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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_HRG_93R.uc
2023-10-18 02:03:17 +03:00

120 lines
3.9 KiB
Ucode

//=============================================================================
// KFWeap_HRG_93R
//=============================================================================
// An KFWeap_HRG_93R Pistol
//=============================================================================
// Killing Floor 2
// Copyright (C) 2023 Tripwire Interactive LLC
//=============================================================================
class KFWeap_HRG_93R extends KFWeap_PistolBase;
defaultproperties
{
// FOV
MeshFOV=96
MeshIronSightFOV=77
PlayerIronSightFOV=77
// Depth of field
DOF_FG_FocalRadius=40
DOF_FG_MaxNearBlurSize=3.5
// Zooming/Position
PlayerViewOffset=(X=12.0,Y=12,Z=-6)
// Content
PackageKey="HRG_93R_Pistol"
FirstPersonMeshName="wep_1p_hrg_93r_pistol_mesh.WEP_1P_HRG_93R_Pistol_Rig"
FirstPersonAnimSetNames(0)="wep_1p_hrg_93r_pistol_anim.Wep_1stP_9MM_Anim"
PickupMeshName="wep_3p_hrg_93r_pistol_mesh.Wep_3rdP_HRG_93R_Pistol_Pickup"
AttachmentArchetypeName="wep_hrg_93r_pistol_arch.Wep_HRG_93R_Pistol_3P"
MuzzleFlashTemplateName="wep_hrg_93r_pistol_arch.Wep_HRG_93R_Pistol_MuzzleFlash"
// Zooming/Position
IronSightPosition=(X=10,Y=0,Z=0)
// Ammo
MagazineCapacity[0]=30
SpareAmmoCapacity[0]=240 //225
InitialSpareMags[0]=4
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=160
minRecoilPitch=140
maxRecoilYaw=60
minRecoilYaw=-60
RecoilRate=0.01
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=250
RecoilISMinPitchLimit=65485
// DEFAULT_FIREMODE
FiringStatesArray(DEFAULT_FIREMODE)=WeaponBurstFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Pistol9mm'
FireInterval(DEFAULT_FIREMODE)=+0.08 //0.175
InstantHitDamage(DEFAULT_FIREMODE)=15.f //15
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HRG_93R'
Spread(DEFAULT_FIREMODE)=0.015
FireOffset=(X=20,Y=4.0,Z=-3)
BurstAmount=3
// ALT_FIREMODE
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRG_93R'
InstantHitDamage(BASH_FIREMODE)=20
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_HRG_93R.Play_WEP_HRG_93R_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_HRG_93R.Play_WEP_HRG_93R_Fire_1P')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_HRG_93R.Play_WEP_HRG_93R_Handling_DryFire'
// Attachments
bHasIronSights=true
bHasFlashlight=true
AssociatedPerkClasses(0)=none
// Inventory
InventorySize=0
GroupPriority=13
bCanThrow=false
bDropOnDeath=false
WeaponSelectTexture=Texture2D'wep_ui_hrg_93r_pistol_tex.UI_WeaponSelect_HRG_93R'
bIsBackupWeapon=true
DualClass=class'KFWeap_HRG_93R_Dual'
// 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)
// Weapon Upgrade stat boosts. Setting weight to 0 because single 9MM cannot be sold.
//WeaponUpgrades[1]=(IncrementDamage=1.2f,IncrementWeight=0)
//WeaponUpgrades[2]=(IncrementDamage=1.4f,IncrementWeight=0) //1
//WeaponUpgrades[3]=(IncrementDamage=1.6f,IncrementWeight=0) //1
//WeaponUpgrades[4]=(IncrementDamage=1.8f,IncrementWeight=0) //2
//WeaponUpgrades[5]=(IncrementDamage=2.0f,IncrementWeight=0) //3
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f)))
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f)))
WeaponUpgrades[4]=(Stats=((Stat=EWUS_Damage0, Scale=1.8f)))
WeaponUpgrades[5]=(Stats=((Stat=EWUS_Damage0, Scale=2.0f)))
}