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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_Pistol_DualG18.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_Pistol_DualG18
//=============================================================================
// An Glock 18 Pistol Dual
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// Fernando Ferrando @ Saber Interactive
//=============================================================================
/*
TODO LIST [LOOK FOR TAG (WHATS BEFORE THE : IN THE INDICATED FILE)] OK = DONE || XX = NOT DONE
BASE DAMAGE
OK DEFAULT MODE DAMAGE : KFWeap_Pistol_SingleG18.uc
OK BASH MODE DAMAGE : KFWeap_Pistol_SingleG18.uc
DAMAGE TYPES
OK DEFAULT MODE TYPE DAMAGE : KFWeap_Pistol_SingleG18.uc
OK BASH MODE TYPE DAMAGE : KFWeap_Pistol_SingleG18.uc
FIRE RATE
OK Single Default Firemode (Automatic) firerate : KFWeap_Pistol_SingleG18.uc
RANGE
OK Default Firemode (Automatic) range : KFWeapDef_Pistol_SingleG18.uc
PENETRATION
OK Default Firemode (Automatic) penetration : KFWeap_Pistol_SingleG18.uc
DUAL-WIELDABLE
OK Dual-wieldable yes : KFWeap_Pistol_SingleG18.uc
MAGAZINE SIZE
OK Magazine ammount : KFWeap_Pistol_SingleG18.uc
SPARE AMMO CAPACITY
OK spare ammo Ammount : KFWeap_Pistol_SingleG18.uc
STARTING SPARE MAGAZINES
OK starting spare magazines Ammount : KFWeap_Pistol_SingleG18.uc
AMMO BOX PICKUP SCALE
XX Ammount:
RELOAD SPEED
XX [Single Standard]
Full Reload
Full Length Animation - ??? seconds
Interrupt - ??? seconds
Half Reload
Full Length Animation - ??? seconds
Interrupt - ??? seconds
XX [Single Elite]
Full Reload
Full Length Animation - ??? seconds
Interrupt - ??? seconds
Half Reload
Full Length Animation - ??? seconds
Interrupt - ??? seconds
WEIGHT
OK Weight Ammount : KFWeap_Pistol_SingleG18.uc
WEAPON TRADER PRICE
OK Weapon Price : KFWeapDef_Pistol_SingleG18.uc
AMMO TRADER PRICE
OK Ammo Price : KFWeapDef_Pistol_SingleG18.uc
WEAPON TIER
XX Tier :
FIRE MODE DEFAULT
OK FireMode Automatic : KFWeap_Pistol_SingleG18.uc
AFFLICTIONS
OK afflictions Default Firemode (Automatic) : KFDT_Ballistic_SingleG18.uc
OK afflictions Bash Firemode : KFDT_Ballistic_SingleG18.uc
PERKS
OK Main Perk : KFWeap_Pistol_SingleG18.uc
WEAPON UPGRADE
XX Upgrades:
*/
class KFWeap_Pistol_DualG18 extends KFWeap_DualBase;
simulated state WeaponFiring
{
simulated function BeginState(Name PrevStateName)
{
local KFPerk InstigatorPerk;
InstigatorPerk = GetPerk();
if( InstigatorPerk != none )
{
SetZedTimeResist( InstigatorPerk.GetZedTimeModifier(self) );
}
if ( bLoopingFireSnd.Length > 0 )
{
StartLoopingFireSound(CurrentFireMode);
}
super.BeginState(PrevStateName);
}
simulated function FireAmmunition()
{
bFireFromRightWeapon = !bFireFromRightWeapon;
Super.FireAmmunition();
}
simulated function EndState(Name NextStateName)
{
super.EndState(NextStateName);
ClearZedTimeResist();
// Simulate weapon firing effects on the local client
if( WorldInfo.NetMode == NM_Client )
{
Instigator.WeaponStoppedFiring(self, false);
}
if ( bPlayingLoopingFireSnd )
{
StopLoopingFireSound(CurrentFireMode);
}
}
}
/**
* This function returns the world location for spawning the visual effects
*
* Overridden to allow for left weapon location
*/
simulated event vector GetMuzzleLoc()
{
local Rotator ViewRotation;
if( bFireFromRightWeapon )
{
if( Instigator != none )
{
ViewRotation = Instigator.GetViewRotation();
// Add in the free-aim rotation
if ( KFPlayerController(Instigator.Controller) != None )
{
ViewRotation += KFPlayerController(Instigator.Controller).WeaponBufferRotation;
}
if( bUsingSights )
{
return Instigator.GetWeaponStartTraceLocation() + (FireOffset >> ViewRotation);
}
else
{
return Instigator.GetPawnViewLocation() + (FireOffset >> ViewRotation);
}
}
return Location;
}
else
{
return GetLeftMuzzleLoc();
}
}
defaultproperties
{
SingleClass=class'KFWeap_Pistol_G18C'
// FOV
MeshFOV=96
MeshIronSightFOV=77
PlayerIronSightFOV=77
//RecoilBlendOutRatio=0
FireTweenTime=0.03
// Depth of field
DOF_FG_FocalRadius=40
DOF_FG_MaxNearBlurSize=3.5
// Zooming/Position
IronSightPosition=(X=-3,Y=0,Z=0)
PlayerViewOffset=(X=-15,Y=0,Z=0)
// Controls the rotation when Hans(the bastard) grabs you
QuickWeaponDownRotation=(Pitch=-14192,Yaw=-6000,Roll=16384)
FireOffset=(X=17,Y=4.0,Z=-3)
LeftFireOffset=(X=17,Y=-4,Z=-3)
// Content
PackageKey="Dual_G18C"
FirstPersonMeshName="WEP_1P_Dual_G18C_MESH.Wep_1stP_Dual_G18C_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_Dual_G18C_ANIM.WEP_1st_Dual_G18C_ANIM"
PickupMeshName="wep_3p_dual_g18c_mesh.Wep_3rdP_Dual_G18C_Pickup"
AttachmentArchetypeName="WEP_Dual_G18C_ARCH.Wep_Dual_g18c_3P"
MuzzleFlashTemplateName="WEP_Dual_G18C_ARCH.Wep_Dual_G18C_MuzzleFlash"
