//============================================================================= // KFWeap_Ice_FreezeThrower //============================================================================= // The cryogenic freeze gun //============================================================================= // Killing Floor 2 // Copyright (C) 2016 Tripwire Interactive LLC // - Matt "Squirrlz" Farber //============================================================================= class KFWeap_Ice_FreezeThrower extends KFWeap_FlameBase; /** Shoot animation to play when shooting secondary fire */ var(Animations) const editconst name FireHeavyAnim; /** Shoot animation to play when shooting secondary fire last shot */ var(Animations) const editconst name FireLastHeavyAnim; /** Shoot animation to play when shooting secondary fire last shot when aiming */ var(Animations) const editconst name FireLastHeavySightedAnim; /** Alt-fire explosion template */ var() GameExplosion ExplosionTemplate; /** How much recoil the altfire should do */ var protected const float AltFireRecoilScale; /** Handle one-hand fire anims */ simulated function name GetWeaponFireAnim(byte FireModeNum) { local bool bPlayFireLast; bPlayFireLast = ShouldPlayFireLast(FireModeNum); if ( bUsingSights ) { if( bPlayFireLast ) { if ( FireModeNum == ALTFIRE_FIREMODE ) { return FireLastHeavySightedAnim; } else { return FireLastSightedAnim; } } else { return FireSightedAnims[FireModeNum]; } } else { if( bPlayFireLast ) { if ( FireModeNum == ALTFIRE_FIREMODE ) { return FireLastHeavyAnim; } else { return FireLastAnim; } } else { if ( FireModeNum == ALTFIRE_FIREMODE ) { return FireHeavyAnim; } else { return FireAnim; } } } } /** * Instead of a toggle, just immediately fire alternate fire. */ simulated function AltFireMode() { // LocalPlayer Only if ( !Instigator.IsLocallyControlled() ) { return; } StartFire( ALTFIRE_FIREMODE ); } /** Disable normal bullet spread */ simulated function rotator AddSpread( rotator BaseAim ) { return BaseAim; // do nothing } /** Disable auto-reload for alt-fire */ simulated function bool ShouldAutoReload(byte FireModeNum) { local bool bRequestReload; bRequestReload = Super.ShouldAutoReload(FireModeNum); // Must be completely empty for auto-reload or auto-switch if ( FireModeNum == ALTFIRE_FIREMODE && AmmoCount[0] > 0 ) { bPendingAutoSwitchOnDryFire = false; return false; } return bRequestReload; } /** Notification that a weapon attack has has happened */ function HandleWeaponShotTaken( byte FireMode ) { if( KFPlayer != none && FireMode == ALTFIRE_FIREMODE ) { KFPlayer.AddShotsFired( GetNumProjectilesToFire(FireMode) ); return; } super.HandleWeaponShotTaken( FireMode ); } /** Increase recoil for altfire */ simulated function ModifyRecoil( out float CurrentRecoilModifier ) { if( CurrentFireMode == ALTFIRE_FIREMODE ) { CurrentRecoilModifier *= AltFireRecoilScale; } super.ModifyRecoil( CurrentRecoilModifier ); } /** Can be overridden on a per-weapon or per-state basis */ simulated function bool IsHeavyWeapon() { return true; } /** No pilot light on freeze thrower */ simulated function SetPilotDynamicLightEnabled( bool bLightEnabled ); static simulated event EFilterTypeUI GetTraderFilter() { return FT_Electric; } defaultproperties { FlameSprayArchetype=SprayActor_Flame'WEP_CryoGun_ARCH.Wep_CryoGun_IceSpray' // FX PSC_PilotLight=none PilotLights.Empty // Shooting Animations bHasFireLastAnims=true FireLastHeavySightedAnim=Shoot_Heavy_Iron_Last FireHeavyAnim=Shoot_Heavy FireLastHeavyAnim=Shoot_Heavy_Last // Shooting Animations FireSightedAnims[0]=Shoot FireSightedAnims[1]=Shoot_Heavy_Iron FireLoopSightedAnim=ShootLoop // Advanced Looping (High RPM) Fire Effects FireLoopStartSightedAnim=ShootLoop_Start FireLoopEndSightedAnim=ShootLoop_End // FOV