621 lines
18 KiB
Ucode
621 lines
18 KiB
Ucode
//=============================================================================
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// KFWeap_AssaultRifle_MedicRifleGrenadeLauncher
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//=============================================================================
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// A Medic Rifle with Grenade Launcher attachment
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2017 Tripwire Interactive LLC
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//=============================================================================
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class KFWeap_AssaultRifle_MedicRifleGrenadeLauncher extends KFWeap_MedicBase;
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var(Positioning) vector SecondaryFireOffset;
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const SecondaryFireAnim = 'Shoot_Secondary';
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const SecondaryFireIronAnim = 'Shoot_Secondary_Iron';
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const SecondaryReloadAnim = 'Reload_Secondary';
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const SecondaryReloadAnim_Elite = 'Reload_Secondary_Elite';
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// Used on the server to keep track of grenades
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// TODO: ALL ServerTotalAltAmmo CODE IS COPY-PASTED FROM M16M203. THIS CODE NEEDS TO LIVE IN ONE PLACE.
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var int ServerTotalAltAmmo;
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var transient bool bCanceledAltAutoReload;
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simulated function int GetSecondaryAmmoForHUD()
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{
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return super(KFWeapon).GetSecondaryAmmoForHUD();
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}
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static simulated event EFilterTypeUI GetTraderFilter()
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{
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return FT_Assault;
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}
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static simulated event EFilterTypeUI GetAltTraderFilter()
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{
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return FT_Explosive;
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}
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/** Instead of switch fire mode use as immediate alt fire */
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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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if (bCanceledAltAutoReload)
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{
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bCanceledAltAutoReload = false;
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TryToAltReload();
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return;
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}
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// StartFire - StopFire called from KFPlayerInput
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StartFire(ALTFIRE_FIREMODE);
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}
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simulated function BeginFire( Byte FireModeNum )
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{
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local bool bStoredAutoReload;
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// We are trying to reload the weapon but the primary ammo in already at full capacity
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if ( FireModeNum == RELOAD_FIREMODE && !CanReload() )
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{
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// Store the cuurent state of bCanceledAltAutoReload in case its not possible to do the reload
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bStoredAutoReload = bCanceledAltAutoReload;
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bCanceledAltAutoReload = false;
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if(CanAltAutoReload())
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{
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TryToAltReload();
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return;
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}
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bCanceledAltAutoReload = bStoredAutoReload;
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}
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super.BeginFire( FireModeNum );
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}
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/**
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* Initializes ammo counts, when weapon is spawned.
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*/
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function InitializeAmmo()
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{
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Super.InitializeAmmo();
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// Add Secondary ammo to our secondary spare ammo count both of these are important, in order to allow dropping the weapon to function properly.
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SpareAmmoCount[1] = Min(SpareAmmoCount[1] + InitialSpareMags[1] * default.MagazineCapacity[1], GetMaxAmmoAmount(1) - AmmoCount[1]);
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ServerTotalAltAmmo += SpareAmmoCount[1];
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// Make sure the server doesn't get extra shots on listen servers.
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if(Role == ROLE_Authority && !Instigator.IsLocallyControlled())
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{
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ServerTotalAltAmmo += AmmoCount[1];
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}
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}
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/**
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* @see Weapon::ConsumeAmmo
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*/
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simulated function ConsumeAmmo( byte FireModeNum )
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{
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local byte AmmoType;
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local bool bNoInfiniteAmmo;
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local int OldAmmoCount;
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if(UsesSecondaryAmmo() && FireModeNum == ALTFIRE_FIREMODE && Role == ROLE_Authority && !Instigator.IsLocallyControlled())
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{
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AmmoType = GetAmmoType(FireModeNum);
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OldAmmoCount = AmmoCount[AmmoType];
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Super.ConsumeAmmo(FireModeNum);
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bNoInfiniteAmmo = (OldAmmoCount - AmmoCount[AmmoType]) > 0 || AmmoCount[AmmoType] == 0;
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if ( bNoInfiniteAmmo )
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{
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ServerTotalAltAmmo--;
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}
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}
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else
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{
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Super.ConsumeAmmo(FireModeNum);
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}
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}
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/** Make sure user can't fire infinitely if they cheat to get infinite ammo locally. */
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simulated event bool HasAmmo( byte FireModeNum, optional int Amount=1 )
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{
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local byte AmmoType;
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AmmoType = GetAmmoType(FireModeNum);
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if(AmmoType == 1 && Role == ROLE_Authority && UsesSecondaryAmmo() && !Instigator.IsLocallyControlled())
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{
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if(ServerTotalAltAmmo <= 0)
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{
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return false;
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}
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}
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return Super.HasAmmo(FireModeNum, Amount );
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}
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/**
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* Overridden so any grenades added will go to the spare ammo and no the clip.
