2020-12-13 15:01:13 +00:00
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//=============================================================================
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// KFWeap_SMG_G18
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//=============================================================================
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// full auto pistol with riot shield
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2019 Tripwire Interactive LLC
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//=============================================================================
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class KFWeap_SMG_G18 extends KFWeap_SMGBase;
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// default fx
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var AkBaseSoundObject BlockSound;
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var ParticleSystem BlockParticleSystem;
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var name BlockEffectsSocketName;
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var array<BlockEffectInfo> BlockTypes;
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var float BlockDamageMitigation;
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var const name IdleToIronSightAnim;
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var const name IronSightToIdleAnim;
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var float BlockAngle;
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var transient float BlockAngleCos;
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/** Explosion actor class to spawn */
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var class<KFExplosionActor> ExplosionActorClass;
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var() KFGameExplosion ExplosionTemplate;
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simulated event PostBeginPlay()
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{
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super.PostBeginPlay();
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BlockAngleCos = cos((BlockAngle / 2.f) * DegToRad);
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}
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/*********************************************************************************************
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* State Active
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* A Weapon this is being held by a pawn should be in the active state. In this state,
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* a weapon should loop any number of idle animations, as well as check the PendingFire flags
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* to see if a shot has been fired.
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*********************************************************************************************/
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simulated state Active
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{
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simulated function ZoomIn(bool bAnimateTransition, float ZoomTimeToGo)
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{
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GotoState('ActiveIronSights');
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}
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}
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/*********************************************************************************************
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* State ActiveIronSights
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* Plays an animation when transitioning to or from iron sights, but this animation
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* should only be played in the "Active" state. This state allows us to encapsulate this
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* functionality.
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*********************************************************************************************/
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simulated state ActiveIronSights extends Active
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{
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simulated function BeginState(Name PreviousStateName)
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{
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local float ZoomTimeToGo;
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ZoomTimeToGo = MySkelMesh.GetAnimLength(IdleToIronSightAnim);
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Global.ZoomIn(true, ZoomTimeToGo);
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PlayAnimation(IdleToIronSightAnim, ZoomTime, false);
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}
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simulated function ZoomOut(bool bAnimateTransition, float ZoomTimeToGo)
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{
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ZoomTimeToGo = MySkelMesh.GetAnimLength(IronSightToIdleAnim);
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Global.ZoomOut(true, ZoomTimeToGo);
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PlayAnimation(IronSightToIdleAnim, ZoomTime, false);
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GotoState('Active');
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}
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}
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/*********************************************************************************************
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* State MeleeAttackBasic
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* This is a basic melee state that's used as a base for other more advanced states
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*********************************************************************************************/
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simulated state MeleeAttackBasic
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{
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simulated function NotifyMeleeCollision(Actor HitActor, optional vector HitLocation)
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{
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local KFPawn Victim;
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if (Role == ROLE_Authority)
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{
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if (HitActor.bWorldGeometry)
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{
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return;
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}
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Victim = KFPawn(HitActor);
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if (Victim == None ||
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(Victim.GetTeamNum() == Instigator.GetTeamNum()) ||
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(Victim.bPlayedDeath && `TimeSince(Victim.TimeOfDeath) > 0.f))
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{
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return;
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}
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// need to delay one frame, since this is called from AnimNotify
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SetTimer(0.001f, false, nameof(DoBashImpulse));
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}
