//============================================================================= // KFWeap_Pistol_AF2011 //============================================================================= // An AF2011 pistol //============================================================================= // Killing Floor 2 // Copyright (C) 2017 Tripwire Interactive LLC //============================================================================= class KFWeap_Pistol_AF2011 extends KFWeap_PistolBase; var vector BarrelOffset; simulated function KFProjectile SpawnProjectile(class KFProjClass, vector RealStartLoc, vector AimDir) { if (CurrentFireMode == GRENADE_FIREMODE) { return Super.SpawnProjectile(KFProjClass, RealStartLoc, AimDir); } Super.SpawnProjectile(KFProjClass, RealStartLoc + BarrelOffset / 2.f, AimDir); Super.SpawnProjectile(KFProjClass, RealStartLoc - BarrelOffset / 2.f, AimDir); return None; } defaultproperties { BarrelOffset=(X=10.0,Y=0,Z=0) // 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="AF2001" FirstPersonMeshName="wep_1p_af2001_mesh.Wep_1stP_AF2001_Rig" FirstPersonAnimSetNames(0)="wep_1p_af2001_anim.Wep_1stP_AF2001_Anim" PickupMeshName="WEP_3P_AF2001_MESH.Wep_3rdP_AF2001_Pickup" AttachmentArchetypeName="WEP_AF2001_ARCH.Wep_AF2001_3P" MuzzleFlashTemplateName="WEP_AF2001_ARCH.Wep_AF2001_MuzzleFlash" // Zooming/Position IronSightPosition=(X=11,Y=0,Z=0) // Ammo MagazineCapacity[0]=16 SpareAmmoCapacity[0]=288 InitialSpareMags[0]=4 AmmoPickupScale[0]=2.0 bCanBeReloaded=true bReloadFromMagazine=true // Recoil maxRecoilPitch=650 //650 //550 minRecoilPitch=550 //550 //550 maxRecoilYaw=550 //150 minRecoilYaw=-550 //150 RecoilRate=0.09 //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_Projectile WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_PistolAF2011' FireInterval(DEFAULT_FIREMODE)=+0.1898 InstantHitDamage(DEFAULT_FIREMODE)=53 //91 InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_AF2011' PenetrationPower(DEFAULT_FIREMODE)=1.5 Spread(DEFAULT_FIREMODE)=0.01 FireOffset=(X=20,Y=4.0,Z=-3) AmmoCost(DEFAULT_FIREMODE)=2 // ALT_FIREMODE FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_AF2011' InstantHitDamage(BASH_FIREMODE)=22 // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_AF2011.Play_WEP_AF2011_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_AF2011.Play_WEP_AF2011_Fire_1P') //@TODO: Replace me WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_DesertEagle.Play_WEP_SA_DesertEagle_Handling_DryFire' //@TODO: Replace me // Attachments bHasIronSights=true bHasFlashlight=false // Inventory InventorySize=3 GroupPriority=25 bCanThrow=true bDropOnDeath=true WeaponSelectTexture=Texture2D'WEP_UI_AF2001_TEX.UI_WeaponSelect_AF2011' bIsBackupWeapon=false AssociatedPerkClasses(0)=class'KFPerk_Gunslinger' DualClass=class'KFWeap_Pistol_DualAF2011' // Custom animations FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3) IdleFidgetAnims=(Guncheck_v1, Guncheck_v2, Guncheck_v3, Guncheck_v4) bHasFireLastAnims=true BonesToLockOnEmpty=(RW_Bolt, RW_Bullets1) WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil' // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.125f,IncrementWeight=1) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.125f), (Stat=EWUS_Weight, Add=1))) }