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