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}
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}
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simulated function DoBashImpulse()
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{
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local KFExplosionActor ExploActor;
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local vector SpawnLoc;
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local rotator SpawnRot;
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if (Instigator.Role < ROLE_Authority)
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{
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return;
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}
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SpawnLoc = Instigator.Location;
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SpawnRot = Instigator.Rotation;
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// nudge backwards to give a wider code near the player
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SpawnLoc += vector(SpawnRot);
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// explode using the given template
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ExploActor = Spawn(ExplosionActorClass, self,, SpawnLoc, SpawnRot,, true);
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if (ExploActor != None)
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{
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ExploActor.InstigatorController = Instigator.Controller;
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ExploActor.Instigator = Instigator;
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ExploActor.bReplicateInstigator = true;
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ExploActor.Explode(ExplosionTemplate, vector(SpawnRot));
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}
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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 Reloading
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{
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/** Cancel reload when going into ironsights */
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simulated function ZoomIn(bool bAnimateTransition, float ZoomTimeToGo)
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{
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GotoState('ActiveIronSights');
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AbortReload();
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}
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}
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function AdjustDamage(out int InDamage, class<DamageType> DamageType, Actor DamageCauser)
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{
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local KFPerk InstigatorPerk;
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local byte BlockTypeIndex;
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local float DmgCauserDot;
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if (!bUsingSights)
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{
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return;
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}
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// don't apply block effects for teammates
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if (Instigator.IsSameTeam(DamageCauser.Instigator))
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{
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return;
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}
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if (CanBlockDamageType(DamageType, BlockTypeIndex))
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{
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if (ClassIsChildOf(DamageCauser.class, class'Projectile'))
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{
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// Projectile might be beyond/behind player, resulting in bad dot
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// Projectile won't have a velocity to check against, either
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// Assume velocity is the vector between projectile and instigator
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DmgCauserDot = Normal(DamageCauser.Instigator.Location - DamageCauser.Location) dot vector(Instigator.Rotation);
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}
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else
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{
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DmgCauserDot = Normal(DamageCauser.Location - Instigator.Location) dot vector(Instigator.Rotation);
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}
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if (DmgCauserDot > BlockAngleCos)
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{
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InDamage *= GetUpgradedBlockDamageMitigation(CurrentWeaponUpgradeIndex);
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ClientPlayBlockEffects(BlockTypeIndex);
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InstigatorPerk = GetPerk();
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if (InstigatorPerk != none)
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{
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InstigatorPerk.SetSuccessfullBlock();
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}
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}
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}
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}
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/** If true, this damage type can be blocked by the MeleeBlocking state */
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function bool CanBlockDamageType(class<DamageType> DamageType, optional out byte out_Idx)
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{
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local int Idx;
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// Check if this damage should be ignored completely
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for (Idx = 0; Idx < BlockTypes.length; ++Idx)
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{
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if (ClassIsChildOf(DamageType, BlockTypes[Idx].DmgType))
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{
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out_Idx = Idx;
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return true;
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}
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}
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out_Idx = INDEX_NONE;
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return false;
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}
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/** Called on the server when successfully block/parry an attack */
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unreliable client function ClientPlayBlockEffects(optional byte BlockTypeIndex=255)
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{
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local AkBaseSoundObject Sound;
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local ParticleSystem PSTemplate;
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GetBlockEffects(BlockTypeIndex, Sound, PSTemplate);
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PlayLocalBlockEffects(Sound, PSTemplate);
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}
