//============================================================================= // KFWeap_HRG_Dragonbreath //============================================================================= // Killing Floor 2 // Copyright (C) 2022 Tripwire Interactive LLC //============================================================================= class KFWeap_HRG_Dragonbreath extends KFWeap_ShotgunBase; /** How much to scale recoil when firing in double barrel fire. */ var(Recoil) float QuadFireRecoilModifier; /** Shoot animation to play when shooting both barrels from the hip */ var(Animations) const editconst name FireQuadAnim; /** How much momentum to apply when fired in double barrel */ var(Recoil) float DoubleBarrelKickMomentum; /** How much to reduce shoot momentum when falling */ var(Recoil) float FallingMomentumReduction; var(Spread) const float SpreadWidthDegrees; var(Spread) const float SpreadWidthDegreesAlt; var transient float StartingPelletPosition; var transient float StartingPelletPositionAlt; var const float BarrelHeatPerProjectile; var const float MaxBarrelHeat; var const float BarrelCooldownRate; var transient float CurrentBarrelHeat; var transient float LastBarrelHeat; simulated event PreBeginPlay() { Super.PreBeginPlay(); Spread[DEFAULT_FIREMODE] = SpreadWidthDegrees * DegToRad / NumPellets[DEFAULT_FIREMODE]; Spread[ALTFIRE_FIREMODE] = SpreadWidthDegreesAlt * DegToRad / NumPellets[ALTFIRE_FIREMODE]; StartingPelletPosition = -SpreadWidthDegrees * DegToRad / 2.0f; StartingPelletPositionAlt = -SpreadWidthDegreesAlt * DegToRad / 2.0f; } simulated event PostBeginPlay() { Super.PostBeginPlay(); // Force start with "Glow_Intensity" of 0.0f LastBarrelHeat = MaxBarrelHeat; ChangeBarrelMaterial(); } simulated function AltFireMode() { if ( !Instigator.IsLocallyControlled() ) { return; } StartFire(ALTFIRE_FIREMODE); } /** Returns number of projectiles to fire from SpawnProjectile */ simulated function byte GetNumProjectilesToFire(byte FireModeNum) { return NumPellets[CurrentFireMode]; } /** Handle one-hand fire anims */ simulated function name GetWeaponFireAnim(byte FireModeNum) { if (bUsingSights) { return FireSightedAnims[FireModeNum]; } else { if (FireModeNum == ALTFIRE_FIREMODE) { return FireQuadAnim; } else { return FireAnim; } } } simulated function KFProjectile SpawnAllProjectiles(class KFProjClass, vector RealStartLoc, vector AimDir) { local int ProjectilesToFire, i; local float InitialOffset; ProjectilesToFire = GetNumProjectilesToFire(CurrentFireMode); if (CurrentFireMode == GRENADE_FIREMODE || ProjectilesToFire <= 1) { return SpawnProjectile(KFProjClass, RealStartLoc, AimDir); } InitialOffset = CurrentFireMode == DEFAULT_FIREMODE ? StartingPelletPosition : StartingPelletPositionAlt; for (i = 0; i < ProjectilesToFire; i++) { SpawnProjectile(KFProjClass, RealStartLoc, CalculateSpread(InitialOffset, Spread[CurrentFireMode], i, CurrentFireMode == ALTFIRE_FIREMODE)); CurrentBarrelHeat = fmin(CurrentBarrelHeat + BarrelHeatPerProjectile, MaxBarrelHeat); } ChangeBarrelMaterial(); return None; } simulated function vector CalculateSpread(float InitialOffset, float CurrentSpread, byte PelletNum, bool bHorizontal) { local Vector X, Y, Z, POVLoc; local Quat R; local rotator POVRot; if (Instigator != None && Instigator.Controller != none) { Instigator.Controller.GetPlayerViewPoint(POVLoc, POVRot); } GetAxes(POVRot, X, Y, Z); R = QuatFromAxisAndAngle(bHorizontal ? Z : Y, InitialOffset + CurrentSpread * PelletNum); return QuatRotateVector(R, vector(POVRot)); } simulated function ChangeBarrelMaterial() { local int i; if( CurrentBarrelHeat != LastBarrelHeat ) { for( i = 0; i < WeaponMICs.Length; ++i ) { if( WeaponMICs[i] != none ) { WeaponMICs[i].SetScalarParameterValue('Barrel_intensity', CurrentBarrelHeat); LastBarrelHeat = CurrentBarrelHeat; } } } } simulated