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

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//=============================================================================
// KFWeap_HRG_Boomy
//=============================================================================
//
//=============================================================================
// Killing Floor 2
// Copyright (C) 2021 Tripwire Interactive LLC
//=============================================================================
class KFWeap_HRG_Boomy extends KFWeap_SMGBase;
/**
* Overriden to use instant hit vfx.
* Basically, calculate the hit location so vfx can play
*/
simulated function Projectile ProjectileFire()
{
local vector StartTrace, EndTrace, RealStartLoc, AimDir;
local ImpactInfo TestImpact;
local vector DirA, DirB;
local Quat Q;
local class<KFProjectile> MyProjectileClass;
MyProjectileClass = GetKFProjectileClass();
// This is where we would start an instant trace. (what CalcWeaponFire uses)
StartTrace = GetSafeStartTraceLocation();
AimDir = Vector(GetAdjustedAim( StartTrace ));
// this is the location where the projectile is spawned.
RealStartLoc = GetPhysicalFireStartLoc(AimDir);
// if projectile is spawned at different location of crosshair,
// then simulate an instant trace where crosshair is aiming at, Get hit info.
EndTrace = StartTrace + AimDir * GetTraceRange();
TestImpact = CalcWeaponFire( StartTrace, EndTrace );
// Set flash location to trigger client side effects. Bypass Weapon.SetFlashLocation since
// that function is not marked as simulated and we want instant client feedback.
// ProjectileFire/IncrementFlashCount has the right idea:
// 1) Call IncrementFlashCount on Server & Local
// 2) Replicate FlashCount if ( !bNetOwner )
// 3) Call WeaponFired() once on local player
if( Instigator != None )
{
Instigator.SetFlashLocation( Self, CurrentFireMode, TestImpact.HitLocation );
}
if( Role == ROLE_Authority || (MyProjectileClass.default.bUseClientSideHitDetection
&& MyProjectileClass.default.bNoReplicationToInstigator && Instigator != none
&& Instigator.IsLocallyControlled()) )
{
if( StartTrace != RealStartLoc )
{
// Store the original aim direction without correction
DirB = AimDir;
// Then we realign projectile aim direction to match where the crosshair did hit.
AimDir = Normal(TestImpact.HitLocation - RealStartLoc);
// Store the desired corrected aim direction
DirA = AimDir;
// Clamp the maximum aim adjustment for the AimDir so you don't get wierd
// cases where the projectiles velocity is going WAY off of where you
// are aiming. This can happen if you are really close to what you are
// shooting - Ramm
if ( (DirA dot DirB) < MaxAimAdjust_Cos )
{
Q = QuatFromAxisAndAngle(Normal(DirB cross DirA), MaxAimAdjust_Angle);
AimDir = QuatRotateVector(Q,DirB);
}
}
return SpawnAllProjectiles(MyProjectileClass, RealStartLoc, AimDir);
}
return None;
}
defaultproperties
{
bHasFireLastAnims=true
BonesToLockOnEmpty=(RW_Charging_Handle)
// Shooting Animations
FireSightedAnims[0]=Shoot_Iron
FireSightedAnims[1]=Shoot_Iron2
FireSightedAnims[2]=Shoot_Iron3
// FOV
MeshFOV=75
MeshIronSightFOV=52
PlayerIronSightFOV=70
// Depth of field
DOF_FG_FocalRadius=85
DOF_FG_MaxNearBlurSize=2.5
// Content
PackageKey="HRG_Boomy"
FirstPersonMeshName="WEP_1P_HRG_Boomy_MESH.Wep_1stP_HRG_Boomy_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_HRG_Boomy_ANIM.WEP_1stP_HRG_Boomy_Anim"
PickupMeshName="WEP_3P_HRG_Boomy_MESH.Wep_3rdP_HRG_Boomy_Pickup"
AttachmentArchetypeName="WEP_HRG_Boomy_ARCH.Wep_HRG_Boomy_3P"
MuzzleFlashTemplateName="WEP_HRG_Boomy_ARCH.Wep_HRG_Boomy_MuzzleFlash"
// Zooming/Position
PlayerViewOffset=(X=5.0,Y=9,Z=-5)
IronSightPosition=(X=5,Y=0,Z=0)
// Ammo
MagazineCapacity[0]=24
SpareAmmoCapacity[0]=192
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InitialSpareMags[0]=2 //1
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bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=325 //325 //130 //165
minRecoilPitch=300 //275 //115 //130
maxRecoilYaw=140 //150 //115 //130
minRecoilYaw=-140 //-150 //-115 //130
RecoilRate=0.085
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=75
RecoilISMinYawLimit=65460
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
RecoilViewRotationScale=0.25
IronSightMeshFOVCompensationScale=1.5
HippedRecoilModifier=1.5
// Inventory / Grouping
InventorySize=7
GroupPriority=50
WeaponSelectTexture=Texture2D'WEP_UI_HRG_Boomy_TEX.UI_WeaponSelect_HRG_Boomy'
AssociatedPerkClasses(0)=class'KFPerk_Demolitionist'
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_HRG_Boomy'
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HRG_Boomy'
FireInterval(DEFAULT_FIREMODE)=+0.1667 // 360 RPM
Spread(DEFAULT_FIREMODE)=0.01 //0.025
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InstantHitDamage(DEFAULT_FIREMODE)=30.0 //25.0
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FireOffset=(X=30,Y=4.5,Z=-5)
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_HRG_Boomy'
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_HRG_Boomy'
FireInterval(ALTFIRE_FIREMODE)=+0.1667 // 360 RPM
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InstantHitDamage(ALTFIRE_FIREMODE)=30.0 //25.0
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Spread(ALTFIRE_FIREMODE)=0.01 //0.025
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRG_Boomy'
InstantHitDamage(BASH_FIREMODE)=26
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'ww_wep_hrg_boomy.Play_WEP_HRG_Boomy_3P_ShootLoop', FirstPersonCue=AkEvent'ww_wep_hrg_boomy.Play_WEP_HRG_Boomy_1P_ShootLoop')
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'ww_wep_hrg_boomy.Play_WEP_HRG_Boomy_3P_Shoot', FirstPersonCue=AkEvent'ww_wep_hrg_boomy.Play_WEP_HRG_Boomy_1P_Shoot')
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'ww_wep_hrg_boomy.Play_WEP_HRG_Boomy_3P_ShootLoopEnd', FirstPersonCue=AkEvent'ww_wep_hrg_boomy.Play_WEP_HRG_Boomy_1P_ShootLoopEnd')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Handling_DryFire'
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Handling_DryFire'
// Advanced (High RPM) Fire Effects
bLoopingFireAnim(DEFAULT_FIREMODE)=true
bLoopingFireSnd(DEFAULT_FIREMODE)=true
SingleFireSoundIndex=ALTFIRE_FIREMODE
// Attachments
bHasIronSights=true
bHasFlashlight=false
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Damage1, Scale=1.3f), (Stat=EWUS_Weight, Add=2)))
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f), (Stat=EWUS_Damage1, Scale=1.45f), (Stat=EWUS_Weight, Add=3)))
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}