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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_Pistol_AF2011.uc
2020-12-13 18:01:13 +03:00

129 lines
4.0 KiB
Ucode

//=============================================================================
// KFWeap_Pistol_AF2011
//=============================================================================
// An AF2011 pistol
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
//=============================================================================
class KFWeap_Pistol_AF2011 extends KFWeap_PistolBase;
var vector BarrelOffset;
simulated function KFProjectile SpawnProjectile(class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir)
{
if (CurrentFireMode == GRENADE_FIREMODE)
{
return Super.SpawnProjectile(KFProjClass, RealStartLoc, AimDir);
}
Super.SpawnProjectile(KFProjClass, RealStartLoc + BarrelOffset / 2.f, AimDir);
Super.SpawnProjectile(KFProjClass, RealStartLoc - BarrelOffset / 2.f, AimDir);
return None;
}
defaultproperties
{
BarrelOffset=(X=10.0,Y=0,Z=0)
// FOV
MeshFOV=86
MeshIronSightFOV=77
PlayerIronSightFOV=77
// Depth of field
DOF_FG_FocalRadius=38
DOF_FG_MaxNearBlurSize=3.5
// Zooming/Position
PlayerViewOffset=(X=14.0,Y=10,Z=-4)
// Content
PackageKey="AF2001"
FirstPersonMeshName="wep_1p_af2001_mesh.Wep_1stP_AF2001_Rig"
FirstPersonAnimSetNames(0)="wep_1p_af2001_anim.Wep_1stP_AF2001_Anim"
PickupMeshName="WEP_3P_AF2001_MESH.Wep_3rdP_AF2001_Pickup"
AttachmentArchetypeName="WEP_AF2001_ARCH.Wep_AF2001_3P"
MuzzleFlashTemplateName="WEP_AF2001_ARCH.Wep_AF2001_MuzzleFlash"
// Zooming/Position
IronSightPosition=(X=11,Y=0,Z=0)
// Ammo
MagazineCapacity[0]=16
SpareAmmoCapacity[0]=288
InitialSpareMags[0]=4
AmmoPickupScale[0]=2.0
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=650 //650 //550
minRecoilPitch=550 //550 //550
maxRecoilYaw=550 //150
minRecoilYaw=-550 //150
RecoilRate=0.09 //0.07
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=1250
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=500
RecoilISMinPitchLimit=65485
// DEFAULT_FIREMODE
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(DEFAULT_FIREMODE)= EWFT_Projectile
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_PistolAF2011'
FireInterval(DEFAULT_FIREMODE)=+0.1898
InstantHitDamage(DEFAULT_FIREMODE)=53 //91
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_AF2011'
PenetrationPower(DEFAULT_FIREMODE)=1.5
Spread(DEFAULT_FIREMODE)=0.01
FireOffset=(X=20,Y=4.0,Z=-3)
AmmoCost(DEFAULT_FIREMODE)=2
// ALT_FIREMODE
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_AF2011'
InstantHitDamage(BASH_FIREMODE)=22
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_AF2011.Play_WEP_AF2011_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_AF2011.Play_WEP_AF2011_Fire_1P') //@TODO: Replace me
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_DesertEagle.Play_WEP_SA_DesertEagle_Handling_DryFire' //@TODO: Replace me
// Attachments
bHasIronSights=true
bHasFlashlight=false
// Inventory
InventorySize=3
GroupPriority=25
bCanThrow=true
bDropOnDeath=true
WeaponSelectTexture=Texture2D'WEP_UI_AF2001_TEX.UI_WeaponSelect_AF2011'
bIsBackupWeapon=false
AssociatedPerkClasses(0)=class'KFPerk_Gunslinger'
DualClass=class'KFWeap_Pistol_DualAF2011'
// Custom animations
FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3)
IdleFidgetAnims=(Guncheck_v1, Guncheck_v2, Guncheck_v3, Guncheck_v4)
bHasFireLastAnims=true
BonesToLockOnEmpty=(RW_Bolt, RW_Bullets1)
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil'
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.125f,IncrementWeight=1)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.125f), (Stat=EWUS_Weight, Add=1)))
}