2020-12-13 15:01:13 +00:00
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//=============================================================================
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// KFWeap_Shotgun_ElephantGun
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// This is the Doomstick
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2017 Tripwire Interactive LLC
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//=============================================================================
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class KFWeap_Shotgun_ElephantGun extends KFWeap_ShotgunBase;
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/** How much to scale recoil when firing in double barrel fire. */
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var(Recoil) float QuadFireRecoilModifier;
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/** Shoot animation to play when shooting both barrels from the hip */
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var(Animations) const editconst name FireQuadAnim;
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/** How much momentum to apply when fired in double barrel */
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var(Recoil) float DoubleBarrelKickMomentum;
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/** How much to reduce shoot momentum when falling */
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var(Recoil) float FallingMomentumReduction;
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simulated function AltFireMode()
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{
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// LocalPlayer Only
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if (!Instigator.IsLocallyControlled())
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{
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return;
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}
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2021-03-02 11:56:51 +00:00
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if (AmmoCount[0] == 1)
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2020-12-13 15:01:13 +00:00
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{
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StartFire(DEFAULT_FIREMODE);
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}
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else
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{
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AmmoCost[ALTFIRE_FIREMODE] = Max(1, AmmoCount[0]);
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StartFire(ALTFIRE_FIREMODE);
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}
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}
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/** Returns number of projectiles to fire from SpawnProjectile */
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simulated function byte GetNumProjectilesToFire(byte FireModeNum)
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{
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local Float MagPercentFull;
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if (FireModeNum == ALTFIRE_FIREMODE)
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{
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MagPercentFull = Float(AmmoCount[0]) / float(default.AmmoCost[ALTFIRE_FIREMODE]);
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return NumPellets[FireModeNum] * MagPercentFull;
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}
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return NumPellets[CurrentFireMode];
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}
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/** Handle one-hand fire anims */
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simulated function name GetWeaponFireAnim(byte FireModeNum)
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{
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if (bUsingSights)
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{
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return FireSightedAnims[FireModeNum];
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}
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else
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{
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if (FireModeNum == ALTFIRE_FIREMODE)
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{
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return FireQuadAnim;
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}
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else
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{
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return FireAnim;
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}
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}
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}
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/*********************************************************************************************
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* State WeaponSingleFiring
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* Fire must be released between every shot.
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*********************************************************************************************/
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simulated state WeaponQuadBarrelFiring extends WeaponSingleFiring
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{
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/** Overrideen to include the DoubleFireRecoilModifier*/
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simulated function ModifyRecoil(out float CurrentRecoilModifier)
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{
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super.ModifyRecoil(CurrentRecoilModifier);
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CurrentRecoilModifier *= QuadFireRecoilModifier;
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}
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simulated function BeginState(name PreviousStateName)
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{
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2021-03-02 11:56:51 +00:00
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local KFMapInfo KFMI;
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2020-12-13 15:01:13 +00:00
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Super.BeginState(PreviousStateName);
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2021-03-02 11:56:51 +00:00
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KFMI = KFMapInfo(WorldInfo.GetMapInfo());
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if(KFMI != none && !KFMI.bAllowShootgunJump)
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{
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return;
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}
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2020-12-13 15:01:13 +00:00
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// Push the player back when they fire both barrels
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2022-11-27 21:49:25 +00:00
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ApplyKickMomentum(DoubleBarrelKickMomentum, FallingMomentumReduction);
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2020-12-13 15:01:13 +00:00
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}
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}
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simulated function BeginState(name PreviousStateName)
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{
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Super.BeginState(PreviousStateName);
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// Push the player back when they fire both barrels
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2022-11-27 21:49:25 +00:00
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ApplyKickMomentum(DoubleBarrelKickMomentum, FallingMomentumReduction);
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2020-12-13 15:01:13 +00:00
