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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_GrenadeLauncher_HX25.uc
2023-05-11 18:55:04 +03:00

239 lines
7.5 KiB
Ucode

//=============================================================================
// KFWeap_GrenadeLauncher_HX25
//=============================================================================
// A Horzine experimental 25mm grenade launcher
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// John "Ramm-Jaeger" Gibson
//=============================================================================
class KFWeap_GrenadeLauncher_HX25 extends KFWeap_GrenadeLauncher_Base;
var protected const array<vector2D> PelletSpread;
/** Last time a submunition projectile was fired from this weapon */
var float LastSubmunitionFireTime;
var transient bool AlreadyIssuedCanNuke;
/*********************************************************************************************
Firing / Projectile
********************************************************************************************* */
/** Disable normal bullet spread */
simulated function rotator AddSpread(rotator BaseAim)
{
return BaseAim; // do nothing
}
/** Same as AddSpread(), but used with MultiShotSpread */
static function rotator AddMultiShotSpread( rotator BaseAim, float CurrentSpread, byte PelletNum )
{
local vector X, Y, Z;
local float RandY, RandZ;
if (CurrentSpread == 0)
{
return BaseAim;
}
else
{
// Add in any spread.
GetAxes(BaseAim, X, Y, Z);
RandY = default.PelletSpread[PelletNum].Y * RandRange( 0.5f, 1.5f );
RandZ = default.PelletSpread[PelletNum].X * RandRange( 0.5f, 1.5f );
return rotator(X + RandY * CurrentSpread * Y + RandZ * CurrentSpread * Z);
}
}
///////////////////////////////////////////////////////////////////////////////////////////
//
// Trader
//
///////////////////////////////////////////////////////////////////////////////////////////
/** Allows weapon to calculate its own damage for display in trader
* Overridden to multiply damage by number of pellets.
*/
static simulated function float CalculateTraderWeaponStatDamage()
{
local float BaseDamage, DoTDamage;
local class<KFDamageType> DamageType;
local GameExplosion ExplosionInstance;
ExplosionInstance = class<KFProjectile>(default.WeaponProjectiles[DEFAULT_FIREMODE]).default.ExplosionTemplate;
BaseDamage = default.InstantHitDamage[DEFAULT_FIREMODE] + ExplosionInstance.Damage;
DamageType = class<KFDamageType>(ExplosionInstance.MyDamageType);
if( DamageType != none && DamageType.default.DoT_Type != DOT_None )
{
DoTDamage = (DamageType.default.DoT_Duration / DamageType.default.DoT_Interval) * (BaseDamage * DamageType.default.DoT_DamageScale);
}
return BaseDamage * default.NumPellets[DEFAULT_FIREMODE] + DoTDamage;
}
static simulated event EFilterTypeUI GetAltTraderFilter()
{
return FT_Pistol;
}
simulated function KFProjectile SpawnAllProjectiles(class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir)
{
local KFProjectile Proj;
AlreadyIssuedCanNuke = false;
Proj = Super.SpawnAllProjectiles(KFProjClass, RealStartLoc, AimDir);
AlreadyIssuedCanNuke = false;
return Proj;
}
simulated function KFProjectile SpawnProjectile( class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir )
{
local KFProj_ExplosiveSubMunition_HX25 Proj;
Proj = KFProj_ExplosiveSubMunition_HX25(Super.SpawnProjectile(KFProjClass, RealStartLoc, AimDir));
if (AlreadyIssuedCanNuke == false)
{
Proj.bCanNuke = true;
