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

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//=============================================================================
// KFWeap_Shotgun_DoubleBarrel
//=============================================================================
// A Double Barrel Sawed Off Shotgun
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - John "Ramm-Jaeger" Gibson
//=============================================================================
class KFWeap_Shotgun_DoubleBarrel extends KFWeap_ShotgunBase;
/** How much to scale recoil when firing in double barrel fire. */
var(Recoil) float DoubleFireRecoilModifier;
/** Shoot animation to play when shooting both barrels from the hip */
var(Animations) const editconst name FireDoubleAnim;
/** How much momentum to apply when fired in double barrel */
var(Recoil) float DoubleBarrelKickMomentum;
/** How much to reduce shoot momentum when falling */
var(Recoil) float FallingMomentumReduction;
/**
* Toggle between DEFAULT and ALTFIRE
*/
simulated function AltFireMode()
{
// LocalPlayer Only
if ( !Instigator.IsLocallyControlled() )
{
return;
}
if (AmmoCount[0] == 1)
{
StartFire(DEFAULT_FIREMODE);
}
else
{
StartFire(ALTFIRE_FIREMODE);
}
}
/**
* Send weapon to proper firing state
*/
simulated function SendToFiringState(byte FireModeNum)
{
if( FireModeNum == ALTFIRE_FIREMODE && AmmoCount[0] == 1)
{
// not enough ammo for altfire
Super.SendToFiringState(DEFAULT_FIREMODE);
}
else
{
Super.SendToFiringState(FireModeNum);
}
}
/*********************************************************************************************
* State WeaponSingleFiring
* Fire must be released between every shot.
*********************************************************************************************/
simulated state WeaponDoubleBarrelFiring extends WeaponSingleFiring
{
/** Overrideen to include the DoubleFireRecoilModifier*/
simulated function ModifyRecoil( out float CurrentRecoilModifier )
{
super.ModifyRecoil( CurrentRecoilModifier );
CurrentRecoilModifier *= DoubleFireRecoilModifier;
}
simulated function BeginState(name PreviousStateName)
{
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local KFMapInfo KFMI;
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Super.BeginState(PreviousStateName);
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KFMI = KFMapInfo(WorldInfo.GetMapInfo());
if(KFMI != none && !KFMI.bAllowShootgunJump)
{
return;
}
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// Push the player back when they fire both barrels
ApplyKickMomentum(DoubleBarrelKickMomentum, FallingMomentumReduction);
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}
}
/** Handle one-hand fire anims */
simulated function name GetWeaponFireAnim(byte FireModeNum)
{
if ( bUsingSights )
{
return FireSightedAnims[FireModeNum];
}
else
{
if ( FireModeNum == ALTFIRE_FIREMODE )
{
return FireDoubleAnim;
}
else
{
return FireAnim;
}
}
}
/**
* Causes the muzzle flash to turn on and setup a time to
* turn it back off again.
