//============================================================================= // KFWeap_HRG_BarrierRifle //============================================================================= // A modified version of the Stoner63A rifle. //============================================================================= // Killing Floor 2 // Copyright (C) 2021 Tripwire Interactive LLC //============================================================================= class KFWeap_HRG_BarrierRifle extends KFWeap_LMG_Stoner63A; `define BARRIERRIFLE_MIC_SHIELD_INDEX 4 /** Amount of shield charge that is consumed per second */ var (Shield) float ShieldConsumptionPerSecond; /** Amount of shield chared that is recharged per second */ var (Shield) float ShieldRechargePerSecond; /** Cooldown to apply after the shield is destroyed */ var (Shield) float CooldownAfterShieldDepleted; /** Cooldown to apply after the shield depleted the charge */ var (Shield) float CooldownAfterShieldDestroyed; /** VFX and SFX for blocking damage */ var (Shield) AkBaseSoundObject BlockSound; var (Shield) ParticleSystem BlockParticleSystem; var (Shield) name BlockEffectsSocketName; /** Blocking information per damage type */ var (Shield) array BlockDamageTypes; /** Modifier applied to the damage received by the character */ var (Shield) float BlockDamageModifier; /** Modifier applied to the damager that will affect the shield charge */ var (Shield) float ShieldDamageAbsorbtionModifier; /** Angle to block with the shield */ var (Shield) float BlockingAngle; /** Turn ON/OFF VFX duration */ var (Shield) float ShieldFXDuration; /** Shield Block VFX duration */ var (Shield) float ShieldBlockVFXDuration; /** Is shield active */ var protected transient bool bIsShieldActive; /** Was shield charge depleted */ var protected transient bool bWasShieldDepleted; /** Was the shield destroyed */ var protected transient bool bWasShielDestroyed; /** Self explanatory */ var protected transient bool bCanRechargeShield; /** float containing the shield charge to not be lost in the next frame due to int conversion. */ var protected transient float ShieldRechargeIncrement; var protected transient float ShieldConsumptionIncrement; /** Cos of the blocking angle (Rads) */ var protected transient float BlockingAngleCos; /** Wether the timer for activating the shield has expired (using the fire interval) */ var protected transient bool bShieldActionAvailable; /** Indicates wheter we are activating/deactivating the shield fx */ var protected bool bActivatingShield; var protected bool bDeactivatingShield; var protected transient float FXDelta; var transient float RedOverlayMax; var transient float RedOverlayMin; var protected transient float OverlayDelta; var WeaponFireSndInfo ShieldActivateSound; var WeaponFireSndInfo ShieldDeactivateSound; var (Shield) AkBaseSoundObject ShieldEndSound; var repnotify byte ShieldAmmo; replication { if (bNetDirty && Role == ROLE_Authority) bActivatingShield, bDeactivatingShield; if (bNetDirty && Role == ROLE_Authority && bAllowClientAmmoTracking) ShieldAmmo; } simulated event ReplicatedEvent(name VarName) { if (VarName == nameof(ShieldAmmo)) { AmmoCount[ALTFIRE_FIREMODE] = ShieldAmmo; } else { Super.ReplicatedEvent(VarName); } } simulated event PostBeginPlay() { super.PostBeginPlay(); BlockingAngleCos = cos((BlockingAngle / 2.f) * DegToRad); } simulated function Activate() { super.Activate(); if (WorldInfo.NetMode != NM_DedicatedServer) { UpdateShieldFXValue(0.0f); } } simulated function UpdateShieldFXValue(float Value) { if( WeaponMICs.Length > `BARRIERRIFLE_MIC_SHIELD_INDEX ) { WeaponMICs[`BARRIERRIFLE_MIC_SHIELD_INDEX].SetScalarParameterValue('Opacity', Value); } } /** * Instead of a toggle, just immediately fire alternate fire. */ simulated function AltFireMode() { // LocalPlayer Only if ( !Instigator.IsLocallyControlled() ) { return; } if( Role < Role_Authority ) { // if we're a client, synchronize server UseShield(); } CustomFire(); } reliable server function UseShield() { CustomFire(); } /** Shield