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*/
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function int AddSecondaryAmmo(int Amount)
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{
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local int OldAmmo;
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// If we can't accept spare ammo, then abort
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if( !CanRefillSecondaryAmmo() )
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{
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return 0;
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}
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if(Role == ROLE_Authority && !Instigator.IsLocallyControlled())
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{
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OldAmmo = ServerTotalAltAmmo;
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ServerTotalAltAmmo = Min(ServerTotalAltAmmo + Amount, GetMaxAmmoAmount(1));
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ClientGiveSecondaryAmmo(Amount);
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return ServerTotalAltAmmo - OldAmmo;
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}
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else
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{
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OldAmmo = SpareAmmoCount[1];
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ClientGiveSecondaryAmmo(Amount);
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return SpareAmmoCount[1] - OldAmmo;
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}
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}
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/** Give client specified amount of ammo (used player picks up ammo on the server) */
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reliable client function ClientGiveSecondaryAmmo(byte Amount)
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{
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SpareAmmoCount[1] = Min(SpareAmmoCount[1] + Amount, GetMaxAmmoAmount(1) - AmmoCount[1]);
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TryToAltReload();
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}
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function SetOriginalValuesFromPickup( KFWeapon PickedUpWeapon )
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{
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local KFWeap_AssaultRifle_MedicRifleGrenadeLauncher Weap;
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Super.SetOriginalValuesFromPickup(PickedUpWeapon);
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if(Role == ROLE_Authority && !Instigator.IsLocallyControlled())
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{
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Weap = KFWeap_AssaultRifle_MedicRifleGrenadeLauncher(PickedUpWeapon);
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ServerTotalAltAmmo = Weap.ServerTotalAltAmmo;
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SpareAmmoCount[1] = ServerTotalAltAmmo - AmmoCount[1];
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}
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else
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{
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// If we're locally controlled, don't bother using ServerTotalAltAmmo.
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SpareAmmoCount[1] = PickedUpWeapon.SpareAmmoCount[1];
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}
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}
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/*********************************************************************************************
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* State GrenadeFiring
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* Handles firing grenade launcher.
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*********************************************************************************************/
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simulated state FiringSecondaryState extends WeaponSingleFiring
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{
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// Overriden to not call FireAmmunition right at the start of the state
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simulated event BeginState( Name PreviousStateName )
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{
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Super.BeginState(PreviousStateName);
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NotifyBeginState();
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}
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simulated function EndState(Name NextStateName)
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{
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Super.EndState(NextStateName);
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NotifyEndState();
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}
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/**
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* This function returns the world location for spawning the visual effects
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* Overridden to use a special offset for throwing grenades
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*/
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simulated event vector GetMuzzleLoc()
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{
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local vector MuzzleLocation;
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// swap fireoffset temporarily
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FireOffset = SecondaryFireOffset;
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MuzzleLocation = Global.GetMuzzleLoc();
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FireOffset = default.FireOffset;
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return MuzzleLocation;
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}
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/** Get whether we should play the reload anim as well or not */
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simulated function name GetWeaponFireAnim(byte FireModeNum)
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{
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return bUsingSights ? SecondaryFireIronAnim : SecondaryFireAnim;
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}
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}
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/**
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* Don't allow secondary fire to make a primary fire shell particle come out of the gun.
