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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_AssaultRifle_MKB42.uc
2020-12-13 18:01:13 +03:00

298 lines
10 KiB
Ucode

//=============================================================================
// KFWeap_AssaultRifle_MKB42
//=============================================================================
// An MKB42 Assault Rifle
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
//=============================================================================
class KFWeap_AssaultRifle_MKB42 extends KFWeap_RifleBase;
/** RecoilRate when firing in burst fire. */
var(Recoil) float BurstFireRecoilRate;
/** How much to scale recoil when firing in burst fire. */
var(Recoil) float BurstFireRecoilModifier;
// Standard
/** Animation to play when the weapon is fired in burst mode with 2 rounds left */
var(Animations) const editconst name BurstFire2RdAnim;
/** Animation to play when the weapon is fired in burst fire mode for 3 rounds*/
var(Animations) const editconst name BurstFire3RdAnim;
// Iron Sights
/** Animation to play when the weapon is fired in burst mode with 2 rounds left */
var(Animations) const editconst name BurstFire2RdSightedAnim;
/** Animation to play when the weapon is fired in burst fire mode for 3 rounds*/
var(Animations) const editconst name BurstFire3RdSightedAnim;
/** Sound to play when the weapon is fired in burst mode with 2 rounds left */
var(Sounds) WeaponFireSndInfo WeaponFire2RdSnd;
/** Sound to play when the weapon is fired in burst fire mode for 3 rounds */
var(Sounds) WeaponFireSndInfo WeaponFire3RdSnd;
/** Keeps track of whether or not the gun has played fire effects this burst. */
var bool bBurstPlayedFireEffects;
/*********************************************************************************************
* State WeaponBurstFiring
* Fires a burst of bullets. Fire must be released between every shot.
*********************************************************************************************/
simulated state WeaponBurstFiring
{
simulated function BeginState(Name PrevStateName)
{
// Modify the recoil for burst fire
RecoilRate = BurstFireRecoilRate;
// Initialize recoil blend out settings
if (RecoilRate > 0 && RecoilBlendOutRatio > 0)
{
RecoilYawBlendOutRate = maxRecoilYaw / RecoilRate * RecoilBlendOutRatio;
RecoilPitchBlendOutRate = maxRecoilPitch / RecoilRate * RecoilBlendOutRatio;
}
bBurstPlayedFireEffects = false;
super.BeginState(PrevStateName);
}
/**
* PlayFireEffects Is the root function that handles all of the effects associated with
* a weapon. This function creates the 1st person effects. It should only be called
* on a locally controlled player.
*/
simulated function PlayFireEffects(byte FireModeNum, optional vector HitLocation)
{
local name WeaponFireAnimName;
// Only play the burst fire sound on the first shot as the sound includes additional shot sounds baked in
if (FireModeNum != ALTFIRE_FIREMODE || (FireModeNum == ALTFIRE_FIREMODE &&
(!bBurstPlayedFireEffects || `IsInZedTime(self))) )
{
PlayFiringSound(CurrentFireMode);
}
if (Instigator != none)
{
UpdateWeaponAttachmentAnimRate(GetThirdPersonAnimRate());
if (Instigator.IsFirstPerson())
{
if (!bPlayingLoopingFireAnim && (FireModeNum != ALTFIRE_FIREMODE || (FireModeNum == ALTFIRE_FIREMODE &&
!bBurstPlayedFireEffects)))
{
WeaponFireAnimName = GetWeaponFireAnim(FireModeNum);
if (WeaponFireAnimName != '')
{
PlayAnimation(WeaponFireAnimName, MySkelMesh.GetAnimLength(WeaponFireAnimName),,FireTweenTime);
}
}
HandleRecoil();
ShakeView();
// Start muzzle flash effect
CauseMuzzleFlash(FireModeNum);
}
}
bBurstPlayedFireEffects = true;
}
/** Overridden to include the BurstFireModifier*/
simulated function ModifyRecoil(out float CurrentRecoilModifier)
{
super.ModifyRecoil(CurrentRecoilModifier);
CurrentRecoilModifier *= BurstFireRecoilModifier;
}
/** Get name of the animation to play for PlayFireEffects. Overriden to play the right animation for the number of shots in the burst fire */
simulated function name GetWeaponFireAnim(byte FireModeNum)
{
if (BurstAmount == 3)
{
if (bUsingSights)
{
return BurstFire3RdSightedAnim;
}
return BurstFire3RdAnim;
}
else if (BurstAmount == 2)
{
if (bUsingSights)
{
return BurstFire2RdSightedAnim;
}
return BurstFire2RdAnim;
}
else
{
return super.GetWeaponFireAnim(FireModeNum);
}
}
/**
* Tells the weapon to play a firing sound (uses CurrentFireMode)
*/
simulated function PlayFiringSound(byte FireModeNum)
{
if (!bPlayingLoopingFireSnd && BurstAmount > 1 && `NotInZedTime(self) )
{
MakeNoise(1.0, 'PlayerFiring');
