//============================================================================= // KFWeap_Shotgun_S12 //============================================================================= // AA12 Auto Shotgun Weapon Class //============================================================================= // Killing Floor 2 // Copyright (C) 2023 Tripwire Interactive LLC //============================================================================= class KFWeap_Shotgun_S12 extends KFWeap_ShotgunBase; var (Positioning) vector SecondaryFireOffset; const SecondaryFireAnim = 'Shoot_Secondary'; const SecondaryFireIronAnim = 'Shoot_Secondary_Iron'; const SecondaryReloadAnim = 'Reload_Secondary'; const SecondaryReloadEliteAnim = 'Reload_Secondary_Elite'; var transient KFMuzzleFlash SecondaryMuzzleFlash; var() KFMuzzleFlash SecondaryMuzzleFlashTemplate; // Used on the server to keep track of grenades var int ServerTotalAltAmmo; var transient bool bCanceledAltAutoReload; var GameExplosion ExplosionTemplate; var transient ParticleSystemComponent ExplosionPSC; var ParticleSystem ExplosionEffect; var float ExplosionOriginalDamage; simulated event PostBeginPlay() { super.PostBeginPlay(); ExplosionOriginalDamage = ExplosionTemplate.Damage; } /** Instead of switch fire mode use as immediate alt fire */ simulated function AltFireMode() { if ( !Instigator.IsLocallyControlled() ) { return; } if (bCanceledAltAutoReload) { bCanceledAltAutoReload = false; TryToAltReload(); return; } StartFire(ALTFIRE_FIREMODE); } simulated function BeginFire( Byte FireModeNum ) { local bool bStoredAutoReload; // We are trying to reload the weapon but the primary ammo in already at full capacity if ( FireModeNum == RELOAD_FIREMODE && !CanReload() ) { // Store the cuurent state of bCanceledAltAutoReload in case its not possible to do the reload bStoredAutoReload = bCanceledAltAutoReload; bCanceledAltAutoReload = false; if(CanAltAutoReload()) { TryToAltReload(); return; } bCanceledAltAutoReload = bStoredAutoReload; } super.BeginFire( FireModeNum ); } /** * Initializes ammo counts, when weapon is spawned. */ function InitializeAmmo() { Super.InitializeAmmo(); // Add Secondary ammo to our secondary spare ammo count both of these are important, in order to allow dropping the weapon to function properly. SpareAmmoCount[1] = Min(SpareAmmoCount[1] + InitialSpareMags[1] * default.MagazineCapacity[1], GetMaxAmmoAmount(1) - AmmoCount[1]); ServerTotalAltAmmo += SpareAmmoCount[1]; // Make sure the server doesn't get extra shots on listen servers. if(Role == ROLE_Authority && !Instigator.IsLocallyControlled()) { ServerTotalAltAmmo += AmmoCount[1]; } } /** * @see Weapon::ConsumeAmmo */ simulated function ConsumeAmmo( byte FireModeNum ) { local byte AmmoType; local bool bNoInfiniteAmmo; local int OldAmmoCount; if(UsesSecondaryAmmo() && FireModeNum == ALTFIRE_FIREMODE && Role == ROLE_Authority && !Instigator.IsLocallyControlled()) { AmmoType = GetAmmoType(FireModeNum); OldAmmoCount = AmmoCount[AmmoType]; Super.ConsumeAmmo(FireModeNum); bNoInfiniteAmmo = (OldAmmoCount - AmmoCount[AmmoType]) > 0 || AmmoCount[AmmoType] == 0; if ( bNoInfiniteAmmo ) { ServerTotalAltAmmo--; } } else { Super.ConsumeAmmo(FireModeNum); } } /** Make sure user can't fire infinitely if they cheat to get infinite ammo locally. */ simulated event bool HasAmmo( byte FireModeNum, optional int Amount=1 ) { local byte AmmoType; AmmoType = GetAmmoType(FireModeNum); if(AmmoType == 1 && Role == ROLE_Authority && Instigator != none && UsesSecondaryAmmo() && !Instigator.IsLocallyControlled()) { if(ServerTotalAltAmmo <= 0) { return false; } } return