AlreadyIssuedCanNuke = true;
}
else
{
Proj.bCanNuke = false;
}
return Proj;
}
defaultproperties
{
ForceReloadTime=0.3f
// Shooting Animations
FireSightedAnims[0]=Shoot_Iron
FireSightedAnims[1]=Shoot_Iron2
FireSightedAnims[2]=Shoot_Iron3
// x = 0 + r * cos(a)
// y = 0 + r * sin(a)
PelletSpread(0)=(X=0.f,Y=0.f)
PelletSpread(1)=(X=0.5f,Y=0.f) //0deg
PelletSpread(2)=(X=0.3214,Y=0.3830) //60deg
PelletSpread(3)=(X=-0.25,Y=0.4330) //120deg
PelletSpread(4)=(X=-0.5f,Y=0.f) //180deg
PelletSpread(5)=(X=-0.25f,Y=-0.4330) //240deg
PelletSpread(6)=(X=0.25,Y=-0.4330) //300deg
// Inventory
InventoryGroup=IG_Secondary
GroupPriority=25
InventorySize=4
WeaponSelectTexture=Texture2D'WEP_UI_HX25_Pistol_TEX.UI_WeaponSelect_HX25'
// FOV
MeshIronSightFOV=52
PlayerIronSightFOV=73
// Zooming/Position
PlayerViewOffset=(X=13.0,Y=13,Z=-4)
FastZoomOutTime=0.2
// Content
PackageKey="HX25_Pistol"
FirstPersonMeshName="WEP_1P_HX25_Pistol_MESH.Wep_1stP_HX25_Pistol_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_HX25_Pistol_ANIM.Wep_1stP_HX25_Pistol_Anim"
PickupMeshName="wep_3p_hx25_pistol_mesh.WEP_HX25_Pickup"
AttachmentArchetypeName="WEP_HX25_Pistol_ARCH.Wep_HX25_Pistol_3P"
MuzzleFlashTemplateName="WEP_HX25_Pistol_ARCH.Wep_HX25_Pistol_MuzzleFlash"
// Zooming/Position
IronSightPosition=(X=0,Y=0,Z=0)
// Ammo
MagazineCapacity[0]=1
SpareAmmoCapacity[0]=29
InitialSpareMags[0]=17
AmmoPickupScale[0]=3.0
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=900
minRecoilPitch=775
maxRecoilYaw=500
minRecoilYaw=-500
RecoilRate=0.04
RecoilBlendOutRatio=0.35
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=1500
RecoilMinPitchLimit=64785
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=500
RecoilISMinPitchLimit=65485
RecoilViewRotationScale=0.8
FallingRecoilModifier=1.5
HippedRecoilModifier=1.25
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Grenade'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFireAndReload
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_ExplosiveSubMunition_HX25'
InstantHitDamage(DEFAULT_FIREMODE)=10.0
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HX25SubmunitionImpact'
Spread(DEFAULT_FIREMODE)=0.1f
FireInterval(DEFAULT_FIREMODE)=0.25
FireOffset=(X=23,Y=4.0,Z=-3)
// Projectile count
NumPellets(DEFAULT_FIREMODE) = 7
// ALT_FIREMODE
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HX25'
InstantHitDamage(BASH_FIREMODE)=24
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_HX25.Play_WEP_SA_HX25_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_HX25.Play_WEP_SA_HX25_Fire_1P')
//@todo: add akevent when we have it
WeaponDryFireSnd(DEFAULT_FIREMODE)=none
// Animation
bHasFireLastAnims=true
// Attachments
bHasIronSights=true
bHasFlashlight=false
AssociatedPerkClasses(0)=class'KFPerk_Demolitionist'
AssociatedPerkClasses(1)=class'KFPerk_Gunslinger'
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil'
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.25f,IncrementWeight=1)
//WeaponUpgrades[2]=(IncrementDamage=1.4f,IncrementWeight=2)
//WeaponUpgrades[3]=(IncrementDamage=1.6f,IncrementWeight=3)
//WeaponUpgrades[4]=(IncrementDamage=1.9f,IncrementWeight=4)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.25f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Weight, Add=2)))
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f), (Stat=EWUS_Weight, Add=3)))
WeaponUpgrades[4]=(Stats=((Stat=EWUS_Damage0, Scale=1.9f), (Stat=EWUS_Weight, Add=4)))
AlreadyIssuedCanNuke = false
}