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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_HRG_Revolver_Buckshot.uc
2020-12-13 18:09:05 +03:00

116 lines
4.2 KiB
Ucode

//=============================================================================
// KFWeap_HRG_Revolver_Buckshot
//=============================================================================
// A Smith & Wesson .500 "Bone Collector"
//=============================================================================
// Killing Floor 2
// Copyright (C) 2019 Tripwire Interactive LLC
//=============================================================================
class KFWeap_HRG_Revolver_Buckshot extends KFWeap_Revolver_SW500;
/*********************************************************************************************
Firing / Projectile - Below projectile spawning code copied from KFWeap_ShotgunBase
********************************************************************************************* */
/** Spawn projectile is called once for each shot pellet fired */
simulated function KFProjectile SpawnAllProjectiles(class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir)
{
local KFPerk InstigatorPerk;
if (CurrentFireMode == GRENADE_FIREMODE)
{
return Super.SpawnProjectile(KFProjClass, RealStartLoc, AimDir);
}
InstigatorPerk = GetPerk();
if (InstigatorPerk != none)
{
Spread[CurrentFireMode] = default.Spread[CurrentFireMode] * InstigatorPerk.GetTightChokeModifier();
}
return super.SpawnAllProjectiles(KFProjClass, RealStartLoc, AimDir);
}
defaultproperties
{
// Inventory
InventorySize=2
GroupPriority=75
// Recoil
maxRecoilPitch=525 //750
minRecoilPitch=472 //675
maxRecoilYaw=300
minRecoilYaw=-300
RecoilRate=0.1
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=500
RecoilISMinPitchLimit=65485
IronSightMeshFOVCompensationScale=1.4
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)="ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle"
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Pellet'
InstantHitDamage(DEFAULT_FIREMODE)=32.0
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HRGBuckshot'
PenetrationPower(DEFAULT_FIREMODE)=2.0
NumPellets(DEFAULT_FIREMODE) = 5
Spread(DEFAULT_FIREMODE)=0.12 //0.15
// ALTFIRE_FIREMODE
InstantHitDamageTypes(ALTFIRE_FIREMODE) = class'KFDT_Ballistic_HRGBuckshot'
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRGBuckshot'
AssociatedPerkClasses.Empty()
AssociatedPerkClasses(0)=class'KFPerk_Support'
// Recoil
RecoilBlendOutRatio=0.35
//Ammunition
SpareAmmoCapacity[0]=85
InitialSpareMags[0]=5
WeaponSelectTexture=Texture2D'WEP_UI_HRG_SW_500_TEX.UI_WeaponSelect_HRG_SW500'
//Weqapon Upgrades
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Weight, Add=2)))
FireAnim=HRG_Shoot
FireSightedAnims[0]=HRG_Shoot_Iron
FireSightedAnims[1]=HRG_Shoot_Iron2
FireSightedAnims[2]=HRG_Shoot_Iron3
FireLastAnim=HRG_Shoot_Last
FireLastSightedAnim=HRG_Shoot_Iron_Last
DualClass=class'KFWeap_HRG_Revolver_DualBuckshot'
// Content
PackageKey="HRG_SW_500"
FirstPersonMeshName="WEP_1P_HRG_SW_500_MESH.Wep_1stP_HRG_SW_500_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_HRG_SW_500_ANIM.WEP_1stP_HRG_SW_500_Anim"
PickupMeshName="WEP_3P_HRG_SW_500_MESH.Wep_3rdP_HRG_SW_500_Pickup"
AttachmentArchetypeName="WEP_HRG_SW_500_ARCH.Wep_HRG_SW_500_3P"
MuzzleFlashTemplateName="WEP_HRG_SW_500_ARCH.Wep_HRG_SW_500_MuzzleFlash"
//Weapon Sounds
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_SW500.Play_WEP_HRG_Buckshot_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_SW500.Play_WEP_HRG_Buckshot_Fire_1P')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_SW500.Play_WEP_HRG_Buckshot_Fire_DryFire'
// Revolver shell/cap replacement
UnusedBulletMeshTemplate=SkeletalMesh'wep_3p_hrg_sw_500_mesh.Wep_3rdP_HRG_SW_500_Bullet'
UsedBulletMeshTemplate=SkeletalMesh'wep_3p_hrg_sw_500_mesh.Wep_3rdP_HRG_SW_500_EmptyShell'
BulletFXSocketNames=(RW_Bullet_FX_5, RW_Bullet_FX_4, RW_Bullet_FX_3, RW_Bullet_FX_2, RW_Bullet_FX_1)
}