152 lines
4.9 KiB
Ucode
152 lines
4.9 KiB
Ucode
//=============================================================================
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// KFWeap_Pistol_HRGScorcher
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//=============================================================================
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// A Horzine experimental flare gun (Scorcher)
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2020 Tripwire Interactive LLC
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// Roberto Moreno (Saber Interactive)
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//=============================================================================
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class KFWeap_Pistol_HRGScorcher extends KFWeap_GrenadeLauncher_Base;
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var protected const array<vector2D> PelletSpread;
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/** Last time a submunition projectile was fired from this weapon */
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var float LastSubmunitionFireTime;
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/** We avoid alternating between firemodes and directly altfire */
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simulated function AltFireMode()
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{
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if ( !Instigator.IsLocallyControlled() )
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{
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return;
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}
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StartFire(ALTFIRE_FIREMODE);
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}
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static simulated event EFilterTypeUI GetTraderFilter()
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{
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return FT_Pistol;
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}
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static simulated event EFilterTypeUI GetAltTraderFilter()
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{
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return FT_Flame;
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}
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defaultproperties
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{
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ForceReloadTime=0.3f
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// Shooting Animations
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FireSightedAnims[0]=Shoot_Iron
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FireSightedAnims[1]=Shoot_Iron2
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FireSightedAnims[2]=Shoot_Iron3
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// Inventory
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InventoryGroup=IG_Secondary
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GroupPriority=75
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InventorySize=4
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WeaponSelectTexture=Texture2D'WEP_UI_HRGScorcher_Pistol_TEX.UI_WeaponSelect_HRGScorcher'
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// FOV
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MeshIronSightFOV=52
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PlayerIronSightFOV=73
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// Zooming/Position
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PlayerViewOffset=(X=13.0,Y=13,Z=-4)
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FastZoomOutTime=0.2
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// Content
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PackageKey="HRGScorcher_Pistol"
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FirstPersonMeshName="WEP_1P_HRGScorcher_Pistol_MESH.Wep_1stP_HRGScorcher_Pistol_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_HRGScorcher_Pistol_ANIM.Wep_1stP_HRGScorcher_Pistol_Anim"
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PickupMeshName="wep_3p_HRGScorcher_Pistol_mesh.WEP_HRGScorcher_Pickup"
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AttachmentArchetypeName="WEP_HRGScorcher_Pistol_ARCH.Wep_HRGScorcher_Pistol_3P"
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MuzzleFlashTemplateName="WEP_HRGScorcher_Pistol_ARCH.Wep_HRGScorcher_Pistol_MuzzleFlash"
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// Zooming/Position
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IronSightPosition=(X=0,Y=0,Z=0)
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// Ammo
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MagazineCapacity[0]=1
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SpareAmmoCapacity[0]=31 //28
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InitialSpareMags[0]=12
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AmmoPickupScale[0]=4.0 //3.0
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bCanBeReloaded=true
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bReloadFromMagazine=true
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bNoMagazine=true
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// Recoil
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maxRecoilPitch=900
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minRecoilPitch=775
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maxRecoilYaw=500
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minRecoilYaw=-500
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RecoilRate=0.04
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RecoilBlendOutRatio=0.35
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RecoilMaxYawLimit=500
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RecoilMinYawLimit=65035
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RecoilMaxPitchLimit=1500
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RecoilMinPitchLimit=64785
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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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RecoilViewRotationScale=0.8
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FallingRecoilModifier=1.5
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HippedRecoilModifier=1.25
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// DEFAULT_FIREMODE
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
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FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFireAndReload
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_LightingFlare_HRGScorcher'
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InstantHitDamage(DEFAULT_FIREMODE)=333 //370 //185 //210 //250.0
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HRGScorcherLightingImpact'
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PenetrationPower(DEFAULT_FIREMODE)=0
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Spread(DEFAULT_FIREMODE)=0.01f//0.05f//0.1f
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FireInterval(DEFAULT_FIREMODE)=0.25
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FireOffset=(X=23,Y=4.0,Z=-3)
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// ALT_FIREMODE
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FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
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FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFireAndReload
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WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
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WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_BrokenFlare_HRGScorcher'
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FireInterval(ALTFIRE_FIREMODE)=0.25
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InstantHitDamage(ALTFIRE_FIREMODE)=70 //80.0//50.0
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InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_HRGScorcherBrokenImpact'
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PenetrationPower(ALTFIRE_FIREMODE)=0
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Spread(ALTFIRE_FIREMODE)=0.1f
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// BASH_FIREMODE
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRGScorcher'
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InstantHitDamage(BASH_FIREMODE)=26
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_HRG_Scorcher.Play_WEP_HRG_Scorcher_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_HRG_Scorcher.Play_WEP_HRG_Scorcher_Fire_1P')
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WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_HRG_Scorcher.Play_WEP_HRG_Scorcher_AltFire_3P', FirstPersonCue=AkEvent'WW_WEP_HRG_Scorcher.Play_WEP_HRG_Scorcher_AltFire_1P')
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//@todo: add akevent when we have it
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WeaponDryFireSnd(DEFAULT_FIREMODE)=none
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// Animation
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bHasFireLastAnims=true
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// Attachments
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bHasIronSights=true
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bHasFlashlight=false
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AssociatedPerkClasses(0)=class'KFPerk_Firebug'
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WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil'
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Weight, Add=1)))
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WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Weight, Add=2)))
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} |