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

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//=============================================================================
// KFWeap_Shotgun_ElephantGun
// This is the Doomstick
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
//=============================================================================
class KFWeap_Shotgun_ElephantGun extends KFWeap_ShotgunBase;
/** How much to scale recoil when firing in double barrel fire. */
var(Recoil) float QuadFireRecoilModifier;
/** Shoot animation to play when shooting both barrels from the hip */
var(Animations) const editconst name FireQuadAnim;
/** 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;
simulated function AltFireMode()
{
// LocalPlayer Only
if (!Instigator.IsLocallyControlled())
{
return;
}
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if (AmmoCount[0] == 1)
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{
StartFire(DEFAULT_FIREMODE);
}
else
{
AmmoCost[ALTFIRE_FIREMODE] = Max(1, AmmoCount[0]);
StartFire(ALTFIRE_FIREMODE);
}
}
/** Returns number of projectiles to fire from SpawnProjectile */
simulated function byte GetNumProjectilesToFire(byte FireModeNum)
{
local Float MagPercentFull;
if (FireModeNum == ALTFIRE_FIREMODE)
{
MagPercentFull = Float(AmmoCount[0]) / float(default.AmmoCost[ALTFIRE_FIREMODE]);
return NumPellets[FireModeNum] * MagPercentFull;
}
return NumPellets[CurrentFireMode];
}
/** Handle one-hand fire anims */
simulated function name GetWeaponFireAnim(byte FireModeNum)
{
if (bUsingSights)
{
return FireSightedAnims[FireModeNum];
}
else
{
if (FireModeNum == ALTFIRE_FIREMODE)
{
return FireQuadAnim;
}
else
{
return FireAnim;
}
}
}
/*********************************************************************************************
* State WeaponSingleFiring
* Fire must be released between every shot.
*********************************************************************************************/
simulated state WeaponQuadBarrelFiring extends WeaponSingleFiring
{
/** Overrideen to include the DoubleFireRecoilModifier*/
simulated function ModifyRecoil(out float CurrentRecoilModifier)
{
super.ModifyRecoil(CurrentRecoilModifier);
CurrentRecoilModifier *= QuadFireRecoilModifier;
}
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
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ApplyKickMomentum(DoubleBarrelKickMomentum, FallingMomentumReduction);
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}
}
simulated function BeginState(name PreviousStateName)
{
Super.BeginState(PreviousStateName);
// Push the player back when they fire both barrels
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ApplyKickMomentum(DoubleBarrelKickMomentum, FallingMomentumReduction);
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}
defaultproperties
{
// Inventory
InventorySize=10
GroupPriority=110
WeaponSelectTexture=Texture2D'WEP_UI_Quad_Barrel_TEX.UI_WeaponSelect_QuadBarrel'
// FOV
MeshFOV=60
MeshIronSightFOV=52
PlayerIronSightFOV=70
// Depth of field
DOF_FG_FocalRadius=65
DOF_FG_MaxNearBlurSize=3
// Zooming/Position
PlayerViewOffset=(X=15.0,Y=8.0,Z=-4.5)
IronSightPosition=(X=3,Y=0,Z=0)
// Content
PackageKey="Quad_Barrel"
FirstPersonMeshName="wep_1p_quad_barrel_mesh.Wep_1stP_Quad_Barrel"
FirstPersonAnimSetNames(0)="wep_1p_quad_barrel_anim.Wep_1stP_Quad_Barrel_Anim"
PickupMeshName="WEP_3P_Quad_Barrel_MESH.Wep_3rdP_Quad_Barrel_Pickup"
AttachmentArchetypeName="WEP_Quad_Barrel_ARCH.Wep_Quad_Barrel_3P"
MuzzleFlashTemplateName="WEP_Quad_Barrel_ARCH.Wep_Quad_Barrel_MuzzleFlash"
// Animations
FireAnim=Shoot_Single
FireQuadAnim=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)=40.0 //36
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_ElephantGun'
PenetrationPower(DEFAULT_FIREMODE)=4.0
FireInterval(DEFAULT_FIREMODE)=0.25 // 240 RPM
FireOffset=(X=25,Y=3.5,Z=-4)
NumPellets(DEFAULT_FIREMODE)=6
Spread(DEFAULT_FIREMODE)=0.19
ForceReloadTimeOnEmpty=0.3
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunAuto'
FiringStatesArray(ALTFIRE_FIREMODE)= WeaponQuadBarrelFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_Pellet'
InstantHitDamage(ALTFIRE_FIREMODE)=40.0 //36
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_ElephantGun'
PenetrationPower(ALTFIRE_FIREMODE)=4.0
FireInterval(ALTFIRE_FIREMODE)=0.25 // 240 RPM
NumPellets(ALTFIRE_FIREMODE)=24
Spread(ALTFIRE_FIREMODE)=0.19
AmmoCost(ALTFIRE_FIREMODE)=4
DoubleBarrelKickMomentum=1000
FallingMomentumReduction=0.5
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_ElephantGun'
InstantHitDamage(BASH_FIREMODE)=27 //24
// Fire Effects
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
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
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_DryFire' //@TODO: Replace
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_DryFire' //@TODO: Replace
// Attachments
bHasIronSights=true
bHasFlashlight=false
// Ammo
MagazineCapacity[0]=4
SpareAmmoCapacity[0]=48 //72
InitialSpareMags[0]=3 //8
AmmoPickupScale[0]=2.0 //3.0
bCanBeReloaded=true
bReloadFromMagazine=true
bNoMagazine=true
// Recoil
maxRecoilPitch=1200 //900
minRecoilPitch=775
maxRecoilYaw=800 //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
HippedRecoilModifier=1.1 //1.25
QuadFireRecoilModifier=2.0
AssociatedPerkClasses(0)=class'KFPerk_Support'
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil_SingleShot'
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
}