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/** Returns sound and particle system overrides using index into BlockTypes array */
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simulated function GetBlockEffects(byte BlockIndex, out AKBaseSoundObject outSound, out ParticleSystem outParticleSys)
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{
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outSound = BlockSound;
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outParticleSys = BlockParticleSystem;
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if (BlockIndex != 255)
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{
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if (BlockTypes[BlockIndex].BlockSound != None)
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{
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outSound = BlockTypes[BlockIndex].BlockSound;
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}
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if (BlockTypes[BlockIndex].BlockParticleSys != None)
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{
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outParticleSys = BlockTypes[BlockIndex].BlockParticleSys;
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}
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}
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}
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/** Called on the client when successfully block/parry an attack */
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simulated function PlayLocalBlockEffects(AKBaseSoundObject Sound, ParticleSystem PSTemplate)
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{
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local vector Loc;
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local rotator Rot;
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local ParticleSystemComponent PSC;
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if (Sound != None)
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{
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PlaySoundBase(Sound, true);
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}
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if (PSTemplate != None)
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{
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if (MySkelMesh.GetSocketWorldLocationAndRotation(BlockEffectsSocketName, Loc, Rot))
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{
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PSC = WorldInfo.MyEmitterPool.SpawnEmitter(PSTemplate, Loc, Rot);
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PSC.SetDepthPriorityGroup(SDPG_Foreground);
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}
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else
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{
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`log(self@GetFuncName()@"missing BlockEffects Socket!");
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}
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}
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}
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/*********************************************************************************************
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* Upgrades
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********************************************************************************************/
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static simulated function float GetUpgradedBlockDamageMitigation(int UpgradeIndex)
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{
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return GetUpgradedStatValue(default.BlockDamageMitigation, EWUS_BlockDmgMitigation, UpgradeIndex);
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}
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defaultproperties
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{
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FireSightedAnims[0]=Shoot_Iron
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FireSightedAnims[1]=Shoot_Iron2
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FireSightedAnims[2]=Shoot_Iron3
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// Inventory
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InventorySize=8
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GroupPriority=100
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WeaponSelectTexture=Texture2D'WEP_UI_RiotShield_TEX.UI_WeaponSelect_RiotShield'
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// FOV
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MeshFOV=96
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MeshIronSightFOV=75
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PlayerIronSightFOV=64
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// Zooming/Position
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IronSightPosition=(X=0,Y=0,Z=0)
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PlayerViewOffset=(X=10.f,Y=0.f,Z=-7.0f)
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IdleToIronSightAnim=Iron_Shield_Up
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IronSightToIdleAnim=Iron_Shield_Down
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// Content
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PackageKey="RiotShield"
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FirstPersonMeshName="WEP_1P_RiotShield_MESH.Wep_1P_RiotShield_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_RiotShield_ANIM.Wep_1stP_RiotShield_Anim"
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PickupMeshName="WEP_3P_RiotShield_MESH.Wep_3P_RiotShield_Pickup"
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AttachmentArchetypeName="WEP_RiotShield_ARCH.Wep_G18_3P"
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MuzzleFlashTemplateName="WEP_RiotShield_ARCH.Wep_G18_MuzzleFlash"
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// Ammo
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MagazineCapacity[0]=33
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SpareAmmoCapacity[0]=462
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InitialSpareMags[0]=4
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bCanBeReloaded=true
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bReloadFromMagazine=true
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bHasFireLastAnims=true
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BonesToLockOnEmpty=(RW_Bolt, RW_Bullets1, RW_Bullets2, RW_Barrel)
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// Recoil
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maxRecoilPitch=100
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minRecoilPitch=75
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maxRecoilYaw=85
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minRecoilYaw=-85
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RecoilRate=0.045
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RecoilMaxYawLimit=500
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RecoilMinYawLimit=65035
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RecoilMaxPitchLimit=900
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RecoilMinPitchLimit=65035
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RecoilISMaxYawLimit=100
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RecoilISMinYawLimit=65435
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RecoilISMaxPitchLimit=375
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RecoilISMinPitchLimit=65460
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IronSightMeshFOVCompensationScale=1.65
