511 lines
15 KiB
Ucode
511 lines
15 KiB
Ucode
|
//=============================================================================
|
||
|
// KFWeap_HRG_Energy
|
||
|
//=============================================================================
|
||
|
//=============================================================================
|
||
|
// Killing Floor 2
|
||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||
|
//=============================================================================
|
||
|
|
||
|
class KFWeap_HRG_Energy extends KFWeap_PistolBase;
|
||
|
|
||
|
`define HRG_ENERGY_MIC_LED_INDEX_1 0
|
||
|
`define HRG_ENERGY_MIC_SCREEN_INDEX 1
|
||
|
`define HRG_ENERGY_MIC_LED_INDEX_2 2
|
||
|
|
||
|
/*********************************************************************************************
|
||
|
@name Optics UI
|
||
|
********************************************************************************************* */
|
||
|
var class<KFGFxWorld_MedicOptics> OpticsUIClass;
|
||
|
var KFGFxWorld_MedicOptics OpticsUI;
|
||
|
|
||
|
/** The last updated value for our ammo - Used to know when to update our optics ammo */
|
||
|
var byte StoredPrimaryAmmo;
|
||
|
var byte StoredSecondaryAmmo;
|
||
|
|
||
|
var transient float AltFireMaxShots;
|
||
|
|
||
|
/** Modifier applied to the alt fire animation */
|
||
|
var float SecondaryFireAnimRateModifier;
|
||
|
|
||
|
/** Material colors applied to different fire modes */
|
||
|
var LinearColor DefaultFireMaterialColor;
|
||
|
var LinearColor AltFireMaterialColor;
|
||
|
|
||
|
/** How much recoil the altfire should do */
|
||
|
var protected const float AltFireRecoilScale;
|
||
|
|
||
|
simulated event PreBeginPlay()
|
||
|
{
|
||
|
super.PreBeginPlay();
|
||
|
AltFireMaxShots = MagazineCapacity[DEFAULT_FIREMODE] / AmmoCost[ALTFIRE_FIREMODE];
|
||
|
}
|
||
|
|
||
|
simulated function Activate()
|
||
|
{
|
||
|
super.Activate();
|
||
|
UpdateMaterial(bUseAltFireMode ? ALTFIRE_FIREMODE : DEFAULT_FIREMODE);
|
||
|
}
|
||
|
|
||
|
simulated function UpdateMaterial(byte FireMode)
|
||
|
{
|
||
|
local LinearColor MatColor;
|
||
|
MatColor = FireMode == DEFAULT_FIREMODE ? DefaultFireMaterialColor : AltFireMaterialColor;
|
||
|
|
||
|
if( WeaponMICs.Length > `HRG_ENERGY_MIC_LED_INDEX_1 )
|
||
|
{
|
||
|
WeaponMICs[`HRG_ENERGY_MIC_LED_INDEX_1].SetVectorParameterValue('Vector_GlowColor', MatColor);
|
||
|
}
|
||
|
|
||
|
if (WeaponMICs.Length > `HRG_ENERGY_MIC_SCREEN_INDEX)
|
||
|
{
|
||
|
WeaponMICs[`HRG_ENERGY_MIC_SCREEN_INDEX].SetVectorParameterValue('Color_override', MatColor);
|
||
|
}
|
||
|
|
||
|
if( WeaponMICs.Length > `HRG_ENERGY_MIC_LED_INDEX_2 )
|
||
|
{
|
||
|
WeaponMICs[`HRG_ENERGY_MIC_LED_INDEX_2].SetVectorParameterValue('Vector_GlowColor', MatColor);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Check target locking - server-side only
|
||
|
* HealAmmo Regen client and server
|
||
|
*/
|
||
|
simulated event Tick( FLOAT DeltaTime )
|
||
|
{
|
||
|
if (Instigator != none && Instigator.weapon == self)
|
||
|
{
|
||
|
UpdateOpticsUI();
|
||
|
}
|
||
|
|
||
|