Super.HasAmmo(FireModeNum, Amount ); } /** * Overridden so any grenades added will go to the spare ammo and no the clip. */ function int AddSecondaryAmmo(int Amount) { local int OldAmmo; // If we can't accept spare ammo, then abort if( !CanRefillSecondaryAmmo() ) { return 0; } if(Role == ROLE_Authority && !Instigator.IsLocallyControlled()) { OldAmmo = ServerTotalAltAmmo; ServerTotalAltAmmo = Min(ServerTotalAltAmmo + Amount, GetMaxAmmoAmount(1)); ClientGiveSecondaryAmmo(Amount); return ServerTotalAltAmmo - OldAmmo; } else { OldAmmo = SpareAmmoCount[1]; ClientGiveSecondaryAmmo(Amount); return SpareAmmoCount[1] - OldAmmo; } } /** Give client specified amount of ammo (used player picks up ammo on the server) */ reliable client function ClientGiveSecondaryAmmo(byte Amount) { SpareAmmoCount[1] = Min(SpareAmmoCount[1] + Amount, GetMaxAmmoAmount(1) - AmmoCount[1]); TryToAltReload(); } function SetOriginalValuesFromPickup( KFWeapon PickedUpWeapon ) { local KFWeap_Shotgun_S12 Weap; Super.SetOriginalValuesFromPickup(PickedUpWeapon); if(Role == ROLE_Authority && !Instigator.IsLocallyControlled()) { Weap = KFWeap_Shotgun_S12(PickedUpWeapon); ServerTotalAltAmmo = Weap.ServerTotalAltAmmo; SpareAmmoCount[1] = ServerTotalAltAmmo - AmmoCount[1]; } else { // If we're locally controlled, don't bother using ServerTotalAltAmmo. SpareAmmoCount[1] = PickedUpWeapon.SpareAmmoCount[1]; } } /********************************************************************************************* * State GrenadeFiring * Handles firing grenade launcher. *********************************************************************************************/ simulated state FiringSecondaryState extends WeaponSingleFiring { // Overriden to not call FireAmmunition right at the start of the state simulated event BeginState( Name PreviousStateName ) { Super.BeginState(PreviousStateName); NotifyBeginState(); } simulated function EndState(Name NextStateName) { Super.EndState(NextStateName); NotifyEndState(); } /** * This function returns the world location for spawning the visual effects * Overridden to use a special offset for throwing grenades */ simulated event vector GetMuzzleLoc() { local vector MuzzleLocation; // swap fireoffset temporarily FireOffset = SecondaryFireOffset; MuzzleLocation = Global.GetMuzzleLoc(); FireOffset = default.FireOffset; return MuzzleLocation; } /** Get whether we should play the reload anim as well or not */ simulated function name GetWeaponFireAnim(byte FireModeNum) { return bUsingSights ? SecondaryFireIronAnim : SecondaryFireAnim; } } /** * Don't allow secondary fire to make a primary fire shell particle come out of the gun. */ simulated function CauseMuzzleFlash(byte FireModeNum) { if(FireModeNum == ALTFIRE_FIREMODE) { if (SecondaryMuzzleFlash == None) { AttachMuzzleFlash(); } if (SecondaryMuzzleFlash != none) { SecondaryMuzzleFlash.CauseMuzzleFlash(FireModeNum); } if (SecondaryMuzzleFlash.bAutoActivateShellEject) { SecondaryMuzzleFlash.CauseShellEject(); SetShellEjectsToForeground(); } } else { Super.CauseMuzzleFlash(FireModeNum); } } simulated function AttachMuzzleFlash() { super.AttachMuzzleFlash(); if ( MySkelMesh != none ) { if (SecondaryMuzzleFlashTemplate != None) { SecondaryMuzzleFlash = new(self) Class'KFMuzzleFlash'(SecondaryMuzzleFlashTemplate); SecondaryMuzzleFlash.AttachMuzzleFlash(MySkelMesh, 'MuzzleFlashAlt'); } } } /********************************************************************************************* * State Reloading * This is the default Reloading State. It's performed on both the client and the server. *********************************************************************************************/ /** Do not allow alternate fire to tell the weapon to reload. Alt reload occurs in a separate codepath */ simulated function bool ShouldAutoReload(byte FireModeNum) { if(FireModeNum == ALTFIRE_FIREMODE) { return false; } return Super.ShouldAutoReload(FireModeNum); } /** Called on local player when reload starts and replicated to server */ simulated function SendToAltReload() { ReloadAmountLeft = MagazineCapacity[1]; GotoState('AltReloading'); if ( Role < ROLE_Authority ) { ServerSendToAltReload(); } } /** Called from client when reload starts */ reliable server function ServerSendToAltReload() { ReloadAmountLeft = MagazineCapacity[1]; GotoState('AltReloading'); } /** * State Reloading * State the weapon is in when it is being reloaded (current magazine replaced with a new one, related animations and effects played). */ simulated state AltReloading extends Reloading { ignores ForceReload, ShouldAutoReload, AllowSprinting; simulated function byte GetWeaponStateId() { local KFPerk Perk; local bool bTacticalReload; Perk = GetPerk(); bTacticalReload = (Perk != None && Perk.GetUsingTactialReload(self)); return (bTacticalReload ? WEP_ReloadSecondary_Elite : WEP_ReloadSecondary); } simulated event BeginState(Name PreviousStateName) { super.BeginState(PreviousStateName); bCanceledAltAutoReload = true; } // Overridding super so we don't call functions we don't want to call. simulated function EndState(Name NextStateName) { ClearZedTimeResist(); ClearTimer(nameof(ReloadStatusTimer)); ClearTimer(nameof(ReloadAmmoTimer)); CheckBoltLockPostReload(); NotifyEndState(); `DialogManager.PlayAmmoDialog( KFPawn(Instigator), float(SpareAmmoCount[1]) / float(GetMaxAmmoAmount(1)) ); } // Overridding super so when this reload is called directly after normal reload state there // are not complications resulting from back to back reloads. simulated event ReplicatedEvent(name VarName) { Global.ReplicatedEvent(Varname); } /** Make sure we can inturrupt secondary reload with anything. */ simulated function bool CanOverrideMagReload(byte FireModeNum) { return true; } /** Returns animation to play based on reload type and status */ simulated function name GetReloadAnimName( bool bTacticalReload ) { return (bTacticalReload) ? SecondaryReloadEliteAnim : SecondaryReloadAnim; } simulated function PerformReload(optional byte FireModeNum) { Global.PerformReload(ALTFIRE_FIREMODE); if(Instigator.IsLocallyControlled() && Role < ROLE_Authority) { ServerSetAltAmmoCount(AmmoCount[1]); } bCanceledAltAutoReload = false; } simulated function EReloadStatus GetNextReloadStatus(optional byte FireModeNum) { return Global.GetNextReloadStatus(ALTFIRE_FIREMODE); } } reliable server function ServerSetAltAmmoCount(byte Amount) { AmmoCount[1] = min(Amount, MagazineCapacity[1]); } /** Allow reloads for primary weapon to be interupted by firing secondary weapon. */ simulated function bool CanOverrideMagReload(byte FireModeNum) { if(FireModeNum == ALTFIRE_FIREMODE) { return true; } return Super.CanOverrideMagReload(FireModeNum); } /********************************************************************************************* * State Active * Try to get weapon to automatically reload secondary fire types when it can. *********************************************************************************************/ simulated state Active { /** Initialize the weapon as being active and ready to go. */ simulated event BeginState(Name PreviousStateName) { // do this last so the above code happens before any state changes Super.BeginState(PreviousStateName); // If nothing