136 lines
3.4 KiB
Ucode
136 lines
3.4 KiB
Ucode
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//=============================================================================
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// KFWeaponDefinition
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//=============================================================================
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// A lightweight container for basic weapon properties that can be safely
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// accessed without a weapon actor (UI, remote clients).
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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//=============================================================================
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class KFWeaponDefinition extends Object
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abstract
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native;
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/** weapon class path for DLO */
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var string WeaponClassPath;
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//used to load in the 3rd person attachment preview
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var string AttachmentArchtypePath;
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/** Path to the UI thumbnail texture */
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var protected string ImagePath;
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/** The cost of this weapon ( Sold for .75 this amount ) */
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var(Trader) int BuyPrice;
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/** Price per magazine */
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var(Trader) int AmmoPricePerMag;
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/** The cost to upgrade this weapon. */
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var(Trader) array<int> UpgradePrice;
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/** The added dosh to sell an upgraded weapon. */
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var(Trader) array<int> UpgradeSellPrice;
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/** How much ammo you will receive for buying a "mag" (or making one purchase) of secondary ammo */
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var(Trader) int SecondaryAmmoMagSize;
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/** Price to fill the secondary ammo */
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var(Trader) int SecondaryAmmoMagPrice;
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/** Id for shared unlock if applicable */
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var(Trader) ESharedContentUnlock SharedUnlockId;
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/** The platform restriction for the weapon */
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var(Trader) EPlatformRestriction PlatformRestriction;
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/** Theoretical maximum effective range for a weapon. Range is 0-100. */
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var() byte EffectiveRange;
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/** Returns Gfx image path for this item def */
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static function string GetImagePath()
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{
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return default.ImagePath;
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}
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static function string GetItemName()
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{
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return GetItemLocalization("ItemName");
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}
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static function string GetItemCategory()
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{
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return GetItemLocalization("ItemCategory");
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}
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static function string GetItemDescription()
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{
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return GetItemLocalization("ItemDescription");
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}
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static function string GetItemLocalization(string KeyName)
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{
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local array<string> Strings;
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ParseStringIntoArray(default.WeaponClassPath, Strings, ".", true);
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return Localize(Strings[1], KeyName, Strings[0]);
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}
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static function bool UsesAmmo()
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{
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return default.AmmoPricePerMag > 0;
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}
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static function bool UsesSecondaryAmmo()
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{
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return default.SecondaryAmmoMagPrice > 0;
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}
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static function int GetUpgradePrice(int UpgradeTier)
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{
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if (UpgradeTier >= 0 && UpgradeTier < default.UpgradePrice.length)
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{
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return default.UpgradePrice[UpgradeTier];
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}
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return INDEX_NONE;
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}
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static function int GetUpgradeSellPrice(int UpgradeTier)
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{
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if (UpgradeTier >= 0 && UpgradeTier < default.UpgradePrice.length)
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{
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return default.UpgradeSellPrice[UpgradeTier];
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}
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return INDEX_NONE;
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}
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static function int GetTotalUpgradePrice(int UpgradeTier)
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{
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local int i, TotalPrice;
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TotalPrice = INDEX_NONE;
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if (UpgradeTier >= 0 && UpgradeTier < default.UpgradePrice.length)
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{
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TotalPrice = 0;
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for (i = 0; i <= UpgradeTier; i++)
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{
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TotalPrice += default.UpgradePrice[UpgradeTier];
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}
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}
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return TotalPrice;
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}
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DefaultProperties
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{
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WeaponClassPath=""
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//UpgradePrice[0]=450
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//UpgradePrice[1]=550
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//UpgradePrice[2]=600
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//UpgradePrice[3]=1000
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//UpgradeSellPrice[0]=337
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//UpgradeSellPrice[1]=750
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//UpgradeSellPrice[2]=1200
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//UpgradeSellPrice[3]=1950
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}
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