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*/
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simulated function CauseMuzzleFlash(byte FireModeNum)
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{
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local bool AutoShellEject;
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if(FireModeNum == ALTFIRE_FIREMODE)
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{
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if (MuzzleFlash == None)
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{
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AttachMuzzleFlash();
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}
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AutoShellEject = MuzzleFlash.bAutoActivateShellEject;
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MuzzleFlash.bAutoActivateShellEject = false;
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Super.CauseMuzzleFlash(FireModeNum);
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MuzzleFlash.bAutoActivateShellEject = AutoShellEject;
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}
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else
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{
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Super.CauseMuzzleFlash(FireModeNum);
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}
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}
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/*********************************************************************************************
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* State Reloading
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* This is the default Reloading State. It's performed on both the client and the server.
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*********************************************************************************************/
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/** Do not allow alternate fire to tell the weapon to reload. Alt reload occurs in a separate codepath */
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simulated function bool ShouldAutoReload(byte FireModeNum)
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{
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if(FireModeNum == ALTFIRE_FIREMODE)
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{
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return false;
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}
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return Super.ShouldAutoReload(FireModeNum);
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}
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/** Called on local player when reload starts and replicated to server */
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simulated function SendToAltReload()
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{
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ReloadAmountLeft = MagazineCapacity[1];
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GotoState('AltReloading');
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if ( Role < ROLE_Authority )
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{
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ServerSendToAltReload();
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}
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}
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/** Called from client when reload starts */
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reliable server function ServerSendToAltReload()
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{
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ReloadAmountLeft = MagazineCapacity[1];
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GotoState('AltReloading');
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}
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/**
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* State Reloading
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* State the weapon is in when it is being reloaded (current magazine replaced with a new one, related animations and effects played).
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*/
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simulated state AltReloading extends Reloading
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{
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ignores ForceReload, ShouldAutoReload, AllowSprinting;
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simulated function byte GetWeaponStateId()
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{
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local KFPerk Perk;
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local bool bTacticalReload;
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Perk = GetPerk();
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bTacticalReload = (Perk != None && Perk.GetUsingTactialReload(self));
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return (bTacticalReload ? WEP_ReloadSecondary_Elite : WEP_ReloadSecondary);
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}
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simulated event BeginState(Name PreviousStateName)
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{
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super.BeginState(PreviousStateName);
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bCanceledAltAutoReload = true;
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}
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// Overridding super so we don't call functions we don't want to call.
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simulated function EndState(Name NextStateName)
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{
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ClearZedTimeResist();
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ClearTimer(nameof(ReloadStatusTimer));
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ClearTimer(nameof(ReloadAmmoTimer));
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CheckBoltLockPostReload();
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NotifyEndState();
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`DialogManager.PlayAmmoDialog( KFPawn(Instigator), float(SpareAmmoCount[1]) / float(GetMaxAmmoAmount(1)) );
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}
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// Overridding super so when this reload is called directly after normal reload state there
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// are not complications resulting from back to back reloads.
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simulated event ReplicatedEvent(name VarName)
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{
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Global.ReplicatedEvent(Varname);
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}
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/** Make sure we can inturrupt secondary reload with anything. */
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simulated function bool CanOverrideMagReload(byte FireModeNum)
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{
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return true;
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}
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/** Returns animation to play based on reload type and status */
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simulated function name GetReloadAnimName( bool bTacticalReload )
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{
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// magazine relaod
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if ( AmmoCount[1] > 0 )
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{
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return (bTacticalReload) ? SecondaryReloadAnim_Elite : SecondaryReloadAnim;
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}
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else
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{
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return (bTacticalReload) ? SecondaryReloadAnim_Elite : SecondaryReloadAnim;
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}
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}
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simulated function PerformReload(optional byte FireModeNum)
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{
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Global.PerformReload(ALTFIRE_FIREMODE);
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if(Instigator.IsLocallyControlled() && Role < ROLE_Authority)
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{
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ServerSetAltAmmoCount(AmmoCount[1]);
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}
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bCanceledAltAutoReload = false;
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}
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simulated function EReloadStatus GetNextReloadStatus(optional byte FireModeNum)
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{
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return Global.GetNextReloadStatus(ALTFIRE_FIREMODE);
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}
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}
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reliable server function ServerSetAltAmmoCount(byte Amount)
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{
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AmmoCount[1] = min(Amount, MagazineCapacity[1]);
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}
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/** Allow reloads for primary weapon to be interupted by firing secondary weapon. */
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simulated function bool CanOverrideMagReload(byte FireModeNum)
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{
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if(FireModeNum == ALTFIRE_FIREMODE)
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{
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return true;
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}
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return Super.CanOverrideMagReload(FireModeNum);
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}
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/*********************************************************************************************
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* State Active
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* Try to get weapon to automatically reload secondary fire types when it can.