happened, try to reload TryToAltReload(); } } /** Network: Local Player */ simulated function bool CanAltAutoReload() { if ( !Instigator.IsLocallyControlled() ) { return false; } if(!UsesSecondaryAmmo()) { return false; } // If the weapon wants to fire its primary weapon, and it can fire, do not allow weapon to automatically alt reload if(PendingFire(DEFAULT_FIREMODE) && HasAmmo(DEFAULT_FIREMODE)) { return false; } if(!CanReload(ALTFIRE_FIREMODE)) { return false; } if (bCanceledAltAutoReload) { return false; } return true; } simulated function TryToAltReload() { if ((IsInState('Active') || IsInState('WeaponSprinting')) && CanAltAutoReload()) { SendToAltReload(); } } simulated function TriggerAltExplosion() { local vector MuzzleLocation, HitLocation, HitNormal; local KFExplosionActorReplicated ExploActor; // TriggerExplosion if (Role == ROLE_Authority) { MuzzleLocation = GetMuzzleLoc(); Trace( HitLocation, HitNormal, MuzzleLocation + vect(0, 0, -1) * 250000, MuzzleLocation); // Move a bit from hit location HitLocation = HitLocation + (vect(0,0,1) * 128.f); // Explode using the given template ExploActor = Spawn(class'KFExplosionActorReplicated', self,, HitLocation, rotator(vect(0,0,1)),, true); if (ExploActor != None) { ExploActor.InstigatorController = Instigator.Controller; ExploActor.Instigator = Instigator; ExploActor.bIgnoreInstigator = true; ExplosionTemplate.Damage = ExplosionOriginalDamage * GetUpgradeDamageMod(ALTFIRE_FIREMODE); ExploActor.Explode(ExplosionTemplate); } } if (WorldInfo.NetMode != NM_DedicatedServer) { // Trigger VFX ? if (HitLocation == vect(0,0,0)) { MySkelMesh.GetSocketWorldLocationAndRotation('MuzzleFlashAlt', MuzzleLocation); Trace( HitLocation, HitNormal, MuzzleLocation + vect(0, 0, -1) * 250000, MuzzleLocation); // Move a bit from hit location HitLocation = HitLocation + (vect(0,0,1) * 128.f); } if (ExplosionEffect != None) { ExplosionPSC = WorldInfo.MyEmitterPool.SpawnEmitter(ExplosionEffect, HitLocation, rotator(vect(0,0,1))); ExplosionPSC.ActivateSystem(); } } } simulated function CustomFire() { // Alt-fire blast only (server authoritative) if ( CurrentFireMode != ALTFIRE_FIREMODE ) { Super.CustomFire(); return; } TriggerAltExplosion(); IncrementFlashCount(); } simulated event Tick(float DeltaTime) { local vector SocketLocation; Super.Tick(DeltaTime); // Client only if (WorldInfo.NetMode != NM_DedicatedServer) { KFSkeletalMeshComponent(Mesh).GetSocketWorldLocationAndRotation('MuzzleFlashAlt', SocketLocation); if (ExplosionPSC != None && ExplosionPSC.bIsActive) { ExplosionPSC.SetVectorParameter('WeaponEndpoint', SocketLocation); } } } defaultproperties { bCanRefillSecondaryAmmo = true; // Shooting Animations FireSightedAnims[0]=Shoot_Iron FireSightedAnims[1]=Shoot_Iron2 FireSightedAnims[2]=Shoot_Iron3 // FOV MeshFOV=86 MeshIronSightFOV=35 PlayerIronSightFOV=70 // Depth of field DOF_FG_FocalRadius=85 DOF_FG_MaxNearBlurSize=3.5 // Content PackageKey="Saiga12" FirstPersonMeshName="Wep_1P_Saiga12_MESH.Wep_1stP_Saiga12_Rig" FirstPersonAnimSetNames(0)="Wep_1P_Saiga12_ANIM.Wep_1stP_Saiga12_Anim_New" PickupMeshName="WEP_3P_Saiga12_MESH.Wep_Saiga12_Pickup" AttachmentArchetypeName="WEP_Saiga12_ARCH.Wep_Saiga12_3P" MuzzleFlashTemplateName="WEP_Saiga12_ARCH.Wep_Saiga12_MuzzleFlash" SecondaryMuzzleFlashTemplate=KFMuzzleFlash'WEP_Saiga12_ARCH.Wep_Saiga12_MuzzleFlashAlt' // Zooming/Position PlayerViewOffset=(X=0,Y=12.5,Z=-18)// IronSightPosition=(X=12,Y=0,Z=-10.6) // Pickup AmmoPickupScale[0]=2.0 AmmoPickupScale[1]=1.0 // Ammo MagazineCapacity[0]=10 SpareAmmoCapacity[0]=130 InitialSpareMags[0]=4 //grenades MagazineCapacity[1]=1 SpareAmmoCapacity[1]=5 