117 lines
3.8 KiB
Ucode
117 lines
3.8 KiB
Ucode
//=============================================================================
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// KFWeap_Pistol_HRGWinterbite
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//=============================================================================
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// A frosty twist on the Spitfire (KFWeap_Pistol_Flare)
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2019 Tripwire Interactive LLC
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//=============================================================================
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class KFWeap_Pistol_HRGWinterbite extends KFWeap_PistolBase;
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static simulated event EFilterTypeUI GetAltTraderFilter()
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{
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return FT_Flame;
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}
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defaultproperties
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{
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// Content
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PackageKey="HRG_Winterbite"
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FirstPersonMeshName="WEP_1P_HRG_Winterbite_MESH.Wep_1stP_HRG_Winterbite_Rig"
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FirstPersonAnimSetNames(0)="wep_1p_HRG_Winterbite_anim.Wep_1stP_HRG_Winterbite_Anim"
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PickupMeshName="WEP_3P_HRG_Winterbite_MESH.Wep_HRG_Winterbite_Pickup"
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AttachmentArchetypeName="WEP_HRG_Winterbite_ARCH.Wep_HRG_Winterbite_3P"
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MuzzleFlashTemplateName="WEP_HRG_Winterbite_ARCH.Wep_HRG_Winterbite_MuzzleFlash"
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Begin Object Name=FirstPersonMesh
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AnimTreeTemplate=AnimTree'CHR_1P_Arms_ARCH.WEP_1stP_Animtree_Master_Revolver'
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End Object
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// Position and FOV
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PlayerViewOffset=(X=15.0,Y=14,Z=-6)
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IronSightPosition=(X=4,Y=0,Z=0)
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MeshFOV=60
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MeshIronSightFOV=55
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PlayerIronSightFOV=77
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// Depth of field
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DOF_FG_FocalRadius=40
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DOF_FG_MaxNearBlurSize=3.5
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// Ammo
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MagazineCapacity[0]=6
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SpareAmmoCapacity[0]=150
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InitialSpareMags[0]=9
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AmmoPickupScale[0]=2.0
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bCanBeReloaded=true
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bReloadFromMagazine=true
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// Recoil
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maxRecoilPitch=400
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minRecoilPitch=350
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maxRecoilYaw=125
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minRecoilYaw=-125
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RecoilRate=0.08
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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=50
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RecoilISMinYawLimit=65485
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RecoilISMaxPitchLimit=400
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RecoilISMinPitchLimit=65485
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RecoilBlendOutRatio=0.75
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IronSightMeshFOVCompensationScale=1.5
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// DEFAULT_FIREMODE
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FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Explosive_HRGWinterbite'
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FireInterval(DEFAULT_FIREMODE)=+0.2
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InstantHitDamage(DEFAULT_FIREMODE)=49 //40.0
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Freeze_HRGWinterbiteImpact'
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Spread(DEFAULT_FIREMODE)=0.009 //0.015
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FireOffset=(X=20,Y=4.0,Z=-3)
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// ALT_FIREMODE
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FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
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// BASH_FIREMODE
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InstantHitDamage(BASH_FIREMODE)=24
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRGWinterbite'
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_Fire_1P')
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_DryFire'
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// Inventory
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InventorySize=2
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GroupPriority=15
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bCanThrow=true
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bDropOnDeath=true
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WeaponSelectTexture=Texture2D'WEP_UI_HRG_Winterbite_Item_TEX.UI_WeaponSelect_HRG_Winterbite'
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bIsBackupWeapon=false
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DualClass=class'KFWeap_Pistol_DualHRGWinterbite'
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AssociatedPerkClasses(0)=class'KFPerk_Gunslinger'
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// Attachments
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bHasIronSights=true
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bHasFlashlight=true
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// Hammer lock control
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bHasFireLastAnims = true
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BonesToLockOnEmpty = (RW_Hammer)
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// Revolver
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bRevolver=true
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CylinderRotInfo=(Inc=-60.0, Time=0.0175/*about 0.07 in the anim divided by ratescale of 4*/)
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// Weapon Upgrade stat boosts
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f)))
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WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.8f), (Stat=EWUS_Weight, Add=1)))
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WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=2.0f), (Stat=EWUS_Weight, Add=2)))
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}
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