */
|
|
|
|
simulated function KFProjectile SpawnAllProjectiles(class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir)
|
|
|
|
{
|
|
|
|
local KFPerk InstigatorPerk;
|
|
|
|
|
|
|
|
if (CurrentFireMode == ALTFIRE_FIREMODE)
|
|
|
|
{
|
|
|
|
InstigatorPerk = GetPerk();
|
|
|
|
if (InstigatorPerk != none)
|
|
|
|
{
|
|
|
|
Spread[CurrentFireMode] = default.Spread[CurrentFireMode] * InstigatorPerk.GetTightChokeModifier();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return super.SpawnAllProjectiles(KFProjClass, RealStartLoc, AimDir);
|
|
|
|
}
|
|
|
|
|
2021-06-02 20:06:18 +00:00
|
|
|
defaultproperties
|
|
|
|
{
|
|
|
|
bCanRefillSecondaryAmmo = true;
|
|
|
|
|
|
|
|
// Content
|
|
|
|
PackageKey="Famas"
|
|
|
|
FirstPersonMeshName="wep_1p_famas_mesh.Wep_1stP_Famas_Rig"
|
|
|
|
FirstPersonAnimSetNames(0)="wep_1p_famas_anim.Wep_1stP_Famas_Anim"
|
|
|
|
PickupMeshName="WEP_3P_Famas_MESH.WEP_Famas_Pickup"
|
|
|
|
AttachmentArchetypeName="Wep_Famas_ARCH.Wep_Famas_3P"
|
|
|
|
MuzzleFlashTemplateName="wep_famas_arch.Wep_Famas_MuzzleFlash"
|
|
|
|
ShotgunMuzzleFlashTemplate=KFMuzzleFlash'wep_famas_arch.Wep_Famas_Shotgun_MuzzleFlash'
|
|
|
|
|
|
|
|
// Scope Render
|
|
|
|
// 2D scene capture
|
|
|
|
Begin Object Name=SceneCapture2DComponent0
|
|
|
|
TextureTarget=TextureRenderTarget2D'Wep_Mat_Lib.WEP_ScopeLense_Target'
|
|
|
|
FieldOfView=12.5 // "2.0X" = 25.0(our real world FOV determinant)/2.0
|
|
|
|
End Object
|
|
|
|
|
|
|
|
ScopedSensitivityMod = 8.0
|
|
|
|
ScopeLenseMICTemplate = MaterialInstanceConstant'WEP_1P_FNFAL_MAT.WEP_1P_FNFAL_Scope_MAT'
|
|
|
|
ScopeMICIndex = 2
|
|
|
|
|
|
|
|
// FOV
|
|
|
|
MeshFov=65
|
|
|
|
MeshIronSightFOV=60 //45
|
|
|
|
PlayerIronSightFOV=70
|
|
|
|
|
|
|
|
// Depth of field
|
|
|
|
DOF_BlendInSpeed=3.0
|
|
|
|
DOF_FG_FocalRadius=0
|
|
|
|
DOF_FG_MaxNearBlurSize=3.5
|
|
|
|
|
|
|
|
// Zooming/Position
|
|
|
|
PlayerViewOffset=(X=22.0,Y=9.f,Z=-2.f)
|
|
|
|
IronSightPosition=(X=0,Y=0,Z=0)
|
|
|
|
|
|
|
|
// Ammo
|
2021-06-22 22:34:46 +00:00
|
|
|
MagazineCapacity[0]=30 //24
|
2021-06-02 20:06:18 +00:00
|
|
|
SpareAmmoCapacity[0]=240
|
|
|
|
InitialSpareMags[0]=3
|
|
|
|
bCanBeReloaded=true
|
|
|
|
bReloadFromMagazine=true
|
|
|
|
|
|
|
|
// Shotgun Ammo
|
|
|
|
MagazineCapacity[1]=6
|
|
|
|
SpareAmmoCapacity[1]=36 //42
|
|
|
|
InitialSpareMags[1]=1
|
|
|
|
|
|
|
|
// Recoil
|
|
|
|
maxRecoilPitch=100 //125 //200 //120
|
|
|
|
minRecoilPitch=75 //100 //150 //70
|
|
|
|
maxRecoilYaw=40 //80
|
|
|
|
minRecoilYaw=-40 //-80
|
|
|
|
RecoilRate=0.085
|
|
|
|
RecoilMaxYawLimit=500
|
|
|
|
RecoilMinYawLimit=65035
|
|
|
|
RecoilMaxPitchLimit=900
|
|
|
|
RecoilMinPitchLimit=65035
|
|
|
|
RecoilISMaxYawLimit=75
|
|
|
|
RecoilISMinYawLimit=65460
|
|
|
|
RecoilISMaxPitchLimit=375
|
|
|
|
RecoilISMinPitchLimit=65460
|
|
|
|
RecoilViewRotationScale=0.25
|
|
|
|
IronSightMeshFOVCompensationScale=1.7
|
|
|
|
HippedRecoilModifier=2.0 //1.5
|
|
|
|
|
|
|
|
// Inventory / Grouping
|
|
