//============================================================================= // KFWeap_Pistol_HRGWinterbite //============================================================================= // A frosty twist on the Spitfire (KFWeap_Pistol_Flare) //============================================================================= // Killing Floor 2 // Copyright (C) 2019 Tripwire Interactive LLC //============================================================================= class KFWeap_Pistol_HRGWinterbite extends KFWeap_PistolBase; defaultproperties { // Content PackageKey="HRG_Winterbite" FirstPersonMeshName="WEP_1P_HRG_Winterbite_MESH.Wep_1stP_HRG_Winterbite_Rig" FirstPersonAnimSetNames(0)="wep_1p_HRG_Winterbite_anim.Wep_1stP_HRG_Winterbite_Anim" PickupMeshName="WEP_3P_HRG_Winterbite_MESH.Wep_HRG_Winterbite_Pickup" AttachmentArchetypeName="WEP_HRG_Winterbite_ARCH.Wep_HRG_Winterbite_3P" MuzzleFlashTemplateName="WEP_HRG_Winterbite_ARCH.Wep_HRG_Winterbite_MuzzleFlash" Begin Object Name=FirstPersonMesh AnimTreeTemplate=AnimTree'CHR_1P_Arms_ARCH.WEP_1stP_Animtree_Master_Revolver' End Object // Position and FOV PlayerViewOffset=(X=15.0,Y=14,Z=-6) IronSightPosition=(X=4,Y=0,Z=0) MeshFOV=60 MeshIronSightFOV=55 PlayerIronSightFOV=77 // Depth of field DOF_FG_FocalRadius=40 DOF_FG_MaxNearBlurSize=3.5 // Ammo MagazineCapacity[0]=6 SpareAmmoCapacity[0]=150 InitialSpareMags[0]=9 AmmoPickupScale[0]=2.0 bCanBeReloaded=true bReloadFromMagazine=true // Recoil maxRecoilPitch=400 minRecoilPitch=350 maxRecoilYaw=125 minRecoilYaw=-125 RecoilRate=0.08 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=900 RecoilMinPitchLimit=65035 RecoilISMaxYawLimit=50 RecoilISMinYawLimit=65485 RecoilISMaxPitchLimit=400 RecoilISMinPitchLimit=65485 RecoilBlendOutRatio=0.75 IronSightMeshFOVCompensationScale=1.5 // DEFAULT_FIREMODE FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Explosive_HRGWinterbite' FireInterval(DEFAULT_FIREMODE)=+0.2 InstantHitDamage(DEFAULT_FIREMODE)=49 //40.0 InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Freeze_HRGWinterbiteImpact' Spread(DEFAULT_FIREMODE)=0.009 //0.015 FireOffset=(X=20,Y=4.0,Z=-3) // ALT_FIREMODE FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None // BASH_FIREMODE InstantHitDamage(BASH_FIREMODE)=24 InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRGWinterbite' // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_Fire_1P') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_DryFire' // Inventory InventorySize=2 GroupPriority=15 bCanThrow=true bDropOnDeath=true WeaponSelectTexture=Texture2D'WEP_UI_HRG_Winterbite_Item_TEX.UI_WeaponSelect_HRG_Winterbite' bIsBackupWeapon=false DualClass=class'KFWeap_Pistol_DualHRGWinterbite' AssociatedPerkClasses(0)=class'KFPerk_Gunslinger' // Attachments bHasIronSights=true bHasFlashlight=true // Hammer lock control bHasFireLastAnims = true BonesToLockOnEmpty = (RW_Hammer) // Revolver bRevolver=true CylinderRotInfo=(Inc=-60.0, Time=0.0175/*about 0.07 in the anim divided by ratescale of 4*/) // Weapon Upgrade stat boosts WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f))) WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.8f), (Stat=EWUS_Weight, Add=1))) WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=2.0f), (Stat=EWUS_Weight, Add=2))) }