//============================================================================= // M99Fire //============================================================================= // M99 Sniper Rifle primary fire class //============================================================================= // Killing Floor Source // Copyright (C) 2012 Tripwire Interactive LLC // - John "Ramm-Jaeger" Gibson, and IJC Development //============================================================================= class M99Fire extends KFShotgunFire; simulated function bool AllowFire() { return (Weapon.AmmoAmount(ThisModeNum) >= AmmoPerFire); } function float MaxRange() { return 25000; } function DoFireEffect() { Super(KFShotgunFire).DoFireEffect(); } defaultproperties { KickMomentum=(X=-150.000000,Z=85.000000) LowGravKickMomentumScale=7.0 FireAimedAnim=Fire_Iron ProjPerFire=1 TransientSoundVolume=1.800000 FireSoundRef="KF_M99Snd.M99_Fire_M" StereoFireSoundRef="KF_M99Snd.M99_Fire_S" NoAmmoSoundRef="KF_SCARSnd.SCAR_DryFire" FireForce="AssaultRifleFire" FireRate=3.0300000 AmmoClass=Class'KFMod.M99Ammo' ShakeOffsetMag=(X=5.000000,Y=5.000000,Z=5.000000) ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000) ShakeRotMag=(X=5.000000,Y=7.000000,Z=3.000000) ProjectileClass=Class'KFMod.M99Bullet' BotRefireRate=3.5700000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stPTRD' aimerror=0.000000 Spread=0.004 SpreadStyle=SS_Random ProjSpawnOffset=(Y=0.000000,Z=0.000000) EffectiveRange=25000.000000 RecoilRate=0.1 maxVerticalRecoilAngle=4000 maxHorizontalRecoilAngle=90 bWaitForRelease=True bRandomPitchFireSound=False }