//============================================================================= // FNFALFire //============================================================================= // FN FAL Assault rifle primary fire class //============================================================================= // Killing Floor Source // Copyright (C) 2012 Tripwire Interactive LLC // - John "Ramm-Jaeger" Gibson, and IJC Development //============================================================================= class FNFALFire extends KFHighROFFire; defaultproperties { FireAimedAnim=Fire_Iron FireLoopAnim=Fire_Loop FireLoopAimedAnim=Fire_Iron_Loop FireEndAnim=Fire_End FireEndAimedAnim=Fire_Iron_End FireSoundRef="KF_FNFALSnd.FNFAL_Fire_Single_M" StereoFireSoundRef="KF_FNFALSnd.FNFAL_Fire_Single_S" AmbientFireSoundRef="KF_FNFALSnd.FNFAL_Fire_Loop" FireEndSoundRef="KF_FNFALSnd.FNFAL_Fire_Loop_End_M" FireEndStereoSoundRef="KF_FNFALSnd.FNFAL_Fire_Loop_End_S" AmbientFireSoundRadius=500 AmbientFireVolume=255 FireSound=none NoAmmoSoundRef="KF_SCARSnd.SCAR_DryFire" DamageType=Class'KFMod.DamTypeFNFALAssaultRifle' DamageMin=60 DamageMax=65 Momentum=8500.000000 bPawnRapidFireAnim=True TransientSoundVolume=1.8 FireForce="AssaultRifleFire" FireRate=0.0857 //700 rpm RecoilRate=0.08 maxVerticalRecoilAngle=150 maxHorizontalRecoilAngle=115 TweenTime=0.025 bAccuracyBonusForSemiAuto=true AmmoClass=Class'KFMod.FNFALAmmo' AmmoPerFire=1 BotRefireRate=0.990000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG' aimerror=42.000000 Spread=0.0085 SpreadStyle=SS_Random //** View shake **// ShakeOffsetMag=(X=6.0,Y=3.0,Z=8.5) ShakeOffsetRate=(X=1000.0,Y=1000.0,Z=1000.0) ShakeOffsetTime=1.15 ShakeRotMag=(X=80.0,Y=80.0,Z=450.0) ShakeRotRate=(X=7500.0,Y=7500.0,Z=7500.0) ShakeRotTime=0.65 ShellEjectClass=class'KFMod.KFShellEjectFAL' ShellEjectBoneName=Shell_eject bRandomPitchFireSound=false }