296 lines
8.9 KiB
Ucode
296 lines
8.9 KiB
Ucode
//=============================================================================
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// KFWeap_Beam_Microwave
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//=============================================================================
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// A gun that shoots microwave beams!!! TODO: Mostly placeholder
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// John "Ramm-Jaeger" Gibson
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//=============================================================================
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class KFWeap_Beam_Microwave extends KFWeap_FlameBase;
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/** Shoot animation to play when shooting secondary fire */
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var(Animations) const editconst name FireHeavyAnim;
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/** Shoot animation to play when shooting secondary fire last shot */
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var(Animations) const editconst name FireLastHeavyAnim;
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/** Shoot animation to play when shooting secondary fire last shot when aiming */
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var(Animations) const editconst name FireLastHeavySightedAnim;
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/** Alt-fire explosion template */
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var() GameExplosion ExplosionTemplate;
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/** Handle one-hand fire anims */
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simulated function name GetWeaponFireAnim(byte FireModeNum)
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{
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local bool bPlayFireLast;
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bPlayFireLast = ShouldPlayFireLast(FireModeNum);
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if ( bUsingSights )
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{
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if( bPlayFireLast )
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{
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if ( FireModeNum == ALTFIRE_FIREMODE )
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{
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return FireLastHeavySightedAnim;
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}
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else
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{
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return FireLastSightedAnim;
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}
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}
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else
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{
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return FireSightedAnims[FireModeNum];
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}
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}
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else
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{
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if( bPlayFireLast )
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{
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if ( FireModeNum == ALTFIRE_FIREMODE )
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{
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return FireLastHeavyAnim;
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}
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else
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{
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return FireLastAnim;
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}
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}
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else
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{
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if ( FireModeNum == ALTFIRE_FIREMODE )
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{
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return FireHeavyAnim;
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}
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else
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{
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return FireAnim;
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}
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}
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}
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}
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/**
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* Instead of a toggle, just immediately fire alternate fire.
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*/
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simulated function AltFireMode()
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{
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// LocalPlayer Only
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if ( !Instigator.IsLocallyControlled() )
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{
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return;
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}
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StartFire(ALTFIRE_FIREMODE);
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}
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/** Explosion Actor version */
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simulated function CustomFire()
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{
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local KFExplosionActorReplicated ExploActor;
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local vector SpawnLoc;
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local rotator SpawnRot;
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local float ModifiedDamage, OriginalDamage, OriginalDamageRadius;
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// Alt-fire blast only (server authoritative)
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if ( CurrentFireMode != ALTFIRE_FIREMODE )
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{
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Super.CustomFire();
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return;
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}
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if ( Instigator.Role < ROLE_Authority )
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{
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return;
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}
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// This is where we would start an instant trace. (what CalcWeaponFire uses)
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SpawnLoc = Instigator.GetWeaponStartTraceLocation();
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SpawnRot = GetAdjustedAim( SpawnLoc );
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// explode using the given template
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ExploActor = Spawn(class'KFExplosionActorReplicated', self,, SpawnLoc, SpawnRot,, true);
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if (ExploActor != None)
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{
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ExploActor.InstigatorController = Instigator.Controller;
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ExploActor.Instigator = Instigator;
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// enable muzzle location sync
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ExploActor.bReplicateInstigator = true;
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ExploActor.bSyncParticlesToMuzzle = true;
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ModifiedDamage = GetUpgradeDamageMod();
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OriginalDamage = ExplosionTemplate.Damage;
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OriginalDamageRadius = ExplosionTemplate.DamageRadius;
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ExplosionTemplate.Damage *= ModifiedDamage;
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ExplosionTemplate.DamageRadius *= ModifiedDamage;
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ExploActor.Explode(ExplosionTemplate, vector(SpawnRot));
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ExplosionTemplate.Damage = OriginalDamage;
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ExplosionTemplate.DamageRadius = OriginalDamageRadius;
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}
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if ( bDebug )
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{
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DrawDebugCone(SpawnLoc, vector(SpawnRot), ExplosionTemplate.DamageRadius, ExplosionTemplate.DirectionalExplosionAngleDeg * DegToRad,
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ExplosionTemplate.DirectionalExplosionAngleDeg * DegToRad, 16, MakeColor(64,64,255,0), TRUE);
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}
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}
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/** Disable auto-reload for alt-fire */
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simulated function bool ShouldAutoReload(byte FireModeNum)
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{
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local bool bRequestReload;
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bRequestReload = Super.ShouldAutoReload(FireModeNum);
