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

55 lines
1.9 KiB
Ucode

//=============================================================================
// KFWeap_Healer_Syringe
//=============================================================================
// Weapon class used for the healer
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - Andrew "Strago" Ladenberger
//=============================================================================
class KFWeap_Healer_Syringe extends KFWeap_HealerBase;
/**
* Initializes ammo counts, when weapon is spawned.
* Overwriting to stop perks changing the magazine size
* Probably have to add functionality when we add the medic perk
*/
function InitializeAmmo()
{
// Set ammo amounts based on perk. MagazineCapacity must be replicated, but
// only the server needs to know the InitialSpareMags value
MagazineCapacity[0] = default.MagazineCapacity[0];
InitialSpareMags[0] = default.InitialSpareMags[0];
AmmoCount[0] = MagazineCapacity[0];
AddAmmo(InitialSpareMags[0] * MagazineCapacity[0]);
}
defaultproperties
{
PlayerViewOffset=(X=20.0,Y=10,Z=-8)
// Content
PackageKey="Healer"
FirstPersonMeshName="WEP_1P_Healer_MESH.Wep_1stP_Healer_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_Healer_ANIM.Wep_1st_Healer_Anim"
AttachmentArchetypeName="WEP_Healer_ARCH.Wep_Healer_3P"
Begin Object Name=FirstPersonMesh
Animations=AnimTree'CHR_1P_Arms_ARCH.WEP_1stP_Animtree_Healer'
End Object
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_MedicDart'
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_MedicDart'
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Healer'
//Grouping
GroupPriority=6
WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_Healer'
bCanThrow=false
bDropOnDeath=false
bStorePreviouslyEquipped=false
}