deploying */ simulated function CustomFire() { if (bWasShieldDepleted || bWasShielDestroyed || !bShieldActionAvailable || AmmoCount[ALTFIRE_FIREMODE] == 0) { return; } bIsShieldActive ? DeactivateShield() : ActivateShield(); bIsShieldActive = !bIsShieldActive; bShieldActionAvailable = false; } simulated function ActivateShield() { PlaySoundBase(ShieldActivateSound.FirstPersonCue); bActivatingShield = true; bDeactivatingShield = false; bNetDirty = true; NotifyShieldActive(true); SetTimer(FireInterval[ALTFIRE_FIREMODE], false, nameof(ShieldActivationCompleted)); } simulated function DeactivateShield() { PlaySoundBase(ShieldDeactivateSound.FirstPersonCue); bDeactivatingShield = true; bActivatingShield = false; bCanRechargeShield = false; bNetDirty=true; NotifyShieldActive(false); SetTimer(FireInterval[ALTFIRE_FIREMODE], false, nameof(ShieldDeactivatedTimerCompleted)); } simulated function ShieldActivationCompleted() { bShieldActionAvailable = true; } simulated function ShieldDeactivatedTimerCompleted() { bShieldActionAvailable = true; bCanRechargeShield = true; } /** Update shield charge - client and server */ simulated event Tick(float DeltaTime) { // Update Shield visuals if (WorldInfo.NetMode != NM_DedicatedServer) { if (bActivatingShield && FXDelta < ShieldFXDuration) { FXDelta = FMin(FXDelta + DeltaTime, ShieldFXDuration); UpdateShieldFXValue(FXDelta / ShieldFXDuration); if (FXDelta == ShieldFXDuration) { bActivatingShield = false; } } else if (bDeactivatingShield && FXDelta > 0.0f) { FXDelta = FMax(FXDelta - DeltaTime, 0.0f); UpdateShieldFXValue(FXDelta / ShieldFXDuration); if (FXDelta == 0.0f) { bDeactivatingShield = false; } } } if (OverlayDelta > RedOverlayMin) { OverlayDelta = FMax(OverlayDelta - DeltaTime, RedOverlayMin); UpdateShieldBlockVFX(RedOverlayMax * (OverlayDelta / ShieldBlockVFXDuration)); } if ( Role == Role_Authority ) { // If shield is active it needs to consume charge, otherwise it recharges itself. if (bIsShieldActive) { ConsumeShield(DeltaTime); } else if (bCanRechargeShield && AmmoCount[ALTFIRE_FIREMODE] < MagazineCapacity[ALTFIRE_FIREMODE]) { RechargeShield(DeltaTime); } } Super.Tick(DeltaTime); } simulated function ConsumeShield(float DeltaTime) { local int Charge; if (Role == ROLE_Authority) { ShieldRechargeIncrement = 0.0f; ShieldConsumptionIncrement += ShieldConsumptionPerSecond * DeltaTime; if (ShieldConsumptionIncrement >= 1.0f && AmmoCount[ALTFIRE_FIREMODE] > 0) { Charge = int(ShieldConsumptionIncrement); AmmoCount[ALTFIRE_FIREMODE] = Max(AmmoCount[ALTFIRE_FIREMODE] - Charge, 0); ShieldConsumptionIncrement -= Charge; ShieldAmmo = AmmoCount[ALTFIRE_FIREMODE]; if (AmmoCount[ALTFIRE_FIREMODE] == 0) { OnShieldDepleted(); } } } } simulated function RechargeShield(float DeltaTime) { local int Charge; if (Role == ROLE_Authority) { ShieldConsumptionIncrement = 0.0f; ShieldRechargeIncrement += ShieldRechargePerSecond * DeltaTime; if (ShieldRechargeIncrement >= 1.0f && AmmoCount[ALTFIRE_FIREMODE] < MagazineCapacity[ALTFIRE_FIREMODE]) { Charge = int(ShieldRechargeIncrement); AmmoCount[ALTFIRE_FIREMODE] = Min(AmmoCount[ALTFIRE_FIREMODE] + Charge, MagazineCapacity[ALTFIRE_FIREMODE]); ShieldRechargeIncrement -= Charge; ShieldAmmo = AmmoCount[ALTFIRE_FIREMODE]; } } } /** Shield consumed all the charge by itself */ simulated function OnShieldDepleted() { bWasShieldDepleted = true; bActivatingShield = false; bDeactivatingShield = true; bCanRechargeShield = false; bIsShieldActive = false; ShieldAmmo = 0; bNetDirty = true; NotifyShieldActive(false); PlaySoundBase(ShieldEndSound); SetTimer(CooldownAfterShieldDepleted, false, nameof(ShieldRepletedTimerCompleted)); } simulated function ShieldRepletedTimerCompleted() { bWasShieldDepleted = false; bCanRechargeShield = true; } /** Shield was destroyed by attacks */ simulated function OnShieldDestroyed() { bWasShielDestroyed = true; bActivatingShield = false; bDeactivatingShield = true; bCanRechargeShield = false; bIsShieldActive = false; ShieldAmmo = 0; bNetDirty = true; NotifyShieldActive(false); PlaySoundBase(ShieldEndSound); SetTimer(CooldownAfterShieldDestroyed, false, nameof(ShieldDestroyedTimerCompleted)); } simulated function ShieldDestroyedTimerCompleted() { bWasShielDestroyed = false; bCanRechargeShield = true; } /** Update HUD ammo icon for shield */ simulated function int GetSecondaryAmmoForHUD() { return AmmoCount[ALTFIRE_FIREMODE]; } simulated function ShieldAbsorbDamage(int DamageBase) { local int Damage; // Use the carried shield reduction by time ShieldConsumptionIncrement += DamageBase*ShieldDamageAbsorbtionModifier; Damage = int(ShieldConsumptionIncrement); AmmoCount[ALTFIRE_FIREMODE] = Max(AmmoCount[ALTFIRE_FIREMODE] - Damage, 0); ShieldConsumptionIncrement -= Damage; // Check if shield is destroyed. if (AmmoCount[ALTFIRE_FIREMODE] == 0) { OnShieldDestroyed(); } } /** Reduce the damage received and apply it to the shield */ function AdjustDamage(out int InDamage, class DamageType, Actor DamageCauser) { local KFPerk InstigatorPerk; local byte BlockTypeIndex; local float DmgCauserDot; if (!bIsShieldActive) { return; } // Don't apply block effects for teammates if (Instigator.IsSameTeam(DamageCauser.Instigator)) { return; } if (CanBlockDamageType(DamageType, BlockTypeIndex)) { if (ClassIsChildOf(DamageCauser.class, class'Projectile')) { // Projectile might be beyond/behind player, resulting in bad dot // Projectile won't have a velocity to check against, either // Assume velocity is the vector between projectile and instigator DmgCauserDot = Normal(DamageCauser.Instigator.Location - DamageCauser.Location) dot vector(Instigator.Rotation); } else { DmgCauserDot = Normal(DamageCauser.Location - Instigator.Location) dot vector(Instigator.Rotation); } if (DmgCauserDot > BlockingAngleCos) { ShieldAbsorbDamage(InDamage); InDamage *= BlockDamageModifier; ClientPlayBlockEffects(BlockTypeIndex); NotifyShieldBlockActive(true); SetTimer(0.1f, false, nameof(ResetShieldBlockVFX)); InstigatorPerk = GetPerk(); if (InstigatorPerk != none) { InstigatorPerk.SetSuccessfullBlock(); } } } } /** Only DT added to BlockDamageTypes can be blocked. Check if the current one is in the list. */ function bool CanBlockDamageType(class DamageType, optional out byte out_Idx) { local int Idx; for (Idx = 0; Idx < BlockDamageTypes.length; ++Idx) { if (ClassIsChildOf(DamageType, BlockDamageTypes[Idx].DmgType)) { out_Idx = Idx; return true; } } out_Idx = INDEX_NONE; return false; } unreliable client function ClientPlayBlockEffects(optional byte BlockDTIndex=255) { local AkBaseSoundObject Sound; local ParticleSystem PSTemplate; GetBlockEffects(BlockDTIndex, Sound, PSTemplate); PlayLocalBlockEffects(Sound, PSTemplate); UpdateShieldBlockVFX(RedOverlayMax); OverlayDelta = ShieldBlockVFXDuration; } /** Called on the client when successfully block/parry an attack */ simulated function PlayLocalBlockEffects(AKBaseSoundObject Sound, ParticleSystem PSTemplate) { local vector Loc; local rotator Rot; local ParticleSystemComponent PSC; if (Sound != None) { PlaySoundBase(Sound, true); } if (PSTemplate != None) { if (MySkelMesh.GetSocketWorldLocationAndRotation(BlockEffectsSocketName, Loc, Rot)) { PSC = WorldInfo.MyEmitterPool.SpawnEmitter(PSTemplate, Loc, Rot); PSC.SetDepthPriorityGroup(SDPG_Foreground); } else { `log(self@GetFuncName()@"missing BlockEffects Socket!"); } } } /** Returns sound and particle system overrides using index into BlockDamageTypes array */ simulated function GetBlockEffects(byte BlockDTIndex, out AKBaseSoundObject outSound, out ParticleSystem outParticleSys) { outSound = BlockSound; outParticleSys = BlockParticleSystem; if (BlockDTIndex != 255) { if (BlockDamageTypes[BlockDTIndex].BlockSound != None) { outSound = BlockDamageTypes[BlockDTIndex].BlockSound; } if (BlockDamageTypes[BlockDTIndex].BlockParticleSys != None) { outParticleSys = BlockDamageTypes[BlockDTIndex].BlockParticleSys; } } } /** Should replicate to 3P to show the shield effects */ simulated function NotifyShieldActive(bool bActive) { local KFPawn KFP; if (WorldInfo.NetMode != NM_Client) { KFP = KFPawn(Instigator); KFP.OnWeaponSpecialAction(bActive ? 