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

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//=============================================================================
// KFWeap_HRG_Revolver_DualBuckshot
//=============================================================================
// A Smith & Wesson .500 "Bone Collector"
//=============================================================================
// Killing Floor 2
// Copyright (C) 2019 Tripwire Interactive LLC
//=============================================================================
class KFWeap_HRG_Revolver_DualBuckshot extends KFWeap_Revolver_DualSW500;
var(Animations) const editconst array<name> FireSightedAnims_Alt;
/*********************************************************************************************
Firing / Projectile - Below projectile spawning code copied from KFWeap_ShotgunBase
********************************************************************************************* */
/** 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 == GRENADE_FIREMODE)
{
return Super.SpawnProjectile(KFProjClass, RealStartLoc, AimDir);
}
InstigatorPerk = GetPerk();
if (InstigatorPerk != none)
{
Spread[CurrentFireMode] = default.Spread[CurrentFireMode] * InstigatorPerk.GetTightChokeModifier();
}
return super.SpawnAllProjectiles(KFProjClass, RealStartLoc, AimDir);
}
/* ********************************************************************************************* */
/** Get name of the animation to play for PlayFireEffects
*
* Overridden to allow for left weapon anims and multiple FireSightedAnim_Alts
*/
simulated function name GetWeaponFireAnim(byte FireModeNum)
{
local bool bPlayFireLast;
bPlayFireLast = ShouldPlayFireLast(FireModeNum);
if (bFireFromRightWeapon && bUsingSights && !bPlayFireLast)
{
return bUseAltFireMode ? FireSightedAnims_Alt[Rand(FireSightedAnims_Alt.Length)] : FireSightedAnims[Rand(LeftFireSightedAnims.Length)];
}
return super.GetWeaponFireAnim(FireModeNum);
}
defaultproperties
{
// Inventory
InventorySize=4
GroupPriority=75
// Recoil
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maxRecoilPitch=525 //750
minRecoilPitch=472 //675
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maxRecoilYaw=300
minRecoilYaw=-300
RecoilRate=0.1
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=500
RecoilISMinPitchLimit=65485
IronSightMeshFOVCompensationScale=1.4
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)="ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle"
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Pellet'
InstantHitDamage(DEFAULT_FIREMODE)=32.0
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HRGBuckshot'
PenetrationPower(DEFAULT_FIREMODE)=2.0
NumPellets(DEFAULT_FIREMODE)=5
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Spread(DEFAULT_FIREMODE)=0.12 //0.15
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// ALTFIRE_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)="ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle"
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_Pellet'
InstantHitDamage(ALTFIRE_FIREMODE)=32.0
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_HRGBuckshot'
PenetrationPower(ALTFIRE_FIREMODE)=2.0
NumPellets(ALTFIRE_FIREMODE)=5
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Spread(ALTFIRE_FIREMODE)=0.12 //0.15
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//BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRGBuckshot'
AssociatedPerkClasses.Empty()
AssociatedPerkClasses(0)=class'KFPerk_Support'
// Recoil
RecoilBlendOutRatio=0.35
//Ammunition
SpareAmmoCapacity[0]=80
InitialSpareMags[0]=2
WeaponSelectTexture=Texture2D'WEP_UI_Dual_HRG_SW_500_TEX.UI_WeaponSelect_HRG_DualSW500'
//Weapon Upgrades
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=2)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Damage1, Scale=1.3f), (Stat=EWUS_Weight, Add=4)))
FireAnim=HRG_Shoot_RW
LeftFireAnim=HRG_Shoot_LW
FireLastAnim=HRG_Shoot_RW_Last
LeftFireLastAnim=HRG_Shoot_LW_Last
FireSightedAnims_Alt=(HRG_Shoot_Iron_RW, HRG_Shoot_Iron2_RW, HRG_Shoot_Iron3_RW)
LeftFireSightedAnim_Alt=HRG_Shoot_Iron_LW
FireLastSightedAnim_Alt=HRG_Shoot_Iron_RW_Last
LeftFireLastSightedAnim_Alt=HRG_Shoot_Iron_LW_Last
FireSightedAnims=(HRG_Shoot_IronOG_RW, HRG_Shoot_IronOG2_RW, HRG_Shoot_IronOG3_RW)
LeftFireSightedAnims=(HRG_Shoot_IronOG_LW)
FireLastSightedAnim=HRG_Shoot_IronOG_RW_Last
LeftFireLastSightedAnim=HRG_Shoot_IronOG_LW_Last
SingleClass=class'KFWeap_HRG_Revolver_Buckshot'
// Content
PackageKey="Dual_HRG_SW_500"
FirstPersonMeshName="wep_1p_dual_hrg_sw_500_mesh.Wep_1st_Dual_HRG_SW_500_Rig"
FirstPersonAnimSetNames(0)="wep_1p_dual_hrg_sw_500_anim.Wep_1stP_Dual_HRG_SW_500_Anim"
PickupMeshName="WEP_3P_HRG_SW_500_MESH.Wep_3rdP_HRG_SW_500_Pickup"
AttachmentArchetypeName="WEP_Dual_HRG_SW_500_ARCH.Wep_Dual_HRG_SW_500_3P"
MuzzleFlashTemplateName="WEP_Dual_HRG_SW_500_ARCH.Wep_Dual_HRG_SW_500_MuzzleFlash"
//Weapon Sounds
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_SW500.Play_WEP_HRG_Buckshot_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_SW500.Play_WEP_HRG_Buckshot_Fire_1P')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_SW500.Play_WEP_HRG_Buckshot_Fire_DryFire'
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_SW500.Play_WEP_HRG_Buckshot_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_SW500.Play_WEP_HRG_Buckshot_Fire_1P')
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_SW500.Play_WEP_HRG_Buckshot_Fire_DryFire'
// Revolver shell/cap replacement
UnusedBulletMeshTemplate=SkeletalMesh'wep_3p_hrg_sw_500_mesh.Wep_3rdP_HRG_SW_500_Bullet'
UsedBulletMeshTemplate=SkeletalMesh'wep_3p_hrg_sw_500_mesh.Wep_3rdP_HRG_SW_500_EmptyShell'
BulletFXSocketNames=(RW_Bullet_FX_5, LW_Bullet_FX_5, RW_Bullet_FX_4, LW_Bullet_FX_4, RW_Bullet_FX_3, LW_Bullet_FX_3, RW_Bullet_FX_2, LW_Bullet_FX_2, RW_Bullet_FX_1, LW_Bullet_FX_1)
}