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// Must be completely empty for auto-reload or auto-switch
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if ( FireModeNum == ALTFIRE_FIREMODE && AmmoCount[0] > 0 )
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{
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bPendingAutoSwitchOnDryFire = false;
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return false;
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}
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return bRequestReload;
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}
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static simulated event EFilterTypeUI GetTraderFilter()
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{
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return FT_Electric;
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}
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defaultproperties
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{
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FlameSprayArchetype=SprayActor_Flame'WEP_Microwave_Gun_ARCH.WEP_Microwave_Gun_Flame'
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// Shooting Animations
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bHasFireLastAnims=true
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FireSightedAnims[0]=Shoot
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FireSightedAnims[1]=Shoot_Heavy_Iron
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FireLastHeavySightedAnim=Shoot_Heavy_Iron_Last
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FireHeavyAnim=Shoot_Heavy
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FireLastHeavyAnim=Shoot_Heavy_Last
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// FOV
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MeshIronSightFOV=52
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PlayerIronSightFOV=80
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// Zooming/Position
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IronSightPosition=(X=3,Y=-0.032,Z=-0.03)
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PlayerViewOffset=(X=5.0,Y=9,Z=-3)
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// Depth of field
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DOF_FG_FocalRadius=150
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DOF_FG_MaxNearBlurSize=1
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// Content
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PackageKey="Microwave_Gun"
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FirstPersonMeshName="WEP_1P_Microwave_Gun_MESH.Wep_1stP_Microwave_Gun_Rig"
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FirstPersonAnimSetNames(0)="WEP_1p_Microwave_Gun_ANIM.WEP_1p_Microwave_Gun_ANIM"
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PickupMeshName="WEP_3P_Microwave_Gun_MESH.Wep_Microwave_Gun_Pickup"
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AttachmentArchetypeName="WEP_Microwave_Gun_ARCH.Microwave_Gun_3P"
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MuzzleFlashTemplateName="WEP_Microwave_Gun_ARCH.Wep_Microwave_Gun_MuzzleFlash"
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// Ammo
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MagazineCapacity[0]=100
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SpareAmmoCapacity[0]=500
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InitialSpareMags[0]=0
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AmmoPickupScale[0]=0.5
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bCanBeReloaded=true
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bReloadFromMagazine=true
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// Recoil
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maxRecoilPitch=150
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minRecoilPitch=115
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maxRecoilYaw=115
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minRecoilYaw=-115
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RecoilRate=0.085
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RecoilMaxYawLimit=500
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RecoilMinYawLimit=65035
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RecoilMaxPitchLimit=900
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RecoilMinPitchLimit=65035
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RecoilISMaxYawLimit=75
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RecoilISMinYawLimit=65460
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RecoilISMaxPitchLimit=375
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RecoilISMinPitchLimit=65460
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RecoilViewRotationScale=0.25
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IronSightMeshFOVCompensationScale=1.5
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HippedRecoilModifier=1.5
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// Inventory
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InventorySize=9 //10
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GroupPriority=100
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WeaponSelectTexture=Texture2D'WEP_UI_Microwave_Gun_TEX.UI_WeaponSelect_MicrowaveGun'
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// DEFAULT_FIREMODE
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Flamethrower'
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FiringStatesArray(DEFAULT_FIREMODE)=SprayingFire
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Custom
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FireInterval(DEFAULT_FIREMODE)=+0.07 // 850 RPM
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MinAmmoConsumed=3
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FireOffset=(X=30,Y=4.5,Z=-5)
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// ALT_FIREMODE
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FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Custom
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FireInterval(ALTFIRE_FIREMODE)=+1.0
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AmmoCost(ALTFIRE_FIREMODE)=10
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// BASH_FIREMODE
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Flamethrower'
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InstantHitDamage(BASH_FIREMODE)=30
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Begin Object Class=GameExplosion Name=ExploTemplate0
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bDirectionalExplosion=True
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DirectionalExplosionAngleDeg=30
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Damage=210 //200
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DamageRadius=750
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DamageFalloffExponent=1.0
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MomentumTransferScale=200000.0
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MyDamageType=Class'KFDT_Microwave_Blast'
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ParticleEmitterTemplate=ParticleSystem'WEP_Microwave_Gun_EMIT.FX_Microwave_Blast_01'
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End Object
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ExplosionTemplate=ExploTemplate0
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Microwave_Gun.Play_SA_MicrowaveGun_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_SA_Microwave_Gun.Play_SA_MicrowaveGun_Fire_1P_Loop')
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WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Microwave_Gun.Play_SA_MicrowaveGun_Fire_Secondary_3P', FirstPersonCue=AkEvent'WW_WEP_SA_Microwave_Gun.Play_SA_MicrowaveGun_Fire_Secondary_1P')
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WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Microwave_Gun.Play_SA_MicrowaveGun_Fire_3P_LoopEnd', FirstPersonCue=AkEvent'WW_WEP_SA_Microwave_Gun.Play_SA_MicrowaveGun_Fire_1P_LoopEnd')
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//@todo: add akevents when we have them
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_Microwave_Gun.Play_SA_MicrowaveGun_DryFire'
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WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_Microwave_Gun.Play_SA_MicrowaveGun_DryFire'
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PilotLightPlayEvent=AkEvent'WW_WEP_SA_Microwave_Gun.Play_SA_MicrowaveGun_PilotLight_Loop'
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PilotLightStopEvent=AkEvent'WW_WEP_SA_Microwave_Gun.Stop_SA_MicrowaveGun_PilotLight_Loop'
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// Advanced (High RPM) Fire Effects
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bLoopingFireAnim(DEFAULT_FIREMODE)=true
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bLoopingFireSnd(DEFAULT_FIREMODE)=true
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SingleFireSoundIndex=FIREMODE_NONE
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// Attachments
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bHasIronSights=true
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bHasFlashlight=false
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AssociatedPerkClasses(0)=class'KFPerk_Firebug'
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BonesToLockOnEmpty=(RW_Handle1, RW_BatteryCylinder1, RW_BatteryCylinder2, RW_LeftArmSpinner, RW_RightArmSpinner, RW_LockEngager2, RW_LockEngager1)
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// AI Warning
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bWarnAIWhenFiring=true
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MaxAIWarningDistSQ=2250000
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// Weapon Upgrade stat boosts
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//WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
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} |