1 : 0); } } simulated function NotifyShieldBlockActive(bool bActive) { local KFPawn KFP; if (WorldInfo.NetMode != NM_Client) { KFP = KFPawn(Instigator); KFP.OnWeaponSpecialAction(bActive ? 3 : 2); } } /********************************************************************************************* * State WeaponEquipping * The Weapon is in this state while transitioning from Inactive to Active state. * Typically, the weapon will remain in this state while its selection animation is being played. * While in this state, the weapon cannot be fired. *********************************************************************************************/ simulated state WeaponEquipping { simulated function BeginState(Name PreviousStateName) { bShieldActionAvailable = true; super.BeginState(PreviousStateName); } } /********************************************************************************************* * State WeaponPuttingDown * Putting down weapon in favor of a new one. * Weapon is transitioning to the Inactive state. *********************************************************************************************/ simulated state WeaponPuttingDown { simulated event EndState(Name NextStateName) { UpdateShieldFXValue(0.0f); // Reset Values bIsShieldActive = false; bWasShieldDepleted = false; bWasShielDestroyed = false; bCanRechargeShield = true; bShieldActionAvailable = false; bActivatingShield = false; bDeactivatingShield = false; FXDelta = 0.0f; bNetDirty=true; super.EndState(NextStateName); } } simulated function UpdateShieldBlockVFX(float Value) { if( WeaponMICs.Length > `BARRIERRIFLE_MIC_SHIELD_INDEX ) { WeaponMICs[`BARRIERRIFLE_MIC_SHIELD_INDEX].SetScalarParameterValue('RedOverlay', Value); } } function ResetShieldBlockVFX() { NotifyShieldBlockActive(false); } /** Shield doesn't count as ammo for purposes of inventory management (e.g. switching) */ simulated function bool HasAnyAmmo() { return AmmoCount[0] > 0 || SpareAmmoCount[0] > 0; } defaultproperties { // Shooting Animations FireSightedAnims[0]=Shoot_Iron FireSightedAnims[1]=Shoot_Iron2 FireSightedAnims[2]=Shoot_Iron3 // FOV MeshFOV=75 MeshIronSightFOV=35 PlayerIronSightFOV=70 // Depth of field DOF_FG_FocalRadius=85 DOF_FG_MaxNearBlurSize=2.5 // Content PackageKey="HRG_BarrierRifle" FirstPersonMeshName="WEP_1P_HRG_BarrierRifle_MESH.WEP_1stP_HRG_BarrielRifle_Rig" FirstPersonAnimSetNames(0)="WEP_1P_HRG_BarrierRifle_ANIM.Wep_1stP_HRG_BarrierRifle_Anim" PickupMeshName="WEP_3P_HRG_BarrierRifle_MESH.Wep_3rdP_HRG_BarrierRifle_Pickup" AttachmentArchetypeName="WEP_HRG_BarrierRifle_ARCH.Wep_HRG_BarrierRifle_3P" MuzzleFlashTemplateName="WEP_HRG_BarrierRifle_ARCH.Wep_HRG_BarrierRifle_MuzzleFlash" // Zooming/Position PlayerViewOffset=(X=4.0,Y=8,Z=-4) IronSightPosition=(X=8.5,Y=0,Z=0) // Ammo MagazineCapacity[0]=60 SpareAmmoCapacity[0]=540 //480 InitialSpareMags[0]=2 bCanBeReloaded=true bReloadFromMagazine=true // Shield "Ammo" MagazineCapacity[1]=100 SpareAmmoCapacity[1]=0 bCanRefillSecondaryAmmo=false // Recoil maxRecoilPitch=110 //120 minRecoilPitch=70 //70 maxRecoilYaw=80 //130 minRecoilYaw=-80 //-130 RecoilRate=0.045 //0.08 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=900 RecoilMinPitchLimit=65035 RecoilISMaxYawLimit=75 RecoilISMinYawLimit=65460 RecoilISMaxPitchLimit=375 RecoilISMinPitchLimit=65460 RecoilViewRotationScale=0.4 //0.25 IronSightMeshFOVCompensationScale=2.3 HippedRecoilModifier=1.5 //WalkingRecoilModifier=1.1 //JoggingRecoilModifier=1.2 // Inventory / Grouping InventorySize=7 GroupPriority=125 WeaponSelectTexture=Texture2D'wep_ui_hrg_barrierrifle_tex.UI_WeaponSelect_HRG_BarrierRifle' AssociatedPerkClasses(0)=class'KFPerk_SWAT' // DEFAULT_FIREMODE FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto' FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle' InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HRG_BarrierRifle' FireInterval(DEFAULT_FIREMODE)=+0.066 // 900 RPM Spread(DEFAULT_FIREMODE)=0.025 //0.0085 