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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_HRG_93R_Dual.uc
2023-10-18 02:03:17 +03:00

141 lines
4.9 KiB
Ucode

//=============================================================================
// A set of KFWeap_HRG_93R Pistols
//=============================================================================
// Killing Floor 2
// Copyright (C) 2023 Tripwire Interactive LLC
//=============================================================================
class KFWeap_HRG_93R_Dual extends KFWeap_DualBase;
simulated state WeaponBurstFiring
{
simulated function BeginState(Name PrevStateName)
{
bFireFromRightWeapon = !bFireFromRightWeapon;
super.BeginState(PrevStateName);
}
}
defaultproperties
{
// Content
PackageKey="Dual_HRG_93R_Pistol"
FirstPersonMeshName="wep_1p_dual_hrg_93r_pistol_mesh.WEP_1P_HRG_93R_Dual_Pistol_Rig"
FirstPersonAnimSetNames(0)="wep_1p_dual_hrg_93r_pistol_anim.Wep_1stP_Dual_9MM_Anim"
PickupMeshName="wep_3p_dual_hrg_93r_pistol_mesh.Wep_Dual_HRG_93R_Pickup"
AttachmentArchetypeName="wep_dual_hrg_93r_pistol_arch.Wep_Dual_HRG_93R_Pistol_3P"
MuzzleFlashTemplateName="wep_dual_hrg_93r_pistol_arch.Wep_Dual_HRG_93R_Pistol_MuzzleFlash"
FireOffset=(X=17,Y=4.0,Z=-2.25)
LeftFireOffset=(X=17,Y=-4,Z=-2.25)
// Zooming/Position
IronSightPosition=(X=-3,Y=0,Z=0)
PlayerViewOffset=(X=5,Y=0,Z=-5)
QuickWeaponDownRotation=(Pitch=-8192,Yaw=0,Roll=0)
bCanThrow=true
bDropOnDeath=true
SingleClass=class'KFWeap_HRG_93R'
// FOV
MeshFOV=96
MeshIronSightFOV=77
PlayerIronSightFOV=77
// Depth of field
DOF_FG_FocalRadius=40
DOF_FG_MaxNearBlurSize=3.5
// Ammo
MagazineCapacity[0]=60 // twice as much as single
SpareAmmoCapacity[0]=240
InitialSpareMags[0]=3
AmmoPickupScale[0]=1.0
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=160
minRecoilPitch=140
maxRecoilYaw=60
minRecoilYaw=-60
RecoilRate=0.01
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=250
RecoilISMinPitchLimit=65485
// DEFAULT_FIREMODE
FiringStatesArray(DEFAULT_FIREMODE)=WeaponBurstFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Pistol9mm'
FireInterval(DEFAULT_FIREMODE)=+0.08
InstantHitDamage(DEFAULT_FIREMODE)=15.0 //15
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HRG_93R'
Spread(DEFAULT_FIREMODE)=0.015
BurstAmount=3
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
// ALTFIRE_FIREMODE
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponBurstFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_Pistol9mm'
FireInterval(ALTFIRE_FIREMODE)=+0.08 // about twice as fast as single
InstantHitDamage(ALTFIRE_FIREMODE)=15.0 //15
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_HRG_93R'
Spread(ALTFIRE_FIREMODE)=0.015
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
// BASH_FIREMODE
InstantHitDamage(BASH_FIREMODE)=22
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRG_93R'
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_HRG_93R.Play_WEP_HRG_93R_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_HRG_93R.Play_WEP_HRG_93R_Fire_1P')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_HRG_93R.Play_WEP_HRG_93R_Handling_DryFire'
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_HRG_93R.Play_WEP_HRG_93R_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_HRG_93R.Play_WEP_HRG_93R_Fire_1P')
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_HRG_93R.Play_WEP_HRG_93R_Handling_DryFire'
// Attachments
bHasIronSights=true
bHasFlashlight=true
AssociatedPerkClasses(0)=none
// Inventory
InventoryGroup=IG_Secondary
InventorySize=2
GroupPriority=20
WeaponSelectTexture=Texture2D'wep_ui_dual_hrg_93r_pistol_tex.UI_WeaponSelect_Dual_HRG_93R'
bIsBackupWeapon=false
BonesToLockOnEmpty=(RW_Bolt, RW_Bullets1)
BonesToLockOnEmpty_L=(LW_Bolt, LW_Bullets1)
bHasFireLastAnims=true
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.2f,IncrementWeight=0)
//WeaponUpgrades[2]=(IncrementDamage=1.4f,IncrementWeight=0) //1
//WeaponUpgrades[3]=(IncrementDamage=1.6f,IncrementWeight=0) //1
//WeaponUpgrades[4]=(IncrementDamage=1.8f,IncrementWeight=0) //2
//WeaponUpgrades[5]=(IncrementDamage=2.0f,IncrementWeight=0) //3
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Damage1, Scale=1.2f)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Damage1, Scale=1.4f)))
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f), (Stat=EWUS_Damage1, Scale=1.6f)))
WeaponUpgrades[4]=(Stats=((Stat=EWUS_Damage0, Scale=1.8f), (Stat=EWUS_Damage1, Scale=1.8f)))
WeaponUpgrades[5]=(Stats=((Stat=EWUS_Damage0, Scale=2.0f), (Stat=EWUS_Damage1, Scale=2.0f)))
}