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WalkingRecoilModifier=1.1
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JoggingRecoilModifier=1.2
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// Block FX
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BlockSound=AkEvent'WW_WEP_Bullet_Impacts.Play_Block_MEL_Hammer'
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BlockParticleSystem=ParticleSystem'FX_Impacts_EMIT.FX_Block_melee_01'
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BlockEffectsSocketName=BlockEffect
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// Blocking
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BlockTypes.Add((DmgType=class'KFDT_Bludgeon', BlockSound=AkEvent'WW_WEP_Bullet_Impacts.Play_Bullet_Impact_Metal'))
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BlockTypes.Add((DmgType=class'KFDT_Slashing', BlockSound=AkEvent'WW_WEP_Bullet_Impacts.Play_Bullet_Impact_Metal'))
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BlockTypes.Add((DmgType=class'KFDT_Fire_HuskFireball', BlockSound=AkEvent'WW_WEP_Bullet_Impacts.Play_Bullet_Impact_Metal'))
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BlockTypes.Add((DmgType=class'KFDT_Fire_HuskFlamethrower'))
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BlockTypes.Add((DmgType=class'KFDT_BloatPuke'))
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BlockTypes.Add((DmgType=class'KFDT_EvilDAR_Rocket', BlockSound=AkEvent'WW_WEP_Bullet_Impacts.Play_Bullet_Impact_Metal'))
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BlockTypes.Add((DmgType=class'KFDT_EvilDAR_Laser', BlockSound=AkEvent'WW_WEP_Bullet_Impacts.Play_Bullet_Impact_Metal'))
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BlockTypes.Add((DmgType=class'KFDT_DAR_EMPBlast', BlockSound=AkEvent'WW_WEP_Bullet_Impacts.Play_Bullet_Impact_Metal'))
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BlockTypes.Add((DmgType=class'KFDT_Ballistic_PatMinigun', BlockSound=AkEvent'WW_WEP_Bullet_Impacts.Play_Bullet_Impact_Metal'))
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BlockTypes.Add((DmgType=class'KFDT_Explosive_PatMissile', BlockSound=AkEvent'WW_WEP_Bullet_Impacts.Play_Bullet_Impact_Metal'))
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BlockTypes.Add((DmgType=class'KFDT_Ballistic_HansAK12', BlockSound=AkEvent'WW_WEP_Bullet_Impacts.Play_Bullet_Impact_Metal'))
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BlockTypes.Add((DmgType=class'KFDT_EMP_MatriarchTeslaBlast', BlockSound=AkEvent'WW_WEP_Bullet_Impacts.Play_Bullet_Impact_Metal'))
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BlockTypes.Add((DmgType=class'KFDT_EMP_MatriarchPlasmaCannon'))
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BlockTypes.Add((DmgType=class'KFDT_FleshpoundKing_ChestBeam'))
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BlockDamageMitigation=0.4
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// How many degrees in front of the player to block
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// 0 = don't block anything
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// 180 = block everything in front of player
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// 360 = block everything all around player
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BlockAngle=170.f
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// For procedural weapon hiding
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QuickWeaponDownRotation=(Pitch=-8192,Yaw=0,Roll=0)
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// DEFAULT_FIREMODE
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
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FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_G18'
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_G18'
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FireInterval(DEFAULT_FIREMODE)=+.05455 // 1100 RPM
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2023-10-17 23:03:17 +00:00
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Spread(DEFAULT_FIREMODE)=0.045
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2020-12-13 15:01:13 +00:00
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InstantHitDamage(DEFAULT_FIREMODE)=28
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FireOffset=(X=30,Y=6.5,Z=-4)
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// ALT_FIREMODE
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FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
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FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
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WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_G18'
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InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_G18'
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FireInterval(ALTFIRE_FIREMODE)=+0.175 // 343 RPM
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InstantHitDamage(ALTFIRE_FIREMODE)=28
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Spread(ALTFIRE_FIREMODE)=0.015
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// BASH_FIREMODE
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_G18Shield'
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InstantHitMomentum(BASH_FIREMODE)=10000.f
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InstantHitDamage(BASH_FIREMODE)=35
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// Explosion settings. Using archetype so that clients can serialize the content
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// without loading the 1st person weapon content (avoid 'Begin Object')!
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ExplosionActorClass=class'KFExplosionActorReplicated'
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ExplosionTemplate=KFGameExplosion'WEP_RiotShield_ARCH.Wep_G18_Shield_Impulse'
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//@todo: add akevents when we have them
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_G18.Play_WEP_G18_Auto_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_G18.Play_WEP_G18_Auto_Loop')
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WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_G18.Play_WEP_G18_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_G18.Play_WEP_G18_Fire_1P_Single')
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Handling_DryFire'
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WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_DryFire'
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// Advanced (High RPM) Fire Effects
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bLoopingFireAnim(DEFAULT_FIREMODE)=true
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bLoopingFireSnd(DEFAULT_FIREMODE)=true
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WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_G18.Play_WEP_G18_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_G18.Play_WEP_G18_Fire_1P_EndLoop')
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SingleFireSoundIndex=ALTFIRE_FIREMODE
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// Attachments
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bHasIronSights=true
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bHasFlashlight=true
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//Perks
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AssociatedPerkClasses(0)=class'KFPerk_Swat'
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//Weapon Upgrade
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Damage1, Scale=1.2f), (Stat=EWUS_Weight, Add=1)))
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}
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