322 lines
10 KiB
Ucode
322 lines
10 KiB
Ucode
//=============================================================================
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// KFWeap_Pistol_DualG18
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//=============================================================================
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// An Glock 18 Pistol Dual
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// Fernando Ferrando @ Saber Interactive
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//=============================================================================
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/*
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TODO LIST [LOOK FOR TAG (WHATS BEFORE THE : IN THE INDICATED FILE)] OK = DONE || XX = NOT DONE
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BASE DAMAGE
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OK DEFAULT MODE DAMAGE : KFWeap_Pistol_SingleG18.uc
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OK BASH MODE DAMAGE : KFWeap_Pistol_SingleG18.uc
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DAMAGE TYPES
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OK DEFAULT MODE TYPE DAMAGE : KFWeap_Pistol_SingleG18.uc
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OK BASH MODE TYPE DAMAGE : KFWeap_Pistol_SingleG18.uc
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FIRE RATE
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OK Single Default Firemode (Automatic) firerate : KFWeap_Pistol_SingleG18.uc
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RANGE
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OK Default Firemode (Automatic) range : KFWeapDef_Pistol_SingleG18.uc
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PENETRATION
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OK Default Firemode (Automatic) penetration : KFWeap_Pistol_SingleG18.uc
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DUAL-WIELDABLE
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OK Dual-wieldable yes : KFWeap_Pistol_SingleG18.uc
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MAGAZINE SIZE
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OK Magazine ammount : KFWeap_Pistol_SingleG18.uc
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SPARE AMMO CAPACITY
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OK spare ammo Ammount : KFWeap_Pistol_SingleG18.uc
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STARTING SPARE MAGAZINES
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OK starting spare magazines Ammount : KFWeap_Pistol_SingleG18.uc
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AMMO BOX PICKUP SCALE
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XX Ammount:
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RELOAD SPEED
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XX [Single Standard]
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Full Reload
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Full Length Animation - ??? seconds
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Interrupt - ??? seconds
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Half Reload
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Full Length Animation - ??? seconds
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Interrupt - ??? seconds
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XX [Single Elite]
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Full Reload
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Full Length Animation - ??? seconds
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Interrupt - ??? seconds
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Half Reload
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Full Length Animation - ??? seconds
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Interrupt - ??? seconds
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WEIGHT
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OK Weight Ammount : KFWeap_Pistol_SingleG18.uc
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WEAPON TRADER PRICE
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OK Weapon Price : KFWeapDef_Pistol_SingleG18.uc
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AMMO TRADER PRICE
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OK Ammo Price : KFWeapDef_Pistol_SingleG18.uc
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WEAPON TIER
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XX Tier :
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FIRE MODE DEFAULT
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OK FireMode Automatic : KFWeap_Pistol_SingleG18.uc
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AFFLICTIONS
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OK afflictions Default Firemode (Automatic) : KFDT_Ballistic_SingleG18.uc
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OK afflictions Bash Firemode : KFDT_Ballistic_SingleG18.uc
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PERKS
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OK Main Perk : KFWeap_Pistol_SingleG18.uc
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WEAPON UPGRADE
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XX Upgrades:
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*/
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class KFWeap_Pistol_DualG18 extends KFWeap_DualBase;
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simulated state WeaponFiring
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{
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simulated function BeginState(Name PrevStateName)
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{
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local KFPerk InstigatorPerk;
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InstigatorPerk = GetPerk();
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if( InstigatorPerk != none )
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{
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SetZedTimeResist( InstigatorPerk.GetZedTimeModifier(self) );
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}
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if ( bLoopingFireSnd.Length > 0 )
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{
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StartLoopingFireSound(CurrentFireMode);
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}
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super.BeginState(PrevStateName);
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}
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simulated function FireAmmunition()
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{
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bFireFromRightWeapon = !bFireFromRightWeapon;
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Super.FireAmmunition();
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}
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simulated function EndState(Name NextStateName)
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{
