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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_Pistol_Deagle
//=============================================================================
// A Desert Eagle pistol
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// Jeff Robinson
//=============================================================================
class KFWeap_Pistol_Deagle extends KFWeap_PistolBase;
defaultproperties
{
// FOV
MeshFOV=86
MeshIronSightFOV=77
PlayerIronSightFOV=77
// Depth of field
DOF_FG_FocalRadius=38
DOF_FG_MaxNearBlurSize=3.5
// Zooming/Position
PlayerViewOffset=(X=14.0,Y=10,Z=-4)
// Content
PackageKey="Deagle"
FirstPersonMeshName="WEP_1P_Deagle_MESH.Wep_1stP_Deagle_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_Deagle_ANIM.Wep_1st_Deagle_Anim"
PickupMeshName="WEP_3P_Deagle_MESH.Wep_Deagle_Pickup"
AttachmentArchetypeName="WEP_Deagle_ARCH.Wep_Deagle_3P"
MuzzleFlashTemplateName="WEP_Deagle_ARCH.Wep_Deagle_MuzzleFlash"
// Zooming/Position
IronSightPosition=(X=11,Y=0,Z=0)
// Ammo
MagazineCapacity[0]=7
SpareAmmoCapacity[0]=105
InitialSpareMags[0]=5
AmmoPickupScale[0]=2.0
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=650
minRecoilPitch=550
maxRecoilYaw=150
minRecoilYaw=-150
RecoilRate=0.07
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=1250
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=500
RecoilISMinPitchLimit=65485
// DEFAULT_FIREMODE
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Pistol50AE'
FireInterval(DEFAULT_FIREMODE)=+0.2
InstantHitDamage(DEFAULT_FIREMODE)=91.0
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Deagle'
PenetrationPower(DEFAULT_FIREMODE)=2.0
Spread(DEFAULT_FIREMODE)=0.01
FireOffset=(X=20,Y=4.0,Z=-3)
// ALT_FIREMODE
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Deagle'
InstantHitDamage(BASH_FIREMODE)=22
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_DesertEagle.Play_WEP_SA_DesertEagle_Fire_Single_M', FirstPersonCue=AkEvent'WW_WEP_SA_DesertEagle.Play_WEP_SA_DesertEagle_Fire_Single_S')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_DesertEagle.Play_WEP_SA_DesertEagle_Handling_DryFire'
// Attachments
bHasIronSights=true
bHasFlashlight=false
// Inventory
InventorySize=2
GroupPriority=25
bCanThrow=true
bDropOnDeath=true
WeaponSelectTexture=Texture2D'WEP_UI_Deagle_TEX.UI_WeaponSelect_Deagle'
bIsBackupWeapon=false
AssociatedPerkClasses(0)=class'KFPerk_Gunslinger'
DualClass=class'KFWeap_Pistol_DualDeagle'
// Custom animations
FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3)
IdleFidgetAnims=(Guncheck_v1, Guncheck_v2, Guncheck_v3, Guncheck_v4)
bHasFireLastAnims=true
BonesToLockOnEmpty=(RW_Slide, RW_Bullets1)
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil'
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.25f,IncrementWeight=1)
//WeaponUpgrades[2]=(IncrementDamage=1.4f,IncrementWeight=2)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.25f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Weight, Add=2)))
}