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_MedicBase 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_MedicBase', KFW)
|
||
|
{
|
||
|
// This is not a MedicBase, no need to check against itself
|
||
|
if(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);
|
||
|
OpticsUI.ClearLockOn();
|
||
|
UpdateOpticsUI(true);
|
||
|
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[DEFAULT_FIREMODE] < AmmoCost[ALTFIRE_FIREMODE])
|
||
|
{
|
||
|
OpticsUI.SetHealerCharge(0);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
OpticsUI.SetHealerCharge((AmmoCount[DEFAULT_FIREMODE] / AmmoCost[ALTFIRE_FIREMODE]) / AltFireMaxShots * 100);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(OpticsUI.MinPercentPerShot != AmmoCost[ALTFIRE_FIREMODE])
|
||
|
{
|
||
|
OpticsUI.SetShotPercentCost( AmmoCost[ALTFIRE_FIREMODE] );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/** Healing charge doesn't count as ammo for purposes of inventory management (e.g. switching) */
|
||
|
simulated function bool HasAnyAmmo()
|
||
|
{
|
||
|
return HasSpareAmmo() || HasAmmo(DEFAULT_FIREMODE) || HasSpareAmmo(ALTFIRE_FIREMODE) || HasAmmo(ALTFIRE_FIREMODE);
|
||
|
}
|
||
|
|
||
|
simulated function StartFire(byte FireModeNum)
|
||
|
{
|
||
|
if (FireModeNum == DEFAULT_FIREMODE && bUseAltFireMode)
|
||
|
{
|
||
|
if (AmmoCount[FireModeNum] < AmmoCost[ALTFIRE_FIREMODE] && SpareAmmoCount[FireModeNum] > 0)
|
||
|
{
|
||
|
BeginFire(RELOAD_FIREMODE);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
super.StartFire(FireModeNum);
|
||
|
}
|
||
|
|
||
|
simulated function AltFireMode()
|
||
|
{
|
||
|
if ( !Instigator.IsLocallyControlled() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !bUseAltFireMode && SpareAmmoCount[0] + AmmoCount[0] < AmmoCost[1] )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
super.AltFireMode();
|
||
|
UpdateMaterial(bUseAltFireMode ? ALTFIRE_FIREMODE : DEFAULT_FIREMODE);
|
||
|
|
||
|
NotifyAltFireUsage();
|
||
|
}
|
||
|
|
||
|
/** Overriden to use WeaponAnimSeqNode */
|
||
|
simulated function PlayWeaponAnimation(name Sequence, float fDesiredDuration, optional bool bLoop, optional SkeletalMeshComponent SkelMesh)
|
||
|
{
|
||
|
local float DesiredRate;
|
||
|
|
||
|
if ( Mesh != none && Instigator != none && WorldInfo.NetMode != NM_DedicatedServer )
|
||
|
{
|
||
|
if ( WeaponAnimSeqNode != None )
|
||
|
{
|
||
|
if (WeaponAnimSeqNode.AnimSeq == None || WeaponAnimSeqNode.AnimSeq.SequenceName != Sequence)
|
||
|
{
|
||
|
WeaponAnimSeqNode.SetAnim(Sequence);
|
||
|
}
|
||
|
|
||
|
if(fDesiredDuration > 0.0 && WeaponAnimSeqNode.AnimSeq.RateScale > 0.0)
|
||
|
{
|
||
|
DesiredRate = WeaponAnimSeqNode.AnimSeq.SequenceLength / (fDesiredDuration * WeaponAnimSeqNode.AnimSeq.RateScale);
|
||
|
WeaponAnimSeqNode.PlayAnim(bLoop, DesiredRate);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
WeaponAnimSeqNode.PlayAnim(bLoop, DefaultAnimSpeed);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* PlayFireEffects Is the root function that handles all of the effects associated with
|
||
|
* a weapon. This function creates the 1st person effects. It should only be called
|
||
|
* on a locally controlled player.
