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

165 lines
5.7 KiB
Ucode

//=============================================================================
// KFWeap_Shotgun_HRG_Kaboomstick
//=============================================================================
// A double barrel shotgun that shoots explosives projectiles
//=============================================================================
// Killing Floor 2
// Copyright (C) 2019 Tripwire Interactive LLC
// Tulio Beloqui (Saber Interactive)
//=============================================================================
class KFWeap_Shotgun_HRG_Kaboomstick extends KFWeap_Shotgun_DoubleBarrel;
var transient bool AlreadyIssuedCanNuke;
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_Explosive_HRG_Kaboomstick Proj;
Proj = KFProj_Explosive_HRG_Kaboomstick(Super.SpawnProjectile(KFProjClass, RealStartLoc, AimDir));
if (AlreadyIssuedCanNuke == false)
{
Proj.bCanNuke = true;
AlreadyIssuedCanNuke = true;
}
else
{
Proj.bCanNuke = false;
}
return Proj;
}
defaultproperties
{
// Inventory
InventorySize=6
GroupPriority=75
WeaponSelectTexture=Texture2D'WEP_UI_HRG_Kaboomstick_TEX.UI_WeaponSelect_HRG_Kaboomstick'
// FOV
MeshFOV=75
MeshIronSightFOV=52
PlayerIronSightFOV=70
// Depth of field
DOF_FG_FocalRadius=65
DOF_FG_MaxNearBlurSize=3
// Zooming/Position
PlayerViewOffset=(X=4.0,Y=7.0,Z=-5.0)
IronSightPosition=(X=7,Y=0.22,Z=-0.6)
// Content
PackageKey="HRG_Kaboomstick"
FirstPersonMeshName="WEP_1P_HRG_Kaboomstick_MESH.Wep_1stP_HRG_Kaboomstick_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_HRG_Kaboomstick_ANIM.Wep_1stP_HRG_Kaboomstick_Anim"
PickupMeshName="WEP_3P_HRG_Kaboomstick_MESH.Wep_HRG_Kaboomstick_Pickup"
AttachmentArchetypeName="WEP_HRG_Kaboomstick_ARCH.Wep_HRG_Kaboomstick_3P"
MuzzleFlashTemplateName="WEP_HRG_Kaboomstick_ARCH.Wep_HRG_Kaboomstick_MuzzleFlash"
// Animations
FireAnim=Shoot_Single
FireDoubleAnim=Shoot_Double
FireSightedAnims[0]=Shoot_Iron_Single
FireSightedAnims[1]=Shoot_Iron_Double
bHasFireLastAnims=false
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Explosive_HRG_Kaboomstick'
InstantHitDamage(DEFAULT_FIREMODE)=15 //10 //25
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HRG_Kaboomstick'
PenetrationPower(DEFAULT_FIREMODE)=0
FireInterval(DEFAULT_FIREMODE)=0.25 // 240 RPM
FireOffset=(X=25,Y=3.5,Z=-4)
NumPellets(DEFAULT_FIREMODE)=8
Spread(DEFAULT_FIREMODE)=0.45 //0.2
ForceReloadTimeOnEmpty=0.3
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunAuto'
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponDoubleBarrelFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Explosive_HRG_Kaboomstick'
InstantHitDamage(ALTFIRE_FIREMODE)=15 //10 //25
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_HRG_Kaboomstick'
PenetrationPower(ALTFIRE_FIREMODE)=0
FireInterval(ALTFIRE_FIREMODE)=0.25 // 240 RPM
NumPellets(ALTFIRE_FIREMODE)=16 // 8
Spread(ALTFIRE_FIREMODE)=0.45 //0.2
DoubleBarrelKickMomentum=1000
FallingMomentumReduction=0.5
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRG_Kaboomstick'
InstantHitDamage(BASH_FIREMODE)=26
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Shotgun.Play_SA_WEP_DoubleBarrel_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_Shotgun.Play_SA_WEP_DoubleBarrel_Fire_1P')
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Shotgun.Play_SA_WEP_DoubleBarrel_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_Shotgun.Play_SA_WEP_DoubleBarrel_Alt_Fire_1P')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_Shotgun.Play_SA_WEP_DoubleBarrel_Handling_DryFire'
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_Shotgun.Play_SA_WEP_DoubleBarrel_Handling_DryFire'
// Attachments
bHasIronSights=true
bHasFlashlight=false
// Ammo
MagazineCapacity[0]=2
SpareAmmoCapacity[0]=46
InitialSpareMags[0]=9 //13
AmmoPickupScale[0]=3.0 //4.0
bCanBeReloaded=true
bReloadFromMagazine=true
bNoMagazine=true
// Recoil
maxRecoilPitch=900
minRecoilPitch=775
maxRecoilYaw=500
minRecoilYaw=-500
RecoilRate=0.085
RecoilBlendOutRatio=1.1
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=1500
RecoilMinPitchLimit=64785
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=500
RecoilISMinPitchLimit=65485
RecoilViewRotationScale=0.8
FallingRecoilModifier=1.5
DoubleFireRecoilModifier=2.2
HippedRecoilModifier=1.25
AssociatedPerkClasses(0)=class'KFPerk_Demolitionist'
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil_SingleShot'
WeaponUpgrades.Empty()
WeaponUpgrades[0]=(Stats=((Stat=EWUS_Damage0, Scale=1.f, Add=0), (Stat=EWUS_Weight, Scale=1.f, Add=0)))
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.30f), (Stat=EWUS_Damage1, Scale=1.30f), (Stat=EWUS_Weight, Add=2)))
AlreadyIssuedCanNuke = false
}