if (BurstAmount == 3)
{
WeaponPlayFireSound(WeaponFire3RdSnd.DefaultCue, WeaponFire3RdSnd.FirstPersonCue);
}
else if (BurstAmount == 2)
{
WeaponPlayFireSound(WeaponFire2RdSnd.DefaultCue, WeaponFire2RdSnd.FirstPersonCue);
}
}
else
{
super.PlayFiringSound(FireModeNum);
}
}
simulated event EndState(Name NextStateName)
{
// Set recoil settings back to normal
RecoilRate = default.RecoilRate;
// Initialize recoil blend out settings
if (RecoilRate > 0 && RecoilBlendOutRatio > 0)
{
RecoilYawBlendOutRate = maxRecoilYaw / RecoilRate * RecoilBlendOutRatio;
RecoilPitchBlendOutRate = maxRecoilPitch / RecoilRate * RecoilBlendOutRatio;
}
Super.EndState(NextStateName);
}
}
defaultproperties
{
// FOV
MeshFOV=75
MeshIronSightFOV=33
PlayerIronSightFOV=70
// Depth of field
DOF_FG_FocalRadius=50
DOF_FG_SharpRadius=0
DOF_FG_MinBlurSize=0
DOF_FG_MaxNearBlurSize=3
DOF_FG_ExpFalloff=1
// Zooming/Position
IronSightPosition=(X=15,Y=0,Z=0)
PlayerViewOffset=(X=20.0,Y=8,Z=-2.5)
// Content
PackageKey="MKB42"
FirstPersonMeshName="wep_1p_mkb42_mesh.Wep_1stP_MKB42_Rig"
FirstPersonAnimSetNames(0)="wep_1p_mkb42_anim.wep_1p_mkb42_anim"
PickupMeshName="WEP_3P_MKB42_MESH.Wep_3rdP_MKB42_Pickup"
AttachmentArchetypeName="WEP_MKB42_ARCH.Wep_MKB42_3P"
MuzzleFlashTemplateName="WEP_MKB42_ARCH.Wep_MKB42_MuzzleFlash" //@TODO: Replace me
// Ammo
MagazineCapacity[0]=30
SpareAmmoCapacity[0]=270 //240
InitialSpareMags[0]=3
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=150 //200 //300 //200
minRecoilPitch=100 //150 //225 //170
maxRecoilYaw=224 //175 //262 //274
minRecoilYaw=-224 //-175 //-262 //-274
RecoilRate=0.11 //0.085
//BurstFireRecoilRate=0.05
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=75
RecoilISMinYawLimit=65460
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
//BurstFireRecoilModifier=0.8
IronSightMeshFOVCompensationScale=1.5 //1.3
// Inventory / Grouping
InventorySize=7
GroupPriority=75
WeaponSelectTexture=Texture2D'WEP_UI_MKB42_TEX.UI_WeaponSelect_MKB42'
// 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'
FireInterval(DEFAULT_FIREMODE)=+0.12 // 500 RPM
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_MKB42'
Spread(DEFAULT_FIREMODE)=0.0085
InstantHitDamage(DEFAULT_FIREMODE)=50.0 //60
FireOffset=(X=32,Y=4.0,Z=-5)
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
FireInterval(ALTFIRE_FIREMODE)=+0.12 // 1000 RPM
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_MKB42'
InstantHitDamage(ALTFIRE_FIREMODE)=50.0 //60
Spread(ALTFIRE_FIREMODE)=0.0085
//BurstAmount=3
//BurstFire2RdAnim=Shoot_Burst2
//BurstFire3RdAnim=Shoot_Burst
//BurstFire2RdSightedAnim=Shoot_Burst2_Iron
//BurstFire3RdSightedAnim=Shoot_Burst_Iron
//WeaponFire2RdSnd=(DefaultCue=AkEvent'WW_WEP_SA_AK12.Play_WEP_SA_AK12_Fire_2RdBurst_M', FirstPersonCue=AkEvent'WW_WEP_SA_AK12.Play_WEP_SA_AK12_Fire_2RdBurst_S') //@TODO: Replace me
//WeaponFire3RdSnd=(DefaultCue=AkEvent'WW_WEP_SA_AK12.Play_WEP_SA_AK12_Fire_Burst_M', FirstPersonCue=AkEvent'WW_WEP_SA_AK12.Play_WEP_SA_AK12_Fire_Burst_S') //@TODO: Replace me
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_MKB42'
InstantHitDamage(BASH_FIREMODE)=26
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_MKB42.Play_WEP_MKB42_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_MKB42.Play_WEP_MKB42_Fire_1P_Loop') //@TODO: Replace me
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_MKB42.Play_WEP_MKB42_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_MKB42.Play_WEP_MKB42_Fire_1P_Single') //@TODO: Replace me
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_AK12.Play_WEP_SA_AK12_Handling_DryFire' //@TODO: Replace me
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_AK12.Play_WEP_SA_AK12_Handling_DryFire' //@TODO: Replace me
// Advanced (High RPM) Fire Effects
bLoopingFireAnim(DEFAULT_FIREMODE)=true
bLoopingFireSnd(DEFAULT_FIREMODE)=true
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_MKB42.Play_WEP_MKB42_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_MKB42.Play_WEP_MKB42_Fire_1P_EndLoop') //@TODO: Replace me
SingleFireSoundIndex=ALTFIRE_FIREMODE
FireLoopEndLastAnim=ShootLoop_End_Last
FireLoopEndLastSightedAnim=ShootLoop_Iron_End_Last
bHasFireLastAnims=true
// Attachments
bHasIronSights=true
bHasFlashlight=false
AssociatedPerkClasses(0)=class'KFPerk_Commando'
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.2f,IncrementWeight=1)
//WeaponUpgrades[2]=(IncrementDamage=1.4f,IncrementWeight=2)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Damage1, Scale=1.2f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Damage1, Scale=1.4f), (Stat=EWUS_Weight, Add=2)))
}