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}
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defaultproperties
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{
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// Inventory
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InventorySize=10
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GroupPriority=110
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WeaponSelectTexture=Texture2D'WEP_UI_Quad_Barrel_TEX.UI_WeaponSelect_QuadBarrel'
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// FOV
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MeshFOV=60
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MeshIronSightFOV=52
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PlayerIronSightFOV=70
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// Depth of field
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DOF_FG_FocalRadius=65
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DOF_FG_MaxNearBlurSize=3
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// Zooming/Position
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PlayerViewOffset=(X=15.0,Y=8.0,Z=-4.5)
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IronSightPosition=(X=3,Y=0,Z=0)
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// Content
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PackageKey="Quad_Barrel"
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FirstPersonMeshName="wep_1p_quad_barrel_mesh.Wep_1stP_Quad_Barrel"
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FirstPersonAnimSetNames(0)="wep_1p_quad_barrel_anim.Wep_1stP_Quad_Barrel_Anim"
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PickupMeshName="WEP_3P_Quad_Barrel_MESH.Wep_3rdP_Quad_Barrel_Pickup"
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AttachmentArchetypeName="WEP_Quad_Barrel_ARCH.Wep_Quad_Barrel_3P"
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MuzzleFlashTemplateName="WEP_Quad_Barrel_ARCH.Wep_Quad_Barrel_MuzzleFlash"
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// Animations
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FireAnim=Shoot_Single
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FireQuadAnim=Shoot_Double
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FireSightedAnims[0]=Shoot_Iron_Single
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FireSightedAnims[1]=Shoot_Iron_Double
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bHasFireLastAnims=false
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// DEFAULT_FIREMODE
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
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FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Pellet'
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InstantHitDamage(DEFAULT_FIREMODE)=40.0 //36
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_ElephantGun'
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PenetrationPower(DEFAULT_FIREMODE)=4.0
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FireInterval(DEFAULT_FIREMODE)=0.25 // 240 RPM
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FireOffset=(X=25,Y=3.5,Z=-4)
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NumPellets(DEFAULT_FIREMODE)=6
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Spread(DEFAULT_FIREMODE)=0.19
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ForceReloadTimeOnEmpty=0.3
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// ALT_FIREMODE
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FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunAuto'
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FiringStatesArray(ALTFIRE_FIREMODE)= WeaponQuadBarrelFiring
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WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
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WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_Pellet'
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InstantHitDamage(ALTFIRE_FIREMODE)=40.0 //36
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InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_ElephantGun'
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PenetrationPower(ALTFIRE_FIREMODE)=4.0
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FireInterval(ALTFIRE_FIREMODE)=0.25 // 240 RPM
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NumPellets(ALTFIRE_FIREMODE)=24
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Spread(ALTFIRE_FIREMODE)=0.19
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AmmoCost(ALTFIRE_FIREMODE)=4
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DoubleBarrelKickMomentum=1000
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FallingMomentumReduction=0.5
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// BASH_FIREMODE
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_ElephantGun'
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InstantHitDamage(BASH_FIREMODE)=27 //24
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_Fire_1P_Single') //@TODO: Replace
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WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_Fire_3P_AltFire', FirstPersonCue=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_Fire_1P_AltFire') //@TODO: Replace
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_DryFire' //@TODO: Replace
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WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_DryFire' //@TODO: Replace
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// Attachments
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bHasIronSights=true
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bHasFlashlight=false
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// Ammo
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MagazineCapacity[0]=4
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SpareAmmoCapacity[0]=48 //72
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InitialSpareMags[0]=3 //8
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AmmoPickupScale[0]=2.0 //3.0
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bCanBeReloaded=true
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bReloadFromMagazine=true
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bNoMagazine=true
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// Recoil
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maxRecoilPitch=1200 //900
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minRecoilPitch=775
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maxRecoilYaw=800 //500
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minRecoilYaw=-500
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RecoilRate=0.085
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RecoilBlendOutRatio=1.1
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RecoilMaxYawLimit=500
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RecoilMinYawLimit=65035
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RecoilMaxPitchLimit=1500
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RecoilMinPitchLimit=64785
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RecoilISMaxYawLimit=50
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RecoilISMinYawLimit=65485
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RecoilISMaxPitchLimit=500
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RecoilISMinPitchLimit=65485
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RecoilViewRotationScale=0.8
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FallingRecoilModifier=1.5
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HippedRecoilModifier=1.1 //1.25
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QuadFireRecoilModifier=2.0
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AssociatedPerkClasses(0)=class'KFPerk_Support'
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WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil_SingleShot'
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// Weapon Upgrade stat boosts
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//WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
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}
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