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

121 lines
4.4 KiB
Ucode

//=============================================================================
// KFWeap_Shotgun_DragonsBreath
//=============================================================================
// A trench shotgun with incendiary rounds Dragons Breath!
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - John "Ramm-Jaeger" Gibson
//=============================================================================
class KFWeap_Shotgun_DragonsBreath extends KFWeap_ShotgunBase;
static simulated event EFilterTypeUI GetAltTraderFilter()
{
return FT_Flame;
}
defaultproperties
{
// Inventory
InventorySize=5
GroupPriority=50
WeaponSelectTexture=Texture2D'WEP_UI_DragonsBreath.UI_WeaponSelect_DragonsBreath'
// FOV
MeshFOV=75
MeshIronSightFOV=52
PlayerIronSightFOV=70
// Depth of field
DOF_FG_FocalRadius=95
DOF_FG_MaxNearBlurSize=2.5
// Zooming/Position
PlayerViewOffset=(X=10.0,Y=7.5,Z=-4.5)
IronSightPosition=(X=7,Y=0,Z=-0.0)
// Content
PackageKey="DragonsBreath"
FirstPersonMeshName="WEP_1P_DragonsBreath_MESH.Wep_1stP_DragonsBreath_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_DragonsBreath_ANIM.WEP_1P_DragonsBreath_ANIM"
PickupMeshName="WEP_3P_DragonsBreath_MESH.Wep_DragonsBreath_Pickup"
AttachmentArchetypeName="WEP_DragonsBreath_ARCH.Wep_DragonsBreath_3P"
MuzzleFlashTemplateName="WEP_DragonsBreath_ARCH.Wep_DragonsBreath_MuzzleFlash_3P"
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)="ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle"
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_DragonsBreath'
InstantHitDamage(DEFAULT_FIREMODE)=35 //15 //27
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_DragonsBreath'
PenetrationPower(DEFAULT_FIREMODE)=2.0 //3.0
FireInterval(DEFAULT_FIREMODE)=0.69 // 86 RPM
FireOffset=(X=30,Y=3,Z=-3)
// Shotgun
Spread(DEFAULT_FIREMODE)=0.16 //0.1
NumPellets(DEFAULT_FIREMODE)=6 //9
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_DragonsBreath'
InstantHitDamage(BASH_FIREMODE)=25
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_DragonsBreath.Play_SA_DragonsBreath_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_DragonsBreath.Play_SA_DragonsBreath_Fire_1P')
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_DragonsBreath.Play_SA_DragonsBreath_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_DragonsBreath.Play_SA_DragonsBreath_Fire_1P')
// using M4 dry fire sound. this is intentional.
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_M4.Play_WEP_SA_M4_Handling_DryFire'
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_M4.Play_WEP_SA_M4_Handling_DryFire'
// Attachments
bHasIronSights=true
bHasFlashlight=false
// Ammo
MagazineCapacity[0]=6
SpareAmmoCapacity[0]=60
InitialSpareMags[0]=4
bCanBeReloaded=true
bReloadFromMagazine=false
// Recoil
maxRecoilPitch=900
minRecoilPitch=775
maxRecoilYaw=500
minRecoilYaw=-500
RecoilRate=0.085
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
AssociatedPerkClasses(0)=class'KFPerk_Firebug'
AssociatedPerkClasses(1)=class'KFPerk_Support'
BonesToLockOnEmpty=(RW_Hammer)
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil_SingleShot'
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.1f,IncrementWeight=1)
//WeaponUpgrades[2]=(IncrementDamage=1.2f,IncrementWeight=2)
//WeaponUpgrades[3]=(IncrementDamage=1.3f,IncrementWeight=3)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.1f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Weight, Add=2)))
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Weight, Add=3)))
}