//============================================================================= // ThompsonSMG //============================================================================= // A Thompson Sub Machine Gun //============================================================================= // Killing Floor Source // Copyright (C) 2012 Tripwire Interactive LLC // - IJC Weapon Development and John "Ramm-Jaeger" Gibson //============================================================================= class ThompsonSMG extends KFWeapon config(user); #exec OBJ LOAD FILE=KillingFloorWeapons.utx #exec OBJ LOAD FILE=KillingFloorHUD.utx #exec OBJ LOAD FILE=Inf_Weapons_Foley.uax // Use alt fire to switch fire modes simulated function AltFire(float F) { if(ReadyToFire(0)) { DoToggle(); } } function bool RecommendRangedAttack() { return true; } //TODO: LONG ranged? function bool RecommendLongRangedAttack() { return true; } function float SuggestAttackStyle() { return -1.0; } exec function SwitchModes() { DoToggle(); } function float GetAIRating() { local Bot B; B = Bot(Instigator.Controller); if ( (B == None) || (B.Enemy == None) ) return AIRating; return AIRating; } function byte BestMode() { return 0; } simulated function SetZoomBlendColor(Canvas c) { local Byte val; local Color clr; local Color fog; clr.R = 255; clr.G = 255; clr.B = 255; clr.A = 255; if( Instigator.Region.Zone.bDistanceFog ) { fog = Instigator.Region.Zone.DistanceFogColor; val = 0; val = Max( val, fog.R); val = Max( val, fog.G); val = Max( val, fog.B); if( val > 128 ) { val -= 128; clr.R -= val; clr.G -= val; clr.B -= val; } } c.DrawColor = clr; } simulated function bool StartFire(int Mode) { if( KFHighROFFire(FireMode[Mode]) == none || FireMode[Mode].bWaitForRelease ) return super.StartFire(Mode); if( !super.StartFire(Mode) ) // returns false when mag is empty return false; if( AmmoAmount(0) <= 0 ) { return false; } AnimStopLooping(); if( !FireMode[Mode].IsInState('FireLoop') && (AmmoAmount(0) > 0) ) { FireMode[Mode].StartFiring(); return true; } else { return false; } return true; } simulated function AnimEnd(int channel) { local name anim; local float frame, rate; if(!FireMode[0].IsInState('FireLoop')) { GetAnimParams(0, anim, frame, rate); if (ClientState == WS_ReadyToFire) { if ((FireMode[0] == None || !FireMode[0].bIsFiring) && (FireMode[1] == None || !FireMode[1].bIsFiring)) { PlayIdle(); } } } } simulated event OnZoomOutFinished() { local name anim; local float frame, rate; GetAnimParams(0, anim, frame, rate); if (ClientState == WS_ReadyToFire) { // Play the regular idle anim when we're finished zooming out if (anim == IdleAimAnim) { PlayIdle(); } // Switch looping fire anims if we switched to/from zoomed else if( FireMode[0].IsInState('FireLoop') && anim == 'Fire_Iron_Loop') { LoopAnim('Fire_Loop', FireMode[0].FireLoopAnimRate, FireMode[0].TweenTime); } } } /** * Called by the native code when the interpolation of the first person weapon to the zoomed position finishes */ simulated event OnZoomInFinished() { local name anim; local float frame, rate; GetAnimParams(0, anim, frame, rate); if (ClientState == WS_ReadyToFire) { // Play the iron idle anim when we're finished zooming in if (anim == IdleAnim) { PlayIdle(); } // Switch looping fire anims if we switched to/from zoomed else if( FireMode[0].IsInState('FireLoop') && anim == 'Fire_Loop' ) { LoopAnim('Fire_Iron_Loop', FireMode[0].FireLoopAnimRate, FireMode[0].TweenTime); } } } defaultproperties { SkinRefs(0)="KF_IJC_Halloween_Weapons.Thompson.thompson_cmb" SleeveNum=1 WeaponReloadAnim=Reload_Thompson IdleAimAnim=Idle_Iron CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" MagCapacity=30 ReloadRate=3.6 ReloadAnim="Reload" ReloadAnimRate=1.000000 Weight=5.000000 bModeZeroCanDryFire=True FireModeClass(0)=Class'KFMod.ThompsonFire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectSoundRef="KF_IJC_HalloweenSnd.Thompson_Handling_Bolt_Back" SelectForce="SwitchToAssaultRifle" bShowChargingBar=True EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) Priority=120 InventoryGroup=3 GroupOffset=16 PickupClass=Class'KFMod.ThompsonPickup' PlayerViewOffset=(X=10.000000,Y=16.000000,Z=-7.000000) BobDamping=4.000000 AttachmentClass=Class'kfmod.ThompsonAttachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) Description="The Thompson sub-machine gun. An absolute classic of design and functionality, beloved by soldiers and gangsters for decades!" ItemName="Tommy Gun" MeshRef="KF_IJC_Halloween_Weps3.Thompson" DrawScale=1.00000 TransientSoundVolume=1.250000 AmbientGlow=0 AIRating=0.550000 CurrentRating=0.550000 DisplayFOV=55.000000 StandardDisplayFOV=55.000000 PlayerIronSightFOV=65.000000 ZoomTime=0.25 FastZoomOutTime=0.2 ZoomInRotation=(Pitch=-910,Yaw=0,Roll=2910) bHasAimingMode=True ZoomedDisplayFOV=40.000000 HudImageRef="KF_IJC_HUD.WeaponSelect.Thompson_unselected" SelectedHudImageRef="KF_IJC_HUD.WeaponSelect.Thompson" TraderInfoTexture=Texture'KF_IJC_HUD.Trader_Weapon_Icons.Trader_Thompson' AppID=210934 bIsTier2Weapon=true }