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super.EndState(NextStateName);
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ClearZedTimeResist();
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// Simulate weapon firing effects on the local client
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if( WorldInfo.NetMode == NM_Client )
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{
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Instigator.WeaponStoppedFiring(self, false);
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}
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if ( bPlayingLoopingFireSnd )
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{
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StopLoopingFireSound(CurrentFireMode);
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}
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}
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}
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/**
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* This function returns the world location for spawning the visual effects
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*
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* Overridden to allow for left weapon location
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*/
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simulated event vector GetMuzzleLoc()
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{
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local Rotator ViewRotation;
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if( bFireFromRightWeapon )
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{
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if( Instigator != none )
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{
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ViewRotation = Instigator.GetViewRotation();
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// Add in the free-aim rotation
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if ( KFPlayerController(Instigator.Controller) != None )
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{
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ViewRotation += KFPlayerController(Instigator.Controller).WeaponBufferRotation;
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}
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if( bUsingSights )
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{
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return Instigator.GetWeaponStartTraceLocation() + (FireOffset >> ViewRotation);
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}
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else
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{
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return Instigator.GetPawnViewLocation() + (FireOffset >> ViewRotation);
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}
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}
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return Location;
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}
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else
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{
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return GetLeftMuzzleLoc();
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}
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}
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defaultproperties
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{
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SingleClass=class'KFWeap_Pistol_G18C'
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// FOV
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MeshFOV=96
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MeshIronSightFOV=77
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PlayerIronSightFOV=77
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//RecoilBlendOutRatio=0
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FireTweenTime=0.03
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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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// Zooming/Position
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IronSightPosition=(X=-3,Y=0,Z=0)
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PlayerViewOffset=(X=-15,Y=0,Z=0)
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// Controls the rotation when Hans(the bastard) grabs you
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QuickWeaponDownRotation=(Pitch=-14192,Yaw=-6000,Roll=16384)
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FireOffset=(X=17,Y=4.0,Z=-3)
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LeftFireOffset=(X=17,Y=-4,Z=-3)
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// Content
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PackageKey="Dual_G18C"
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FirstPersonMeshName="WEP_1P_Dual_G18C_MESH.Wep_1stP_Dual_G18C_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_Dual_G18C_ANIM.WEP_1st_Dual_G18C_ANIM"
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PickupMeshName="wep_3p_dual_g18c_mesh.Wep_3rdP_Dual_G18C_Pickup"
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AttachmentArchetypeName="WEP_Dual_G18C_ARCH.Wep_Dual_g18c_3P"
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MuzzleFlashTemplateName="WEP_Dual_G18C_ARCH.Wep_Dual_G18C_MuzzleFlash"
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// Ammo
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MagazineCapacity[0]=66 //Magazine ammount
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SpareAmmoCapacity[0]=462 //spare ammo Ammount
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InitialSpareMags[0]=2//3 //starting spare magazines Ammount
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bCanBeReloaded=true
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bReloadFromMagazine=true
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bHasFireLastAnims=true
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// Recoil
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maxRecoilPitch=260 //220 //165 //150 //100
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minRecoilPitch=200 //165 //125 //112 //75
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maxRecoilYaw=85
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minRecoilYaw=-85
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RecoilRate=0.045
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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=100
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RecoilISMinYawLimit=65435
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RecoilISMaxPitchLimit=375
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RecoilISMinPitchLimit=65460
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IronSightMeshFOVCompensationScale=1.65
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WalkingRecoilModifier=1.1
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JoggingRecoilModifier=1.2
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// DEFAULT_FIREMODE