MeshIronSightFOV=52 PlayerIronSightFOV=80 // Depth of field DOF_FG_FocalRadius=150 DOF_FG_MaxNearBlurSize=1 // Content PackageKey="CryoGun" FirstPersonMeshName="WEP_1P_CryoGun_MESH.Wep_1stP_CryoGun_Rig" FirstPersonAnimSetNames(0)="wep_1p_CryoGun_anim.Wep_1stP_CryoGun_anim" PickupMeshName="WEP_3P_CryoGun_MESH.Wep_CryoGun_Pickup" AttachmentArchetypeName="WEP_CryoGun_ARCH.Wep_CryoGun_3P" MuzzleFlashTemplateName="WEP_CryoGun_ARCH.Wep_CryoGun_MuzzleFlash" // Zooming/Position PlayerViewOffset=(X=6.0,Y=15,Z=-5) IronSightPosition=(X=20,Y=8,Z=-3) //z=0 QuickWeaponDownRotation=(Pitch=-8192,Yaw=0,Roll=0) //PlayerViewOffset=(X=3.0,Y=9,Z=-3) //IronSightPosition=(X=3,Y=6,Z=-1) // Ammo MagazineCapacity[0]=100 SpareAmmoCapacity[0]=500 InitialSpareMags[0]=1 AmmoPickupScale[0]=0.75 bCanBeReloaded=true bReloadFromMagazine=true // Recoil maxRecoilPitch=150 minRecoilPitch=115 maxRecoilYaw=80 //115 minRecoilYaw=-80 //-115 RecoilRate=0.085 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=900 RecoilMinPitchLimit=65035 RecoilISMaxYawLimit=75 RecoilISMinYawLimit=65460 RecoilISMaxPitchLimit=375 RecoilISMinPitchLimit=65460 RecoilViewRotationScale=0.25 IronSightMeshFOVCompensationScale=1.5 HippedRecoilModifier=1.5 AltFireRecoilScale=6.0f //4.0f // Inventory InventorySize=7 GroupPriority=75 WeaponSelectTexture=Texture2D'wep_ui_cryogun_tex.UI_WeaponSelect_Cryogun' // DEFAULT_FIREMODE FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'wep_ui_cryogun_tex.UI_FireModeSelect_Cryogun' FiringStatesArray(DEFAULT_FIREMODE)=SprayingFire WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Custom FireInterval(DEFAULT_FIREMODE)=+0.1 //+0.07 // 850 RPM FireOffset=(X=30,Y=4.5,Z=-5) //MinFireDuration=0.25 MinAmmoConsumed=3 //4 // ALT_FIREMODE FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'wep_ui_cryogun_tex.UI_FireModeSelect_2nd_Cryogun' FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_FreezeThrower_IceShards' InstantHitDamage(ALTFIRE_FIREMODE)=35.0 //20.0 InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Freeze_FreezeThrower_IceShards' FireInterval(ALTFIRE_FIREMODE)=0.6f PenetrationPower(ALTFIRE_FIREMODE)=4.0 AmmoCost(ALTFIRE_FIREMODE)=10 NumPellets(ALTFIRE_FIREMODE)=8 //12 Spread(ALTFIRE_FIREMODE)=0.12f //0.15f // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Freezethrower' InstantHitDamage(BASH_FIREMODE)=28 // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Cryo_Gun.Play_Cryo_Gun_3P_Start', FirstPersonCue=AkEvent'WW_WEP_Cryo_Gun.Play_Cryo_Gun_1P_Start') WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Cryo_Gun.Play_Cryo_Gun_3P_Stop', FirstPersonCue=AkEvent'WW_WEP_Cryo_Gun.Play_Cryo_Gun_1P_Stop') WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Cryo_Gun.Play_Cryo_Gun_3P_Alt_Fire', FirstPersonCue=AkEvent'WW_WEP_Cryo_Gun.Play_Cryo_Gun_1P_Alt_Fire') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_Flamethrower.Play_WEP_SA_Flamethrower_Handling_DryFire' WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_Flamethrower.Play_WEP_SA_Flamethrower_Handling_DryFire' // Advanced (High RPM) Fire Effects bLoopingFireAnim(DEFAULT_FIREMODE)=true bLoopingFireSnd(DEFAULT_FIREMODE)=true SingleFireSoundIndex=FIREMODE_NONE bLoopingFireAnim(ALTFIRE_FIREMODE)=false bLoopingFireSnd(ALTFIRE_FIREMODE)=false // Attachments bHasIronSights=true bHasFlashlight=false // AI Warning bWarnAIWhenFiring=true AssociatedPerkClasses(0)=class'KFPerk_Survivalist' WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Weak_Recoil' // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.4f,IncrementWeight=1) //WeaponUpgrades[2]=(IncrementDamage=1.8f,IncrementWeight=2) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1))) WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.8f), (Stat=EWUS_Damage1, Scale=1.3f), (Stat=EWUS_Weight, Add=2))) }