/** * Attempt to make Husk Gun more usefull * * @author PooSH, 2012 */ class ScrnHuskGun extends HuskGun; var float ChargeAmount; //defined here for replication purpose replication { reliable if (Role == ROLE_Authority && bNetDirty && bNetOwner) ChargeAmount; } //v8.41: fixed loosing bonus ammo on drop function GiveAmmo(int m, WeaponPickup WP, bool bJustSpawned) { super(KFWeapon).GiveAmmo(m, WP, bJustSpawned); } //v2.60: Reload speed bonus affects charge rate simulated function bool StartFire(int Mode) { local ScrnHuskGunFire f; local KFPlayerReplicationInfo KFPRI; if ( super.StartFire(Mode) ) { f = ScrnHuskGunFire(FireMode[Mode]); if ( Mode == 0 && f != none ) { f.MaxChargeTime = f.default.MaxChargeTime; KFPRI = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo); if ( KFPRI != none && KFPRI.ClientVeteranSkill != none) f.MaxChargeTime /= KFPRI.ClientVeteranSkill.static.GetReloadSpeedModifier(KFPRI, self); } return true; } return false; } defaultproperties { Weight=9.000000 FireModeClass(0)=Class'ScrnBalanceSrv.ScrnHuskGunFire' FireModeClass(1)=Class'ScrnBalanceSrv.ScrnHuskGunAltFire' Description="A fireball cannon ripped from the arm of a dead Husk. Does more damage when charged up. Fully-charged headshot stuns Scrake.|Alternate fire shoots Napalm, burning everything in 12m radius." PickupClass=Class'ScrnBalanceSrv.ScrnHuskGunPickup' ItemName="Husk Gun / Napalm Launcher" }