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

80 lines
2.2 KiB
Ucode

//=============================================================================
// ZEDGunFire
//=============================================================================
// ZEDGun primary fire class
//=============================================================================
// Killing Floor Source
// Copyright (C) 2012 Tripwire Interactive LLC
// - John "Ramm-Jaeger" Gibson
//=============================================================================
class ZEDGunFire extends KFShotgunFire;
simulated function bool AllowFire()
{
if(KFWeapon(Weapon).bIsReloading)
return false;
if(KFPawn(Instigator).SecondaryItem!=none)
return false;
if(KFPawn(Instigator).bThrowingNade)
return false;
if(KFWeapon(Weapon).MagAmmoRemaining < 1)
{
if( Level.TimeSeconds - LastClickTime>FireRate )
{
LastClickTime = Level.TimeSeconds;
}
if( AIController(Instigator.Controller)!=None )
KFWeapon(Weapon).ReloadMeNow();
return false;
}
return super(WeaponFire).AllowFire();
}
function float MaxRange()
{
return 10000;
}
defaultproperties
{
ProjPerFire=1
AmmoPerFire=1
TransientSoundVolume=2.000000
TransientSoundRadius=500.000000
FireSoundRef="KF_ZEDGunSnd.KF_WEP_ZED_Primary_M"
StereoFireSoundRef="KF_ZEDGunSnd.KF_WEP_ZED_Primary_S"
NoAmmoSoundRef="KF_ZEDGunSnd.KF_WEP_ZED_Dryfire"
FireRate=0.2
FireAnimRate=1.0
TweenTime=0.025000
AmmoClass=Class'KFMod.ZEDGunAmmo'
ProjectileClass=Class'KFMod.ZEDGunProjectile'
ProjSpawnOffset=(X=50,Y=18,Z=-14.5)
BotRefireRate=0.250000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stZEDGunPrimary'
aimerror=42.000000
Spread=0.017500
RecoilRate=0.1
maxVerticalRecoilAngle=350
maxHorizontalRecoilAngle=200
FireAimedAnim=Fire_Iron
bWaitForRelease=false
//** View shake **//
ShakeOffsetMag=(X=6.0,Y=2.0,Z=10.0)
ShakeOffsetRate=(X=1000.0,Y=1000.0,Z=1000.0)
ShakeOffsetTime=2.0
ShakeRotMag=(X=50.0,Y=50.0,Z=400.0)
ShakeRotRate=(X=12500.0,Y=12500.0,Z=12500.0)
ShakeRotTime=3.0
bRandomPitchFireSound=True
RandomPitchAdjustAmt=0.05
FireForce="AssaultRifleFire"
}