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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_Rifle_Winchester1894.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_Rifle_Winchester1894
//=============================================================================
// A Model 1894 Winchester Rifle
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFWeap_Rifle_Winchester1894 extends KFWeap_RifleBase;
defaultproperties
{
// Inventory / Grouping
InventorySize=4 //5
GroupPriority=25
WeaponSelectTexture=Texture2D'wep_ui_winchester_tex.UI_WeaponSelect_Winchester'
AssociatedPerkClasses(0)=class'KFPerk_Sharpshooter'
AssociatedPerkClasses(1)=class'KFPerk_Gunslinger'
// FOV
MeshFOV=65
MeshIronSightFOV=45
PlayerIronSightFOV=65
// Depth of field
DOF_FG_FocalRadius=50
DOF_FG_MaxNearBlurSize=3.5
// Content
PackageKey="Winchester"
FirstPersonMeshName="WEP_1P_Winchester_MESH.Wep_1stP_Winchester_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_Winchester_ANIM.Wep_1stP_Winchester_Anim"
PickupMeshName="WEP_3P_Winchester_MESH.Wep_LAR1894_Pickup"
AttachmentArchetypeName="wep_winchester_arch.Wep_Winchester_3P"
MuzzleFlashTemplateName="wep_winchester_arch.Wep_Winchester_MuzzleFlash"
// Ammo
MagazineCapacity[0]=12
SpareAmmoCapacity[0]=84 //84
InitialSpareMags[0]=4 //3
bCanBeReloaded=true
bReloadFromMagazine=false
// Zooming/Position
PlayerViewOffset=(X=8.0,Y=7,Z=-3.5)
IronSightPosition=(X=0,Y=0,Z=0)
// AI warning system
bWarnAIWhenAiming=true
AimWarningDelay=(X=0.4f, Y=0.8f)
AimWarningCooldown=0.0f
// Recoil
maxRecoilPitch=500
minRecoilPitch=400
maxRecoilYaw=150
minRecoilYaw=-150
RecoilRate=0.08
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=1250
RecoilMinPitchLimit=64785
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=500
RecoilISMinPitchLimit=65485
RecoilViewRotationScale=0.6
IronSightMeshFOVCompensationScale=1.5
// 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_Winchester1894'
InstantHitDamage(DEFAULT_FIREMODE)=80 //105
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Winchester'
FireInterval(DEFAULT_FIREMODE)=0.4 // 70 RPM 0.85 0.75 0.45
Spread(DEFAULT_FIREMODE)=0.007
PenetrationPower(DEFAULT_FIREMODE)=1.5
FireOffset=(X=25,Y=3.0,Z=-2.5)
// ALT_FIREMODE
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
// Custom animations
FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3)
BonesToLockOnEmpty=(RW_Hammer)
bHasFireLastAnims=true
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Winchester'
InstantHitDamage(BASH_FIREMODE)=25
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Winchester.Play_WEP_SA_Winchester_Fire_Single_M', FirstPersonCue=AkEvent'WW_WEP_SA_Winchester.Play_WEP_SA_Winchester_Fire_Single_S')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_Winchester.Play_WEP_SA_Winchester_Handling_DryFire'
EjectedShellForegroundDuration=1.5f
// Attachments
bHasIronSights=true
bHasFlashlight=false
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil'
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.6f,IncrementWeight=1)
//WeaponUpgrades[2]=(IncrementDamage=1.9f,IncrementWeight=2)
//WeaponUpgrades[3]=(IncrementDamage=2.3f,IncrementWeight=3)
//WeaponUpgrades[4]=(IncrementDamage=2.5f,IncrementWeight=4)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.9f), (Stat=EWUS_Weight, Add=2)))
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=2.3f), (Stat=EWUS_Weight, Add=3)))
WeaponUpgrades[4]=(Stats=((Stat=EWUS_Damage0, Scale=2.5f), (Stat=EWUS_Weight, Add=4)))
}