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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_Pistol_HRGScorcher.uc
2020-12-13 18:01:13 +03:00

147 lines
4.8 KiB
Ucode

//=============================================================================
// KFWeap_Pistol_HRGScorcher
//=============================================================================
// A Horzine experimental flare gun (Scorcher)
//=============================================================================
// Killing Floor 2
// Copyright (C) 2020 Tripwire Interactive LLC
// Roberto Moreno (Saber Interactive)
//=============================================================================
class KFWeap_Pistol_HRGScorcher extends KFWeap_GrenadeLauncher_Base;
var protected const array<vector2D> PelletSpread;
/** Last time a submunition projectile was fired from this weapon */
var float LastSubmunitionFireTime;
/** We avoid alternating between firemodes and directly altfire */
simulated function AltFireMode()
{
if ( !Instigator.IsLocallyControlled() )
{
return;
}
StartFire(ALTFIRE_FIREMODE);
}
static simulated event EFilterTypeUI GetAltTraderFilter()
{
return FT_Pistol;
}
defaultproperties
{
ForceReloadTime=0.3f
// Shooting Animations
FireSightedAnims[0]=Shoot_Iron
FireSightedAnims[1]=Shoot_Iron2
FireSightedAnims[2]=Shoot_Iron3
// Inventory
InventoryGroup=IG_Secondary
GroupPriority=75
InventorySize=4
WeaponSelectTexture=Texture2D'WEP_UI_HRGScorcher_Pistol_TEX.UI_WeaponSelect_HRGScorcher'
// FOV
MeshIronSightFOV=52
PlayerIronSightFOV=73
// Zooming/Position
PlayerViewOffset=(X=13.0,Y=13,Z=-4)
FastZoomOutTime=0.2
// Content
PackageKey="HRGScorcher_Pistol"
FirstPersonMeshName="WEP_1P_HRGScorcher_Pistol_MESH.Wep_1stP_HRGScorcher_Pistol_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_HRGScorcher_Pistol_ANIM.Wep_1stP_HRGScorcher_Pistol_Anim"
PickupMeshName="wep_3p_HRGScorcher_Pistol_mesh.WEP_HRGScorcher_Pickup"
AttachmentArchetypeName="WEP_HRGScorcher_Pistol_ARCH.Wep_HRGScorcher_Pistol_3P"
MuzzleFlashTemplateName="WEP_HRGScorcher_Pistol_ARCH.Wep_HRGScorcher_Pistol_MuzzleFlash"
// Zooming/Position
IronSightPosition=(X=0,Y=0,Z=0)
// Ammo
MagazineCapacity[0]=1
SpareAmmoCapacity[0]=31 //28
InitialSpareMags[0]=12
AmmoPickupScale[0]=4.0 //3.0
bCanBeReloaded=true
bReloadFromMagazine=true
bNoMagazine=true
// Recoil
maxRecoilPitch=900
minRecoilPitch=775
maxRecoilYaw=500
minRecoilYaw=-500
RecoilRate=0.04
RecoilBlendOutRatio=0.35
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=1500
RecoilMinPitchLimit=64785
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=500
RecoilISMinPitchLimit=65485
RecoilViewRotationScale=0.8
FallingRecoilModifier=1.5
HippedRecoilModifier=1.25
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFireAndReload
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_LightingFlare_HRGScorcher'
InstantHitDamage(DEFAULT_FIREMODE)=333 //370 //185 //210 //250.0
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HRGScorcherLightingImpact'
PenetrationPower(DEFAULT_FIREMODE)=0
Spread(DEFAULT_FIREMODE)=0.01f//0.05f//0.1f
FireInterval(DEFAULT_FIREMODE)=0.25
FireOffset=(X=23,Y=4.0,Z=-3)
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFireAndReload
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_BrokenFlare_HRGScorcher'
FireInterval(ALTFIRE_FIREMODE)=0.25
InstantHitDamage(ALTFIRE_FIREMODE)=70 //80.0//50.0
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_HRGScorcherBrokenImpact'
PenetrationPower(ALTFIRE_FIREMODE)=0
Spread(ALTFIRE_FIREMODE)=0.1f
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRGScorcher'
InstantHitDamage(BASH_FIREMODE)=26
// Fire Effects
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')
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')
//@todo: add akevent when we have it
WeaponDryFireSnd(DEFAULT_FIREMODE)=none
// Animation
bHasFireLastAnims=true
// Attachments
bHasIronSights=true
bHasFlashlight=false
AssociatedPerkClasses(0)=class'KFPerk_Firebug'
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil'
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Weight, Add=2)))
}