|
|
InventorySize=6
|
|
|
|
GroupPriority=80 //75
|
|
|
|
WeaponSelectTexture=Texture2D'WEP_UI_Famas_TEX.UI_WeaponSelect_Famas'
|
|
|
|
|
|
|
|
// DEFAULT_FIREMODE
|
|
|
|
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletBurst'
|
|
|
|
FiringStatesArray(DEFAULT_FIREMODE)=WeaponBurstFiring
|
|
|
|
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
|
|
|
|
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
|
|
|
|
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_FAMAS_Rifle'
|
2021-06-22 22:34:46 +00:00
|
|
|
PenetrationPower(DEFAULT_FIREMODE)=1.0
|
2021-06-02 20:06:18 +00:00
|
|
|
FireInterval(DEFAULT_FIREMODE)=+0.0667 // 900 RPM
|
|
|
|
InstantHitDamage(DEFAULT_FIREMODE)=35.0
|
|
|
|
Spread(DEFAULT_FIREMODE)=0.005 //0.0085
|
|
|
|
BurstAmount=3
|
|
|
|
BurstFire2RdAnim=Shoot_Burst2
|
|
|
|
BurstFire3RdAnim=Shoot_Burst
|
|
|
|
BurstFire2RdSightedAnim=Shoot_Burst2_Iron
|
|
|
|
BurstFire3RdSightedAnim=Shoot_Burst_Iron
|
|
|
|
FireOffset=(X=30,Y=4.5,Z=-5)
|
|
|
|
SecondaryFireOffset=(X=20.f,Y=4.5,Z=-7.f)
|
|
|
|
|
|
|
|
// ALT_FIREMODE
|
|
|
|
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
|
|
|
|
FiringStatesArray(ALTFIRE_FIREMODE)=FiringSecondaryState
|
|
|
|
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
|
|
|
|
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_Pellet'
|
|
|
|
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_FAMAS_Shotgun'
|
2021-06-22 22:34:46 +00:00
|
|
|
InstantHitDamage(ALTFIRE_FIREMODE)=30.0 //25.0
|
|
|
|
PenetrationPower(ALTFIRE_FIREMODE)=2.0
|
|
|
|
FireInterval(ALTFIRE_FIREMODE)=+1.2 //50 RPM
|
|
|
|
NumPellets(ALTFIRE_FIREMODE)=7 //6
|
|
|
|
Spread(ALTFIRE_FIREMODE)=0.10 //0.12
|
2021-06-02 20:06:18 +00:00
|
|
|
SecondaryAmmoTexture=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
|
|
|
|
|
|
|
|
// BASH_FIREMODE
|
|
|
|
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_FAMAS'
|
|
|
|
InstantHitDamage(BASH_FIREMODE)=26
|
|
|
|
|
|
|
|
// Fire Effects
|
|
|
|
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_AR15.Play_WEP_SA_AR15_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_AR15.Play_WEP_SA_AR15_Fire_1P')
|
|
|
|
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_AR15.Play_WEP_SA_AR15_Handling_DryFire'
|
|
|
|
|
|
|
|
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_AA12.Play_WEP_SA_AA12_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_AA12.Play_WEP_SA_AA12_Fire_1P')
|
|
|
|
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_AA12.Play_WEP_SA_AA12_Handling_DryFire'
|
|
|
|
|
|
|
|
// Attachments
|
|
|
|
bHasIronSights=true
|
|
|
|
bHasFlashlight=false
|
|
|
|
|
|
|
|
AssociatedPerkClasses(0)=class'KFPerk_Commando'
|
|
|
|
AssociatedPerkClasses(1)=class'KFPerk_Support'
|
|
|
|
|
|
|
|
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=1.25f), (Stat=EWUS_Damage1, Scale=1.25f), (Stat=EWUS_Weight, Add=2)))
|
|
|
|
|
|
|
|
bUsesSecondaryAmmoAltHUD=true
|
|
|
|
AltFireRecoilScale = 4.5 //4.0 //2.5
|
|
|
|
}
|