2020-12-13 15:01:13 +00:00
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//=============================================================================
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// KFWeap_Shotgun_Medic
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//=============================================================================
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// A Medic Shotgun
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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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// John "Ramm-Jaeger" Gibson
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//=============================================================================
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class KFWeap_Shotgun_Medic extends KFWeap_MedicBase;
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/*********************************************************************************************
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Firing / Projectile - Below projectile spawning code copied from KFWeap_ShotgunBase
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********************************************************************************************* */
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/** Spawn projectile is called once for each shot pellet fired */
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simulated function KFProjectile SpawnAllProjectiles( class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir )
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{
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local KFPerk InstigatorPerk;
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if( CurrentFireMode == GRENADE_FIREMODE )
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{
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return Super.SpawnProjectile(KFProjClass, RealStartLoc, AimDir);
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}
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InstigatorPerk = GetPerk();
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if( InstigatorPerk != none )
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{
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Spread[CurrentFireMode] = default.Spread[CurrentFireMode] * InstigatorPerk.GetTightChokeModifier();
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}
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return super.SpawnAllProjectiles(KFProjClass, RealStartLoc, AimDir);
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}
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/** Disable normal bullet spread */
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simulated function rotator AddSpread(rotator BaseAim)
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{
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return BaseAim; // do nothing
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// Trader
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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/** Returns trader filter index based on weapon type */
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static simulated event EFilterTypeUI GetTraderFilter()
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{
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return FT_Shotgun;
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}
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defaultproperties
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{
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// Healing charge
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HealAmount=20 //30 //15
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HealFullRechargeSeconds=12
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// Inventory
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InventorySize=6
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GroupPriority=75
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WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_MedicShotgun'
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SecondaryAmmoTexture=Texture2D'UI_SecondaryAmmo_TEX.MedicDarts'
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// FOV
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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=95
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DOF_FG_MaxNearBlurSize=3.5
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// Zooming/Position
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PlayerViewOffset=(X=14.0,Y=6.5,Z=-3.5)
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2022-09-01 15:58:51 +00:00
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IronSightPosition=(X=12.0,Y=-0.03,Z=-0.07)
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2020-12-13 15:01:13 +00:00
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// Content
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PackageKey="Medic_Shotgun"
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FirstPersonMeshName="WEP_1P_Medic_Shotgun_MESH.Wep_1stP_Medic_Shotgun_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_Medic_Shotgun_ANIM.WEP_1P_Medic_Shotgun_ANIM"
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PickupMeshName="wep_3p_medic_shotgun_mesh.Wep_Medic_Shotgun_Pickup"
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AttachmentArchetypeName="WEP_Medic_Shotgun_ARCH.Wep_Medic_Shotgun_3P"
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MuzzleFlashTemplateName="WEP_Medic_Shotgun_ARCH.Wep_Medic_Shotgun_MuzzleFlash"
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HealingDartDamageType=class'KFDT_Dart_Healing'
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DartFireSnd=(DefaultCue=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Fire_1P')
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LockAcquiredSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Locked_1P'
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LockLostSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Lost_1P'
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LockTargetingSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Locking_1P'
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HealImpactSoundPlayEvent=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Heal'
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HurtImpactSoundPlayEvent=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Hurt'
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OpticsUIClass=class'KFGFxWorld_MedicOptics'
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HealingDartWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Default_Recoil'
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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)=25.0
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Shotgun_Medic'
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PenetrationPower(DEFAULT_FIREMODE)=2.0
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FireInterval(DEFAULT_FIREMODE)=0.2 //0.2 300 RPM
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FireOffset=(X=30,Y=3,Z=-3)
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Spread(DEFAULT_FIREMODE)=0.07
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// Shotgun
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NumPellets(DEFAULT_FIREMODE)=6
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// ALTFIRE_FIREMODE
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NumPellets(ALTFIRE_FIREMODE)=1
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FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_MedicDart'
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AmmoCost(ALTFIRE_FIREMODE)=40
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WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_HealingDart_MedicBase'
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InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Dart_Toxic'
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// BASH_FIREMODE - Waiting on animations
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InstantHitDamage(BASH_FIREMODE)=26.0
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Shotgun_Medic'
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MedicShotgun.Play_SA_MedicShotgun_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_MedicShotgun.Play_SA_MedicShotgun_Fire_1P')
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WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MedicShotgun.Play_SA_MedicShotgun_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_MedicShotgun.Play_SA_MedicShotgun_Fire_1P')
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_MedicShotgun.Play_SA_MedicShotgun_Handling_DryFire'
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WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_DryFire'
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// Attachments
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bHasIronSights=true
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bHasFlashlight=true
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// Ammo
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MagazineCapacity[0]=10
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SpareAmmoCapacity[0]=90
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InitialSpareMags[0]=3
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bCanBeReloaded=true
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bReloadFromMagazine=true
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// Recoil
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maxRecoilPitch=400
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minRecoilPitch=375
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maxRecoilYaw=250
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minRecoilYaw=-250
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RecoilRate=0.075
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RecoilBlendOutRatio=0.25
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RecoilMaxYawLimit=500
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RecoilMinYawLimit=65035
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RecoilMaxPitchLimit=900
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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=0.7
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FallingRecoilModifier=1.5
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HippedRecoilModifier=1.5
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AssociatedPerkClasses(0)=class'KFPerk_FieldMedic'
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AssociatedPerkClasses(1)=class'KFPerk_Support'
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WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil_SingleShot'
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//WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1, IncrementHealFullRecharge=.8)
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//WeaponUpgrades[2]=(IncrementDamage=1.3f, IncrementWeight=2, IncrementHealFullRecharge=.6)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Weight, Add=1), (Stat=EWUS_HealFullRecharge, Scale=0.8f)))
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WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Weight, Add=2), (Stat=EWUS_HealFullRecharge, Scale=0.6f)))
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}
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