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*********************************************************************************************/
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simulated state Active
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{
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/** Initialize the weapon as being active and ready to go. */
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simulated event BeginState(Name PreviousStateName)
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{
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// do this last so the above code happens before any state changes
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Super.BeginState(PreviousStateName);
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// If nothing happened, try to reload
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TryToAltReload();
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}
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}
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/** Network: Local Player */
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simulated function bool CanAltAutoReload()
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{
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if ( !Instigator.IsLocallyControlled() )
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{
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return false;
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}
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if(!UsesSecondaryAmmo())
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{
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return false;
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}
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// If the weapon wants to fire its primary weapon, and it can fire, do not allow weapon to automatically alt reload
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if(PendingFire(DEFAULT_FIREMODE) && HasAmmo(DEFAULT_FIREMODE))
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{
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return false;
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}
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if(!CanReload(ALTFIRE_FIREMODE))
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{
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return false;
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}
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if (bCanceledAltAutoReload)
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{
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return false;
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}
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return true;
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}
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simulated function TryToAltReload()
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{
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if ((IsInState('Active') || IsInState('WeaponSprinting')) && CanAltAutoReload())
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{
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SendToAltReload();
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}
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}
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/**
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* Update our displayed ammo count if it's changed
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*/
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simulated function UpdateOpticsUI(optional bool bForceUpdate)
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{
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if (OpticsUI != none && OpticsUI.OpticsContainer != none)
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{
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if (AmmoCount[DEFAULT_FIREMODE] != StoredPrimaryAmmo || bForceUpdate)
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{
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StoredPrimaryAmmo = AmmoCount[DEFAULT_FIREMODE];
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OpticsUI.SetPrimaryAmmo(StoredPrimaryAmmo);
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}
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if (AmmoCount[ALTFIRE_FIREMODE] != StoredSecondaryAmmo || bForceUpdate)
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{
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StoredSecondaryAmmo = AmmoCount[ALTFIRE_FIREMODE];
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OpticsUI.SetHealerCharge(StoredSecondaryAmmo * 100); //1 = full
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}
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if (OpticsUI.MinPercentPerShot != AmmoCost[ALTFIRE_FIREMODE])
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{
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OpticsUI.SetShotPercentCost(AmmoCost[ALTFIRE_FIREMODE]);
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}
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}
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}
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defaultproperties
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{
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bRechargeHealAmmo=false
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bCanRefillSecondaryAmmo=true
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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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// FOV
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MeshFov=65
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MeshIronSightFOV=45
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PlayerIronSightFOV=70
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// Depth of field
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DOF_FG_FocalRadius=75
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DOF_FG_MaxNearBlurSize=3.5
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// Content
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PackageKey="Medic_GrenadeLauncher"
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FirstPersonMeshName="wep_1p_medic_grenadelauncher_mesh.Wep_1stP_Medic_GrenadeLauncher_Rig"
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FirstPersonAnimSetNames(0)="wep_1p_medic_grenadelauncher_anim.Wep_1stP_Medic_GrenadeLauncher_Anim"
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PickupMeshName="WEP_3P_Medic_GrenadeLauncher_MESH.Wep_3rdP_Medic_GrenadeLauncher_Pickup"
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AttachmentArchetypeName="wep_medic_grenadelauncher_arch.Wep_Medic_GrenadeLauncher_3P"
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MuzzleFlashTemplateName="WEP_Medic_GrenadeLauncher_ARCH.Wep_Medic_GrenadeLauncher_MuzzleFlash"