*/
simulated function CauseMuzzleFlash(byte FireModeNum)
{
// Alternate barrels
if( FireModeNum == DEFAULT_FIREMODE )
{
if( AmmoCount[0] == 1 )
{
super.CauseMuzzleFlash(DEFAULT_FIREMODE);
}
else
{
super.CauseMuzzleFlash(ALTFIRE_FIREMODE);
}
}
// Fire both barrels
else
{
super.CauseMuzzleFlash(DEFAULT_FIREMODE);
super.CauseMuzzleFlash(ALTFIRE_FIREMODE);
}
}
defaultproperties
{
// Inventory
InventorySize=5 //4
GroupPriority=50
WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_DBShotgun'
// FOV
MeshFOV=75
MeshIronSightFOV=52
PlayerIronSightFOV=70
// Depth of field
DOF_FG_FocalRadius=65
DOF_FG_MaxNearBlurSize=3
// Zooming/Position
PlayerViewOffset=(X=4.0,Y=7.0,Z=-5.0)
IronSightPosition=(X=3,Y=0,Z=0)
// Content
PackageKey="Shotgun_DoubleBarrel"
FirstPersonMeshName="wep_1p_double_barrel_mesh.Wep_1stP_Double_Barrel"
FirstPersonAnimSetNames(0)="WEP_1P_Double_Barrel_ANIM.Wep_1stP_Double_Barrel_Anim"
PickupMeshName="WEP_3P_Double_Barrel_MESH.Wep_Double_Barrel_Pickup"
AttachmentArchetypeName="WEP_Shotgun_DoubleBarrel_ARCH.Wep_Shotgun_DoubleBarrel_3P"
MuzzleFlashTemplateName="WEP_Shotgun_DoubleBarrel_ARCH.Wep_Shotgun_DoubleBarrel_MuzzleFlash"
// Animations
FireAnim=Shoot_Single
FireDoubleAnim=Shoot_Double
FireSightedAnims[0]=Shoot_Iron_Single
FireSightedAnims[1]=Shoot_Iron_Double
bHasFireLastAnims=false
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'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)=25.0 //25
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_DBShotgun'
PenetrationPower(DEFAULT_FIREMODE)=2.0
FireInterval(DEFAULT_FIREMODE)=0.25 // 240 RPM
FireOffset=(X=25,Y=3.5,Z=-4)
NumPellets(DEFAULT_FIREMODE)=10 //12
Spread(DEFAULT_FIREMODE)=0.25
ForceReloadTimeOnEmpty=0.3
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunAuto'
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponDoubleBarrelFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_Pellet'
InstantHitDamage(ALTFIRE_FIREMODE)=25.0 //25
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_DBShotgun'
PenetrationPower(ALTFIRE_FIREMODE)=2.0
FireInterval(ALTFIRE_FIREMODE)=0.25 // 240 RPM
NumPellets(ALTFIRE_FIREMODE)=20 //24
Spread(ALTFIRE_FIREMODE)=0.25
AmmoCost(ALTFIRE_FIREMODE)=2
DoubleBarrelKickMomentum=1000
FallingMomentumReduction=0.5
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_DBShotgun'
InstantHitDamage(BASH_FIREMODE)=24
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Shotgun.Play_SA_WEP_DoubleBarrel_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_Shotgun.Play_SA_WEP_DoubleBarrel_Fire_1P')
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Shotgun.Play_SA_WEP_DoubleBarrel_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_Shotgun.Play_SA_WEP_DoubleBarrel_Alt_Fire_1P')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_Shotgun.Play_SA_WEP_DoubleBarrel_Handling_DryFire'
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_Shotgun.Play_SA_WEP_DoubleBarrel_Handling_DryFire'
// Attachments
bHasIronSights=true
bHasFlashlight=false
// Ammo
MagazineCapacity[0]=2
SpareAmmoCapacity[0]=46
InitialSpareMags[0]=11
AmmoPickupScale[0]=3.0
bCanBeReloaded=true
bReloadFromMagazine=true
bNoMagazine=true
// Recoil
maxRecoilPitch=900
minRecoilPitch=775
maxRecoilYaw=500
minRecoilYaw=-500
RecoilRate=0.085
RecoilBlendOutRatio=1.1
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=1500
RecoilMinPitchLimit=64785
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=500
RecoilISMinPitchLimit=65485
RecoilViewRotationScale=0.8
FallingRecoilModifier=1.5
DoubleFireRecoilModifier=2.2
HippedRecoilModifier=1.25
AssociatedPerkClasses(0)=class'KFPerk_Support'
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil_SingleShot'
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.05f,IncrementWeight=1)
//WeaponUpgrades[2]=(IncrementDamage=1.1f,IncrementWeight=2)
//WeaponUpgrades[3]=(IncrementDamage=1.15f,IncrementWeight=3)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.05f), (Stat=EWUS_Damage1, Scale=1.05f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.1f), (Stat=EWUS_Damage1, Scale=1.1f), (Stat=EWUS_Weight, Add=2)))
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=3)))
}