InstantHitDamage(DEFAULT_FIREMODE)=33.0 //35.0 FireOffset=(X=30,Y=4.5,Z=-5) // ALT_FIREMODE FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto' WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Custom AmmoCost(ALTFIRE_FIREMODE)=0 FireInterval(ALTFIRE_FIREMODE)=0.01f SecondaryAmmoTexture=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Electricity' // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRG_BarrierRifle' InstantHitDamage(BASH_FIREMODE)=26 // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Stoner.Play_WEP_Stoner_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_Stoner.Play_WEP_Stoner_Fire_1P_Loop') WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Stoner.Play_WEP_Stoner_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_Stoner.Play_WEP_Stoner_Fire_1P_EndLoop') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Handling_DryFire' EjectedShellForegroundDuration=0.8f // Advanced (High RPM) Fire Effects bLoopingFireAnim(DEFAULT_FIREMODE)=true bLoopingFireSnd(DEFAULT_FIREMODE)=true // Attachments bHasIronSights=true bHasFlashlight=false // Ammo belt AmmoBeltBulletBonePrefix="RW_Bullets" NumAmmoBeltBullets=14 LastAmmoCount=-1 bIsShieldActive=false bWasShieldDepleted=false bWasShielDestroyed=false bCanRechargeShield=true ShieldRechargeIncrement=0.0f; ShieldConsumptionIncrement=0.0f ShieldConsumptionPerSecond=3.0f //10.0f ShieldRechargePerSecond=8.0f //10.0f //15.0f CooldownAfterShieldDepleted=3.0f //3.0f CooldownAfterShieldDestroyed=3.0f //5.0f ShieldActivateSound=(DefaultCue=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_On', FirstPersonCue=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_On') ShieldDeactivateSound=(DefaultCue=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Off', FirstPersonCue=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Off') ShieldEndSound=AKEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_End'; BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact' BlockParticleSystem=ParticleSystem'FX_Impacts_EMIT.FX_Block_melee_01' BlockEffectsSocketName=BlockEffect RedOverlayMax=1.0f RedOverlayMin=0.0f OverlayDelta=0.0f ShieldBlockVFXDuration=0.5f BlockDamageTypes.Add((DmgType=class'KFDT_Bludgeon', BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact')) BlockDamageTypes.Add((DmgType=class'KFDT_Slashing', BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact')) BlockDamageTypes.Add((DmgType=class'KFDT_Fire_HuskFireball', BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact')) BlockDamageTypes.Add((DmgType=class'KFDT_Fire_HuskFlamethrower')) BlockDamageTypes.Add((DmgType=class'KFDT_BloatPuke')) BlockDamageTypes.Add((DmgType=class'KFDT_EvilDAR_Rocket', BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact')) BlockDamageTypes.Add((DmgType=class'KFDT_EvilDAR_Laser', BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact')) BlockDamageTypes.Add((DmgType=class'KFDT_DAR_EMPBlast', BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact')) BlockDamageTypes.Add((DmgType=class'KFDT_Ballistic_PatMinigun', BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact')) BlockDamageTypes.Add((DmgType=class'KFDT_Explosive_PatMissile', BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact')) BlockDamageTypes.Add((DmgType=class'KFDT_Ballistic_HansAK12', BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact')) BlockDamageTypes.Add((DmgType=class'KFDT_EMP_MatriarchTeslaBlast', BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact')) BlockDamageTypes.Add((DmgType=class'KFDT_EMP_MatriarchPlasmaCannon')) BlockDamageTypes.Add((DmgType=class'KFDT_FleshpoundKing_ChestBeam')) BlockDamageModifier=0.3f //0.4f ShieldDamageAbsorbtionModifier=1.2f //0.8f //0.8 = equal to base damage BlockingAngle=180.f // Adjust with visuals. bShieldActionAvailable=true bActivatingShield=false bDeactivatingShield=false FXDelta=0.0f ShieldFXDuration=0.15f bAllowClientAmmoTracking=true NumBloodMapMaterials=5 WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.0f), (Stat=EWUS_Weight, Add=0))) }