// Ammo
MagazineCapacity[0]=66 //Magazine ammount
SpareAmmoCapacity[0]=462 //spare ammo Ammount
InitialSpareMags[0]=2//3 //starting spare magazines Ammount
bCanBeReloaded=true
bReloadFromMagazine=true
bHasFireLastAnims=true
// Recoil
maxRecoilPitch=260 //220 //165 //150 //100
minRecoilPitch=200 //165 //125 //112 //75
maxRecoilYaw=85
minRecoilYaw=-85
RecoilRate=0.045
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=100
RecoilISMinYawLimit=65435
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
IronSightMeshFOVCompensationScale=1.65
WalkingRecoilModifier=1.1
JoggingRecoilModifier=1.2
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring //DEFAULT MODE DAMAGE
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_G18c'
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_G18c' //DEFAULT MODE TYPE DAMAGE
FireInterval(DEFAULT_FIREMODE)=+0.05 // 1200 RPM //Default Firemode (Automatic) firerate
Spread(DEFAULT_FIREMODE)=0.06
InstantHitDamage(DEFAULT_FIREMODE)=37 //39 //41 // DEFAULT MODE DAMAGE
PenetrationPower(DEFAULT_FIREMODE)=0.0 //Default Firemode (Automatic) & Altfire Firemode (Single Fire) penetration
PenetrationDamageReductionCurve(DEFAULT_FIREMODE)=(Points=((InVal=0.f,OutVal=0.f),(InVal=1.f, OutVal=1.f))) //Default Firemode (Automatic) & Altfire Firemode (Single Fire) penetration
//ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponFiring //DEFAULT MODE DAMAGE
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_G18c'
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_G18c' //DEFAULT MODE TYPE DAMAGE
FireInterval(ALTFIRE_FIREMODE)=+0.05 // 1200 RPM //Default Firemode (Automatic) firerate
Spread(ALTFIRE_FIREMODE)=0.06
InstantHitDamage(ALTFIRE_FIREMODE)=37 //39 //41 // DEFAULT MODE DAMAGE
PenetrationPower(ALTFIRE_FIREMODE)=0.0 //Default Firemode (Automatic) & Altfire Firemode (Single Fire) penetration
PenetrationDamageReductionCurve(ALTFIRE_FIREMODE)=(Points=((InVal=0.f,OutVal=0.f),(InVal=1.f, OutVal=1.f))) //Default Firemode (Automatic) & Altfire Firemode (Single Fire) penetration
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_G18C' //BASH MODE TYPE DAMAGE
InstantHitDamage(BASH_FIREMODE)=25 //BASH MODE DAMAGE
PenetrationPower(BASH_FIREMODE)=0.0 //Default Firemode (Automatic) & Altfire Firemode (Single Fire) penetration
PenetrationDamageReductionCurve(BASH_FIREMODE)=(Points=((InVal=0.f,OutVal=0.f),(InVal=1.f, OutVal=1.f))) //Default Firemode (Automatic) & Altfire Firemode (Single Fire) penetration
//Sounds
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_G18c.Play_WEP_G18c_Auto_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_G18c.Play_WEP_G18c_Auto_Loop')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Handling_DryFire'
// Advanced (High RPM) Fire Effects
bLoopingFireAnim(DEFAULT_FIREMODE)=false
bLoopingFireSnd(DEFAULT_FIREMODE)=true
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_G18c.Play_WEP_G18c_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_G18c.Play_WEP_G18c_Fire_1P_EndLoop')
//Sounds
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_G18c.Play_WEP_G18c_Auto_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_G18c.Play_WEP_G18c_Auto_Loop')
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Handling_DryFire'
// Advanced (High RPM) Fire Effects
bLoopingFireAnim(ALTFIRE_FIREMODE)=false
bLoopingFireSnd(ALTFIRE_FIREMODE)=true
WeaponFireLoopEndSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_G18c.Play_WEP_G18c_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_G18c.Play_WEP_G18c_Fire_1P_EndLoop')
WeaponFireSnd(2)=(DefaultCue=AkEvent'WW_WEP_G18c.Play_WEP_G18c_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_G18c.Play_WEP_G18c_Fire_1P_Single')
SingleFireSoundIndex=2
// Attachments
bHasIronSights=true
bHasFlashlight=true
AssociatedPerkClasses(0)=class'KFPerk_Gunslinger' //Main Perk
// Inventory
InventorySize=8 //Weight Ammount
GroupPriority=100
bCanThrow=true
bDropOnDeath=true
WeaponSelectTexture=Texture2D'WEP_UI_Dual_G18C_TEX.UI_WeaponSelect_Dual_G18C'
bIsBackupWeapon=false
// Custom animations
IdleFidgetAnims=(Guncheck_v1, Guncheck_v2, Guncheck_v3)
//FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.125f), (Stat=EWUS_Damage1, Scale=1.125f), (Stat=EWUS_Weight, Add=2)))
//WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.25f), (Stat=EWUS_Weight, Add=2)))
//WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f)))
//WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f)))
//WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f)))
//WeaponUpgrades[4]=(Stats=((Stat=EWUS_Damage0, Scale=1.8f)))
//WeaponUpgrades[5]=(Stats=((Stat=EWUS_Damage0, Scale=2.0f)))
}