|
||
|
*/
|
||
|
simulated function PlayFireEffects( byte FireModeNum, optional vector HitLocation )
|
||
|
{
|
||
|
local name WeaponFireAnimName;
|
||
|
local KFPerk CurrentPerk;
|
||
|
local float TempTweenTime, AdjustedAnimLength;
|
||
|
|
||
|
// If we have stopped the looping fire sound to play single fire sounds for zed time
|
||
|
// start the looping sound back up again when the time is back above zed time speed
|
||
|
if( FireModeNum < bLoopingFireSnd.Length && bLoopingFireSnd[FireModeNum] && !bPlayingLoopingFireSnd )
|
||
|
{
|
||
|
StartLoopingFireSound(FireModeNum);
|
||
|
}
|
||
|
|
||
|
PlayFiringSound(CurrentFireMode);
|
||
|
|
||
|
if( Instigator != none )
|
||
|
{
|
||
|
// Tell our pawn about any changes in animation speed
|
||
|
UpdateWeaponAttachmentAnimRate( GetThirdPersonAnimRate() );
|
||
|
|
||
|
if( Instigator.IsLocallyControlled() )
|
||
|
{
|
||
|
if( Instigator.IsFirstPerson() )
|
||
|
{
|
||
|
if ( !bPlayingLoopingFireAnim )
|
||
|
{
|
||
|
WeaponFireAnimName = GetWeaponFireAnim(FireModeNum);
|
||
|
|
||
|
if ( WeaponFireAnimName != '' )
|
||
|
{
|
||
|
AdjustedAnimLength = MySkelMesh.GetAnimLength(WeaponFireAnimName);
|
||
|
TempTweenTime = FireTweenTime;
|
||
|
|
||
|
if (FireModeNum == ALTFIRE_FIREMODE)
|
||
|
{
|
||
|
AdjustedAnimLength *= SecondaryFireAnimRateModifier;
|
||
|
}
|
||
|
|
||
|
CurrentPerk = GetPerk();
|
||
|
if( CurrentPerk != none )
|
||
|
{
|
||
|
CurrentPerk.ModifyRateOfFire( AdjustedAnimLength, self );
|
||
|
|
||
|
// We need to unlock the slide if we fire from zero ammo while uber ammo is active
|
||
|
if( EmptyMagBlendNode != none
|
||
|
&& BonesToLockOnEmpty.Length > 0
|
||
|
&& AmmoCount[GetAmmoType(FireModeNum)] == 0
|
||
|
&& CurrentPerk.GetIsUberAmmoActive(self) )
|
||
|
{
|
||
|
EmptyMagBlendNode.SetBlendTarget( 0, 0 );
|
||
|
TempTweenTime = 0.f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
PlayAnimation(WeaponFireAnimName, AdjustedAnimLength,, TempTweenTime);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Start muzzle flash effect
|
||
|
CauseMuzzleFlash(FireModeNum);
|
||
|
}
|
||
|
|
||
|
HandleRecoil();
|
||
|
ShakeView();
|
||
|
|
||
|
if (AmmoCount[0] == 0 && ForceReloadTimeOnEmpty > 0)
|
||
|
{
|
||
|
SetTimer(ForceReloadTimeOnEmpty, false, nameof(ForceReload));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
simulated function ModifyRecoil( out float CurrentRecoilModifier )
|
||
|
{
|
||
|
if( CurrentFireMode == ALTFIRE_FIREMODE )
|
||
|
{
|
||
|
CurrentRecoilModifier *= AltFireRecoilScale;
|
||
|
}
|
||
|
|
||
|
super.ModifyRecoil( CurrentRecoilModifier );
|
||
|
}
|
||
|
|
||
|
simulated function NotifyAltFireUsage()
|
||
|
{
|
||
|
local KFPawn_Human KFPH;
|
||
|
|
||
|
// Notify 3P to change material.