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HealingDartDamageType=class'KFDT_Dart_Healing'
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DartFireSnd=(DefaultCue=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Fire_1P')
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LockAcquiredSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Locked_1P'
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LockLostSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Lost_1P'
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LockTargetingSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Locking_1P'
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HealImpactSoundPlayEvent=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Heal'
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HurtImpactSoundPlayEvent=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Hurt'
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OpticsUIClass=class'KFGFxWorld_MedicOptics'
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HealingDartWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Default_Recoil'
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// Zooming/Position
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PlayerViewOffset=(X=22.0,Y=9.f,Z=-2.f)
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IronSightPosition=(X=0,Y=0,Z=0)
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// Pickup
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AmmoPickupScale[1]=2.0
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// Ammo
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InitialSpareMags[0]=2
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MagazineCapacity[0]=30
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SpareAmmoCapacity[0]=210
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AmmoPickupScale[0]=1.0
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InitialSpareMags[1]=3
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MagazineCapacity[1]=1
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SpareAmmoCapacity[1]=9 //11
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bCanBeReloaded=true
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bReloadFromMagazine=true
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// Recoil
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maxRecoilPitch=150
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minRecoilPitch=125
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maxRecoilYaw=125
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minRecoilYaw=-125
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RecoilRate=0.11 //0.085
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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=75
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RecoilISMinYawLimit=65460
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RecoilISMaxPitchLimit=375
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RecoilISMinPitchLimit=65460
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IronSightMeshFOVCompensationScale=1.5
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HippedRecoilModifier=1.5
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SecondaryAmmoTexture=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Grenade'
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// Inventory / Grouping
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InventorySize=8
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GroupPriority=125
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WeaponSelectTexture=Texture2D'WEP_UI_Medic_GrenadeLauncher_TEX.UI_WeaponSelect_MedicGrenadeLauncher'
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AssociatedPerkClasses(0)=class'KFPerk_FieldMedic'
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AssociatedPerkClasses(1) = class'KFPerk_Commando'
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// DEFAULT_FIREMODE
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
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FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_MedicRifleGrenadeLauncher'
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FireInterval(DEFAULT_FIREMODE)=+0.12 // 400 RPM
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|
Spread(DEFAULT_FIREMODE)=0.0085
|
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InstantHitDamage(DEFAULT_FIREMODE)=47.0 //24
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FireOffset=(X=30,Y=4.5,Z=-5)
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|
SecondaryFireOffset=(X=39,Y=4.5,Z=-10)
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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)=FiringSecondaryState
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|
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
|
|
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_MedicGrenade_Mini'
|
|
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_MedicRifleGrenadeLauncherImpact'
|
|
FireInterval(ALTFIRE_FIREMODE)=+0.25f
|
|
InstantHitDamage(ALTFIRE_FIREMODE)=50.0
|
|
AmmoCost(ALTFIRE_FIREMODE)=1
|
|
Spread(ALTFIRE_FIREMODE)=0.0085
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|
|
|
// BASH_FIREMODE
|
|
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_MedicRifleGrenadeLauncher'
|
|
InstantHitDamage(BASH_FIREMODE)=26
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|
|
|
// Fire Effects
|
|
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Medic_GrenadeLauncher.Play_WEP_Medic_GrenadeLauncher_PrimaryFire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_Medic_GrenadeLauncher.Play_WEP_Medic_GrenadeLauncher_PrimaryFire_1P_Single')
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|
//WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Medic_GrenadeLauncher.Play_WEP_Medic_GrenadeLauncher_PrimaryFire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_Medic_GrenadeLauncher.Play_WEP_Medic_GrenadeLauncher_PrimaryFire_1P_EndLoop')
|
|
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Medic_GrenadeLauncher.Play_WEP_Medic_GrenadeLauncher_SecondaryFire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_Medic_GrenadeLauncher.Play_WEP_Medic_GrenadeLauncher_SecondaryFire_1P_Single')
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|
|
|
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Handling_DryFire'
|
|
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Handling_DryFire'
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|
|
|
// Advanced (High RPM) Fire Effects
|
|
bLoopingFireAnim(DEFAULT_FIREMODE)=true
|
|
bLoopingFireSnd(DEFAULT_FIREMODE)=false
|
|
WeaponFireSnd(2)=(DefaultCue=AkEvent'WW_WEP_M16M203.Play_M16_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_M16M203.Play_M16_Fire_1P_Single')
|
|
SingleFireSoundIndex=2
|
|
|
|
// Attachments
|
|
bHasIronSights=true
|
|
bHasFlashlight=false
|
|
}
|