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
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FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring //DEFAULT MODE DAMAGE
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_G18c'
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_G18c' //DEFAULT MODE TYPE DAMAGE
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FireInterval(DEFAULT_FIREMODE)=+0.05 // 1200 RPM //Default Firemode (Automatic) firerate
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Spread(DEFAULT_FIREMODE)=0.06
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InstantHitDamage(DEFAULT_FIREMODE)=37 //39 //41 // DEFAULT MODE DAMAGE
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PenetrationPower(DEFAULT_FIREMODE)=0.0 //Default Firemode (Automatic) & Altfire Firemode (Single Fire) penetration
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PenetrationDamageReductionCurve(DEFAULT_FIREMODE)=(Points=((InVal=0.f,OutVal=0.f),(InVal=1.f, OutVal=1.f))) //Default Firemode (Automatic) & Altfire Firemode (Single Fire) penetration
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//ALT_FIREMODE
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FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
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FiringStatesArray(ALTFIRE_FIREMODE)=WeaponFiring //DEFAULT MODE DAMAGE
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WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
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WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_G18c'
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InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_G18c' //DEFAULT MODE TYPE DAMAGE
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FireInterval(ALTFIRE_FIREMODE)=+0.05 // 1200 RPM //Default Firemode (Automatic) firerate
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Spread(ALTFIRE_FIREMODE)=0.06
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InstantHitDamage(ALTFIRE_FIREMODE)=37 //39 //41 // DEFAULT MODE DAMAGE
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PenetrationPower(ALTFIRE_FIREMODE)=0.0 //Default Firemode (Automatic) & Altfire Firemode (Single Fire) penetration
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PenetrationDamageReductionCurve(ALTFIRE_FIREMODE)=(Points=((InVal=0.f,OutVal=0.f),(InVal=1.f, OutVal=1.f))) //Default Firemode (Automatic) & Altfire Firemode (Single Fire) penetration
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// BASH_FIREMODE
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_G18C' //BASH MODE TYPE DAMAGE
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InstantHitDamage(BASH_FIREMODE)=25 //BASH MODE DAMAGE
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PenetrationPower(BASH_FIREMODE)=0.0 //Default Firemode (Automatic) & Altfire Firemode (Single Fire) penetration
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PenetrationDamageReductionCurve(BASH_FIREMODE)=(Points=((InVal=0.f,OutVal=0.f),(InVal=1.f, OutVal=1.f))) //Default Firemode (Automatic) & Altfire Firemode (Single Fire) penetration
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//Sounds
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_G18c.Play_WEP_G18c_Auto_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_G18c.Play_WEP_G18c_Auto_Loop')
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Handling_DryFire'
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// Advanced (High RPM) Fire Effects
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bLoopingFireAnim(DEFAULT_FIREMODE)=false
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bLoopingFireSnd(DEFAULT_FIREMODE)=true
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WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_G18c.Play_WEP_G18c_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_G18c.Play_WEP_G18c_Fire_1P_EndLoop')
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//Sounds
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WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_G18c.Play_WEP_G18c_Auto_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_G18c.Play_WEP_G18c_Auto_Loop')
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WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Handling_DryFire'
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// Advanced (High RPM) Fire Effects
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bLoopingFireAnim(ALTFIRE_FIREMODE)=false
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bLoopingFireSnd(ALTFIRE_FIREMODE)=true
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WeaponFireLoopEndSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_G18c.Play_WEP_G18c_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_G18c.Play_WEP_G18c_Fire_1P_EndLoop')
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WeaponFireSnd(2)=(DefaultCue=AkEvent'WW_WEP_G18c.Play_WEP_G18c_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_G18c.Play_WEP_G18c_Fire_1P_Single')
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SingleFireSoundIndex=2
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// Attachments
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bHasIronSights=true
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bHasFlashlight=true
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AssociatedPerkClasses(0)=class'KFPerk_Gunslinger' //Main Perk
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// Inventory
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InventorySize=8 //Weight Ammount
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GroupPriority=100
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bCanThrow=true
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bDropOnDeath=true
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WeaponSelectTexture=Texture2D'WEP_UI_Dual_G18C_TEX.UI_WeaponSelect_Dual_G18C'
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bIsBackupWeapon=false
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// Custom animations
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IdleFidgetAnims=(Guncheck_v1, Guncheck_v2, Guncheck_v3)
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//FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.125f), (Stat=EWUS_Damage1, Scale=1.125f), (Stat=EWUS_Weight, Add=2)))
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//WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.25f), (Stat=EWUS_Weight, Add=2)))
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//WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f)))
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//WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f)))
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//WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f)))
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//WeaponUpgrades[4]=(Stats=((Stat=EWUS_Damage0, Scale=1.8f)))
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//WeaponUpgrades[5]=(Stats=((Stat=EWUS_Damage0, Scale=2.0f)))
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}
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