65 lines
1.7 KiB
Ucode
65 lines
1.7 KiB
Ucode
class LAWFire extends KFShotgunFire;
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function bool AllowFire()
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{
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if( Instigator != none && Instigator.IsHumanControlled() )
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{
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if( !KFWeapon(Weapon).bAimingRifle || KFWeapon(Weapon).bZoomingIn )
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{
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return false;
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}
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}
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return ( Weapon.AmmoAmount(ThisModeNum) >= AmmoPerFire);
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}
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function ServerPlayFiring()
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{
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Super.ServerPlayFiring();
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KFWeapon(Weapon).ZoomOut(false);
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}
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function PlayFiring()
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{
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Super.PlayFiring();
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KFWeapon(Weapon).ZoomOut(false);
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}
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defaultproperties
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{
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KickMomentum=(X=-45.000000,Z=25.000000)
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ProjSpawnOffset=(X=50.000000,Z=0)
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bSplashDamage=True
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bRecommendSplashDamage=True
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TransientSoundVolume=1.8
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FireAnim="AimFire"
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//PreFireAnim ="FireShort"
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FireSoundRef="KF_LAWSnd.LAW_Fire"
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StereoFireSoundRef="KF_LAWSnd.LAW_FireST"
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NoAmmoSoundRef="KF_LAWSnd.LAW_DryFire"
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FireForce="redeemer_shoot"
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FireRate=3.250000
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AmmoClass=Class'KFMod.LAWAmmo'
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AmmoPerFire=1
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//** View shake **//
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ShakeOffsetMag=(X=6.0,Y=2.0,Z=10.0)
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ShakeOffsetRate=(X=1000.0,Y=1000.0,Z=1000.0)
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ShakeOffsetTime=3.0
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ShakeRotMag=(X=50.0,Y=50.0,Z=400.0)
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ShakeRotRate=(X=12500.0,Y=12500.0,Z=12500.0)
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ShakeRotTime=5.0
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ProjectileClass=Class'KFMod.LAWProj'
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BotRefireRate=3.250000
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FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'
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Spread=0.1
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SpreadStyle=SS_Random
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ProjPerFire=1
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// Lets not make poeple wait to shoot, it feels broken - Ramm
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PreFireTime=0.0
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CrouchedAccuracyBonus = 0.1
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maxVerticalRecoilAngle=1000
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maxHorizontalRecoilAngle=250
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bWaitForRelease=true
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bRandomPitchFireSound=false
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}
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