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

159 lines
4.8 KiB
Ucode

//=============================================================================
// KFWeap_Minigun_Patriarch
//=============================================================================
// Patriarch's minigun
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFWeap_Minigun_Patriarch extends KFWeap_RifleBase;
simulated function KFProjectile SpawnProjectile( class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir )
{
local KFProjectile SpawnedProjectile;
local int ProjDamage;
// Spawn projectile
SpawnedProjectile = Spawn( KFProjClass, Self,, RealStartLoc);
if( SpawnedProjectile != none && !SpawnedProjectile.bDeleteMe )
{
// Mirror damage and damage type from weapon. This is set on the server only and
// these properties are replicated via TakeHitInfo
if ( InstantHitDamage.Length > CurrentFireMode && InstantHitDamageTypes.Length > CurrentFireMode )
{
ProjDamage = InstantHitDamage[CurrentFireMode];
SpawnedProjectile.Damage = ProjDamage;
SpawnedProjectile.MyDamageType = InstantHitDamageTypes[CurrentFireMode];
}
// Set the penetration power for this projectile
if( SpawnedProjectile != none )
{
SpawnedProjectile.PenetrationPower = GetInitialPenetrationPower(CurrentFireMode);
}
SpawnedProjectile.Init( AimDir );
}
// return it up the line
return SpawnedProjectile;
}
/** Overridden. Patriarch does not consume ammo */
simulated function ConsumeAmmo( byte FireModeNum )
{
}
/** Overridden, sprint is controlled by AI */
simulated function StopPawnSprint(bool bClearPlayerInput)
{
}
simulated state Active
{
simulated function GotoWeaponSprinting()
{
}
}
/** Overridden to give the minigun more vertical spread */
simulated function rotator AddSpread(rotator BaseAim)
{
local vector X, Y, Z;
local float CurrentSpread, RandY, RandZ;
CurrentSpread = Spread[CurrentFireMode];
// Add in any spread.
GetAxes(BaseAim, X, Y, Z);
RandY = fRand() < 0.5f ? -fRand() : fRand();
RandZ = fRand() < 0.5f ? -fRand() : fRand();
return rotator( X + (RandY * CurrentSpread * Y) + (RandZ * CurrentSpread * Z) );
}
defaultproperties
{
InventorySize=6
// FOV
bHidden=true
MeshFOV=75
MeshIronSightFOV=33
PlayerIronSightFOV=70
// Depth of field
DOF_FG_FocalRadius=50
DOF_FG_MaxNearBlurSize=3
// Zooming/Position
PlayerViewOffset=(X=2.0,Y=8,Z=-3)
// Content
WeaponContentLoaded=true
AttachmentArchetype=KFWeaponAttachment'WEP_Patriarch_ARCH.Wep_Patriarch_Minigun_3P'
// Ammo
MagazineCapacity[0]=60
SpareAmmoCapacity[0]=270
InitialSpareMags[0]=3
bCanBeReloaded=false//true
bReloadFromMagazine=false//true
// Recoil
maxRecoilPitch=200
minRecoilPitch=150
maxRecoilYaw=175
minRecoilYaw=-125
RecoilRate=0.085
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=75
RecoilISMinYawLimit=65460
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
IronSightMeshFOVCompensationScale=2.5
// Grouping
GroupPriority=50
//WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_AK12'
// DEFAULT_FIREMODE
FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
FireInterval(DEFAULT_FIREMODE)=+0.06 // 1250 RPM
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_PatMinigun'
Spread(DEFAULT_FIREMODE)=0.07
InstantHitDamage(DEFAULT_FIREMODE)=8.0
FireOffset=(X=32,Y=4.0,Z=-5)
// ALT_FIREMODE
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
// Fire Effects
MuzzleFlashTemplate=KFMuzzleFlash'WEP_L85A2_ARCH.Wep_L85A2_MuzzleFlash'
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_ZED_Patriarch.Play_Mini_Gun_LP', FirstPersonCue=AkEvent'WW_ZED_Patriarch.Play_Mini_Gun_LP')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_AK12.Play_WEP_SA_AK12_Handling_DryFire'
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_AK12.Play_WEP_SA_AK12_Handling_DryFire'
// Advanced (High RPM) Fire Effects
bLoopingFireAnim(DEFAULT_FIREMODE)=true
bLoopingFireSnd(DEFAULT_FIREMODE)=true
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_ZED_Patriarch.Play_Mini_Gun_Tail', FirstPersonCue=AkEvent'WW_ZED_Patriarch.Play_Mini_Gun_Tail')
SingleFireSoundIndex=ALTFIRE_FIREMODE
// Attachments
bHasIronSights=true
bHasFlashlight=false
AssociatedPerkClasses(0)=none
bCanThrow=false
bDropOnDeath=false
bUseAnimLenEquipTime=false
}