InitialSpareMags[1]=2 bCanBeReloaded=true bReloadFromMagazine=true // Recoil maxRecoilPitch=250 minRecoilPitch=225 maxRecoilYaw=125 minRecoilYaw=-125 RecoilRate=0.075 RecoilBlendOutRatio=0.25 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=900 RecoilMinPitchLimit=64785 RecoilISMaxYawLimit=75 RecoilISMinYawLimit=65460 RecoilISMaxPitchLimit=375 RecoilISMinPitchLimit=65460 RecoilViewRotationScale=0.7 FallingRecoilModifier=1.5 HippedRecoilModifier=1.25 SecondaryAmmoTexture=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Electricity' bUseGrenadeAsSecondaryAmmo=true // Inventory / Grouping InventorySize=8 GroupPriority=100 WeaponSelectTexture=Texture2D'WEP_UI_Saiga12_TEX.UI_WeaponSelect_Saiga12' AssociatedPerkClasses(0)=class'KFPerk_Support' // DEFAULT_FIREMODE FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle' FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Pellet' InstantHitDamage(DEFAULT_FIREMODE)=28.0 //25 //20 InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Shotgun_S12' PenetrationPower(DEFAULT_FIREMODE)=2.0 FireInterval(DEFAULT_FIREMODE)=0.2 // 300 RPM Spread(DEFAULT_FIREMODE)=0.12 FireOffset=(X=30,Y=5,Z=-4) NumPellets(DEFAULT_FIREMODE)=7 // ALT_FIREMODE FiringStatesArray(ALTFIRE_FIREMODE)=FiringSecondaryState WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Custom AmmoCost(ALTFIRE_FIREMODE)=1 FireInterval(ALTFIRE_FIREMODE)=+0.25 // 300 RPM SecondaryFireOffset=(X=20.f,Y=4.5,Z=-7.f) // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Shotgun_S12' InstantHitDamage(BASH_FIREMODE)=30 // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Saiga12.Play_WEP_Saiga12_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_Saiga12.Play_WEP_Saiga12_Fire_1P') WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Saiga12.Play_WEP_Saiga12_Alt_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_Saiga12.Play_WEP_Saiga12_Alt_Fire_1P') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_Saiga12.Play_WEP_Saiga12_Handling_DryFire' WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_Saiga12.Play_WEP_Saiga12_Handling_DryFire' WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil' // Attachments bHasIronSights=true bHasFlashlight=false // Weapon Upgrade stat boosts WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1))) // Grenade explosion light Begin Object Class=PointLightComponent Name=ExplosionPointLight LightColor=(R=252,G=218,B=171,A=255) Brightness=0.5f Radius=400.f FalloffExponent=10.f CastShadows=False CastStaticShadows=FALSE CastDynamicShadows=False bCastPerObjectShadows=false bEnabled=FALSE LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE) End Object // explosion Begin Object Class=KFGameExplosion Name=ExploTemplate0 Damage=200 DamageRadius=800 DamageFalloffExponent=0.f DamageDelay=0.f MomentumTransferScale=10000 bAlwaysFullDamage=true bDoCylinderCheck=true // Damage Effects MyDamageType=class'KFDT_Explosive_Shotgun_S12' KnockDownStrength=150 FractureMeshRadius=200.0 FracturePartVel=500.0 ExplosionSound=AkEvent'WW_WEP_Saiga12.Play_WEP_Saiga12_Alt_Fire_3P' ExplosionEffects=KFImpactEffectInfo'WEP_Saiga12_ARCH.WEP_Saiga12_Impacts' // Dynamic Light ExploLight=ExplosionPointLight ExploLightStartFadeOutTime=0.0 ExploLightFadeOutTime=0.3 bIgnoreInstigator=true ActorClassToIgnoreForDamage = class'KFPawn_Human' // Camera Shake CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble' CamShakeInnerRadius=0 CamShakeOuterRadius=300 CamShakeFalloff=1.5f bOrientCameraShakeTowardsEpicenter=true End Object ExplosionTemplate=ExploTemplate0 ExplosionEffect=ParticleSystem'WEP_1P_Saiga12_EMIT.FX_Saiga12_Explosion' }