function Tick(float Delta) { Super.Tick(Delta); CurrentBarrelHeat = fmax(CurrentBarrelHeat - BarrelCooldownRate * Delta, 0.0f); ChangeBarrelMaterial(); } defaultproperties { // Inventory InventorySize=7 GroupPriority=110 WeaponSelectTexture=Texture2D'WEP_UI_Quad_Barrel_TEX.UI_WeaponSelect_QuadBarrel' // FOV MeshFOV=60 MeshIronSightFOV=52 PlayerIronSightFOV=70 // Depth of field DOF_FG_FocalRadius=65 DOF_FG_MaxNearBlurSize=3 // Zooming/Position PlayerViewOffset=(X=15.0,Y=8.0,Z=-4.5) IronSightPosition=(X=3,Y=0,Z=0) // Content PackageKey="HRG_MegaDragonsbreath" FirstPersonMeshName="wep_1p_hrg_megadragonsbreath_mesh.Wep_1stP_HRG_MegaDragonsbreath_Rig" FirstPersonAnimSetNames(0)="wep_1p_hrg_megadragonsbreath_anim.Wep_1stP_HRG_MegaDragonsbreath_Anim" PickupMeshName="wep_3p_hrg_megadragonsbreath_mesh.Wep_3rdP_HRG_MegaDragonsbreath_Pickup" AttachmentArchetypeName="wep_hrg_megadragonsbreath_arch.Wep_HRG_MegaDragonsbreath_3P" MuzzleFlashTemplateName="wep_hrg_megadragonsbreath_arch.Wep_HRG_MegaDragonsbreath_MuzzleFlash" // Animations FireAnim=Shoot_Single FireQuadAnim=Shoot_Double FireSightedAnims[0]=Shoot_Iron_Single FireSightedAnims[1]=Shoot_Iron_Double bHasFireLastAnims=false // 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_Pellet_HRG_Dragonbreath' InstantHitDamage(DEFAULT_FIREMODE)=28.0 //36 InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HRG_Dragonbreath' PenetrationPower(DEFAULT_FIREMODE)=4.0 FireInterval(DEFAULT_FIREMODE)=0.25 // 240 RPM FireOffset=(X=25,Y=3.5,Z=-4) NumPellets(DEFAULT_FIREMODE)=8 Spread(DEFAULT_FIREMODE)=0 ForceReloadTimeOnEmpty=0.3 // ALT_FIREMODE FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunAuto' FiringStatesArray(ALTFIRE_FIREMODE)= WeaponSingleFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Pellet_HRG_Dragonbreath' InstantHitDamage(ALTFIRE_FIREMODE)=28.0 InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_HRG_Dragonbreath' PenetrationPower(ALTFIRE_FIREMODE)=4.0 FireInterval(ALTFIRE_FIREMODE)=0.25 // 240 RPM NumPellets(ALTFIRE_FIREMODE)=8 Spread(ALTFIRE_FIREMODE)=0 AmmoCost(ALTFIRE_FIREMODE)=1 DoubleBarrelKickMomentum=1000 FallingMomentumReduction=0.5 // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRG_Dragonbreath' InstantHitDamage(BASH_FIREMODE)=27 // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_Fire_1P_Single') //@TODO: Replace WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_Fire_3P_AltFire', FirstPersonCue=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_Fire_1P_AltFire') //@TODO: Replace WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_DryFire' //@TODO: Replace WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_Quad_Shotgun.Play_Quad_Shotgun_DryFire' //@TODO: Replace // Attachments bHasIronSights=true bHasFlashlight=false // Ammo MagazineCapacity[0]=4 SpareAmmoCapacity[0]=48 //72 InitialSpareMags[0]=3 //8 AmmoPickupScale[0]=2.0 //3.0 bCanBeReloaded=true bReloadFromMagazine=true bNoMagazine=true // Recoil maxRecoilPitch=1200 //900 minRecoilPitch=775 maxRecoilYaw=800 //500 minRecoilYaw=-500 RecoilRate=0.085 RecoilBlendOutRatio=1.1 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=1500 RecoilMinPitchLimit=64785 RecoilISMaxYawLimit=50 RecoilISMinYawLimit=65485 RecoilISMaxPitchLimit=500 RecoilISMinPitchLimit=65485 RecoilViewRotationScale=0.8 FallingRecoilModifier=1.5 HippedRecoilModifier=1.1 //1.25 QuadFireRecoilModifier=2.0 AssociatedPerkClasses(0)=class'KFPerk_Firebug' WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil_SingleShot' // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1))) SpreadWidthDegrees=7.0f SpreadWidthDegreesAlt=15.0f StartingPelletPosition=0.0f StartingPelletPositionAlt=0.0f MaxBarrelHeat=5.0f BarrelHeatPerProjectile=0.089f BarrelCooldownRate=0.45f CurrentBarrelHeat=0.0f LastBarrelHeat=0.0f NumBloodMapMaterials=3 }