|
||
|
KFPH = KFPawn_Human(Instigator);
|
||
|
if (KFPH != none)
|
||
|
{
|
||
|
KFPH.SetUsingAltFireMode(bUseAltFireMode, true);
|
||
|
KFPH.bNetDirty = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
simulated state WeaponEquipping
|
||
|
{
|
||
|
simulated function BeginState(Name PreviousStateName)
|
||
|
{
|
||
|
super.BeginState(PreviousStateName);
|
||
|
// NotifyAltFireUsage();
|
||
|
if (WorldInfo.NetMode == NM_Client || WorldInfo.NetMode == NM_Standalone)
|
||
|
{
|
||
|
SetTimer(1.0f, false, nameof(NotifyAltFireUsage));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/** Returns animation to play based on reload type and status */
|
||
|
simulated function name GetReloadAnimName( bool bTacticalReload )
|
||
|
{
|
||
|
return bTacticalReload ? ReloadNonEmptyMagEliteAnim : ReloadNonEmptyMagAnim;
|
||
|
}
|
||
|
|
||
|
simulated function ConsumeAmmo( byte FireModeNum )
|
||
|
{
|
||
|
super.ConsumeAmmo(FireModeNum);
|
||
|
|
||
|
if( bUseAltFireMode && SpareAmmoCount[0] + AmmoCount[0] < AmmoCost[1] )
|
||
|
{
|
||
|
bUseAltFireMode = false;
|
||
|
UpdateMaterial(DEFAULT_FIREMODE);
|
||
|
NotifyAltFireUsage();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
// Inventory
|
||
|
InventoryGroup=IG_Secondary
|
||
|
InventorySize=4
|
||
|
GroupPriority=125
|
||
|
bCanThrow=true
|
||
|
bDropOnDeath=true
|
||
|
WeaponSelectTexture=Texture2D'WEP_UI_HRG_Energy_TEX.UI_WeaponSelect_HRG_Energy'
|
||
|
SecondaryAmmoTexture=Texture2D'UI_SecondaryAmmo_TEX.MedicDarts'
|
||
|
AssociatedPerkClasses(0)=class'KFPerk_Gunslinger'
|
||
|
|
||
|
// Shooting Animations
|
||
|
FireSightedAnims[0]=Shoot_Iron
|
||
|
FireSightedAnims[1]=Shoot_Iron2
|
||
|
FireSightedAnims[2]=Shoot_Iron3
|
||
|
|
||
|
// FOV
|
||
|
MeshFOV=86
|
||
|
MeshIronSightFOV=77
|
||
|
PlayerIronSightFOV=77
|
||
|
|
||
|
// Depth of field
|
||
|
DOF_FG_FocalRadius=40
|
||
|
DOF_FG_MaxNearBlurSize=3.5
|
||
|
|
||
|
// Zooming/Position
|
||
|
PlayerViewOffset=(X=29.0,Y=13,Z=-4)
|
||
|
|
||
|
//Content
|
||
|
PackageKey="HRG_Energy"
|
||
|
FirstPersonMeshName="WEP_1P_HRG_Energy_MESH.Wep_1stP_HRG_Energy_Rig"
|
||
|
FirstPersonAnimSetNames(0)="WEP_1P_HRG_Energy_ANIM.WEP_1P_HRG_Energy_ANIM"
|
||
|
PickupMeshName="wep_3p_HRG_Energy_mesh.Wep_HRG_Energy_Pickup"
|
||
|
AttachmentArchetypeName="WEP_HRG_Energy_ARCH.Wep_HRG_Energy_3P"
|
||
|
MuzzleFlashTemplateName="WEP_HRG_Energy_ARCH.Wep_HRG_Energy_MuzzleFlash"
|
||
|
|
||
|
OpticsUIClass=class'KFGFxWorld_MedicOptics'
|
||
|
|
||
|
// Zooming/Position
|
||
|
IronSightPosition=(X=15,Y=0,Z=0)
|
||
|
|
||
|
// Ammo
|
||
|
MagazineCapacity[0]=15
|
||
|
SpareAmmoCapacity[0]=135
|
||
|
InitialSpareMags[0]=2
|
||
|
bCanBeReloaded=true
|
||
|
bReloadFromMagazine=true
|
||
|
|
||
|
MagazineCapacity[1]=0
|
||
|
bCanRefillSecondaryAmmo=false
|
||
|
|
||
|
// Recoil
|
||
|
maxRecoilPitch=475 //250
|
||
|
minRecoilPitch=425 //200
