//============================================================================= // KFWeap_Healer_Syringe //============================================================================= // Weapon class used for the healer //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - Andrew "Strago" Ladenberger //============================================================================= class KFWeap_Healer_Syringe extends KFWeap_HealerBase; /** * Initializes ammo counts, when weapon is spawned. * Overwriting to stop perks changing the magazine size * Probably have to add functionality when we add the medic perk */ function InitializeAmmo() { // Set ammo amounts based on perk. MagazineCapacity must be replicated, but // only the server needs to know the InitialSpareMags value MagazineCapacity[0] = default.MagazineCapacity[0]; InitialSpareMags[0] = default.InitialSpareMags[0]; AmmoCount[0] = MagazineCapacity[0]; AddAmmo(InitialSpareMags[0] * MagazineCapacity[0]); } defaultproperties { PlayerViewOffset=(X=20.0,Y=10,Z=-8) // Content PackageKey="Healer" FirstPersonMeshName="WEP_1P_Healer_MESH.Wep_1stP_Healer_Rig" FirstPersonAnimSetNames(0)="WEP_1P_Healer_ANIM.Wep_1st_Healer_Anim" AttachmentArchetypeName="WEP_Healer_ARCH.Wep_Healer_3P" Begin Object Name=FirstPersonMesh Animations=AnimTree'CHR_1P_Arms_ARCH.WEP_1stP_Animtree_Healer' End Object FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_MedicDart' FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_MedicDart' InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Healer' //Grouping GroupPriority=6 WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_Healer' bCanThrow=false bDropOnDeath=false bStorePreviouslyEquipped=false }