rott/kf_sources/KFMod/Classes/MP5MMedicGun.uc
2026-07-14 20:27:09 +07:00

119 lines
3.4 KiB
Ucode

//=============================================================================
// MP5MMedicGun
//=============================================================================
// A modified MP5 SMG and Medic Gun
//=============================================================================
// Killing Floor Source
// Copyright (C) 2011 Tripwire Interactive LLC
// - John "Ramm-Jaeger" Gibson
//=============================================================================
class MP5MMedicGun extends MP7MMedicGun;
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_Weapons4_Trip_T.Weapons.MP5_cmb"
SkinRefs(1)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr"
SleeveNum=2
HealAmmoCharge=650
AmmoRegenRate=0.200000
HealBoostAmount=30
WeaponReloadAnim=Reload_MP5
IdleAimAnim=Idle_Iron
MagCapacity=32
ReloadRate=3.8
ReloadAnim="Reload"
ReloadAnimRate=1.000000
Weight=3.000000
bModeZeroCanDryFire=True
FireModeClass(0)=Class'KFMod.MP5MFire'
FireModeClass(1)=Class'KFMod.MP5MAltFire'
PutDownAnim="PutDown"
SelectSoundRef="KF_MP5Snd.WEP_MP5_Foley_Select"
SelectForce="SwitchToAssaultRifle"
bShowChargingBar=True
Description="MP5 sub machine gun. Modified to fire healing darts. Better damage and healing than MP7M with a larger mag."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
Priority=80
InventoryGroup=3
GroupOffset=4
PickupClass=Class'KFMod.MP5MPickup'
PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-6.000000)
BobDamping=6.000000
AttachmentClass=Class'KFMod.MP5MAttachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="MP5M Medic Gun"
MeshRef="KF_Wep_MP5.MP5_Trip"
DrawScale=1.00000
TransientSoundVolume=1.250000
AmbientGlow=0
AIRating=0.55
CurrentRating=0.55
DisplayFOV=55.000000
StandardDisplayFOV=55.0//60.0
PlayerIronSightFOV=65
ZoomTime=0.25
FastZoomOutTime=0.2
ZoomInRotation=(Pitch=-910,Yaw=0,Roll=2910)
bHasAimingMode=true
ZoomedDisplayFOV=45
HudImageRef="KillingFloor2HUD.WeaponSelect.Mp5Medic_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.Mp5Medic"
TraderInfoTexture=texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_Mp5Medic'
bIsTier2Weapon=true
}