|
||
|
maxRecoilYaw=130 //100
|
||
|
minRecoilYaw=-130 //-100
|
||
|
RecoilRate=0.07
|
||
|
RecoilMaxYawLimit=500
|
||
|
RecoilMinYawLimit=65035
|
||
|
RecoilMaxPitchLimit=900
|
||
|
RecoilMinPitchLimit=65035
|
||
|
RecoilISMaxYawLimit=50
|
||
|
RecoilISMinYawLimit=65485
|
||
|
RecoilISMaxPitchLimit=250
|
||
|
RecoilISMinPitchLimit=65485
|
||
|
AltFireRecoilScale=2.0f
|
||
|
|
||
|
// DEFAULT_FIREMODE
|
||
|
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
|
||
|
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
|
||
|
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
|
||
|
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_HRG_Energy'
|
||
|
FireInterval(DEFAULT_FIREMODE)=+0.175 //342 RPM
|
||
|
PenetrationPower(DEFAULT_FIREMODE)=1.0
|
||
|
InstantHitDamage(DEFAULT_FIREMODE)=90.0 //125.0
|
||
|
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HRG_Energy_Primary'
|
||
|
Spread(DEFAULT_FIREMODE)=0.015
|
||
|
FireOffset=(X=20,Y=4.0,Z=-3)
|
||
|
|
||
|
// ALTFIRE_FIREMODE
|
||
|
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Electricity'
|
||
|
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponFiring
|
||
|
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
|
||
|
FireInterval(ALTFIRE_FIREMODE)=+0.705 //85 RPM
|
||
|
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_HRG_Energy_Secondary'
|
||
|
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_HRG_Energy_Secondary'
|
||
|
InstantHitMomentum(ALTFIRE_FIREMODE)=1.0
|
||
|
PenetrationPower(ALTFIRE_FIREMODE)=3.0
|
||
|
InstantHitDamage(ALTFIRE_FIREMODE)=300.0 //475.0
|
||
|
PenetrationDamageReductionCurve(ALTFIRE_FIREMODE)=(Points=((InVal=0.f,OutVal=0.f),(InVal=1.f, OutVal=1.f)))
|
||
|
AmmoCost(ALTFIRE_FIREMODE)=3
|
||
|
|
||
|
// BASH_FIREMODE
|
||
|
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRG_Energy'
|
||
|
InstantHitDamage(BASH_FIREMODE)=26
|
||
|
|
||
|
// Fire Effects
|
||
|
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'ww_wep_hrg_energy.Play_WEP_HRG_Energy_3P_Shoot', FirstPersonCue=AkEvent'ww_wep_hrg_energy.Play_WEP_HRG_Energy_1P_Shoot')
|
||
|
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'ww_wep_hrg_energy.Play_WEP_HRG_Energy_3P_ShootAlt', FirstPersonCue=AkEvent'ww_wep_hrg_energy.Play_WEP_HRG_Energy_1P_ShootAlt')
|
||
|
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_MedicPistol.Play_SA_MedicPistol_Handling_DryFire'
|
||
|
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_DryFire'
|
||
|
|
||
|
// Attachments
|
||
|
bHasIronSights=true
|
||
|
bHasFlashlight=false
|
||
|
|
||
|
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
|
||
|
|
||
|
SecondaryFireAnimRateModifier = 2.0f;
|
||
|
|
||
|
DefaultFireMaterialColor=(R=0.90f,G=0.26f,B=0.0f)
|
||
|
AltFireMaterialColor=(R=0.7f,G=0.04f,B=0.9f)
|
||
|
|
||
|
NumBloodMapMaterials=3
|
||
|
// bForceHandleImpacts=true;
|
||
|
}
|