class Crossbuzzsaw extends KFWeapon; var float Range; var float LastRangingTime; var bool bInPose; var () float RotateRate; var float RegenTimer; // Tracks regeneration var rotator Gearrot1; var rotator Gearrot2; var rotator Bladerot; var() sound ZoomSound; var bool bArrowRemoved; simulated function WeaponTick(float dt) { super.WeaponTick(dt); if ( Level.NetMode!=NM_DedicatedServer && RegenTimer 0 ) // { // if( bAimingRifle ) // { // if( Level.TimeSeconds - ForceZoomOutTime > 0 ) // { // ForceZoomOutTime = 0; // // ZoomOut(false); // // if( Role < ROLE_Authority) // ServerZoomOut(false); // } // } // else // { // ForceZoomOutTime = 0; // } // } } // Force the weapon out of iron sights shortly after firing so reloading looks right simulated function bool StartFire(int Mode) { if ( super.StartFire(Mode) ) { //ForceZoomOutTime = Level.TimeSeconds + 0.4; if ( Instigator != none && PlayerController(Instigator.Controller) != none && KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements) != none ) { KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements).OneShotBuzzOrM99(); } return true; } return false; } function float GetAIRating() { local AIController B; B = AIController(Instigator.Controller); if ( (B == None) || (B.Enemy == None) ) return AIRating; return (AIRating + 0.0003 * FClamp(1500 - VSize(B.Enemy.Location - Instigator.Location),0,1000)); } function byte BestMode() { return 0; } function bool RecommendRangedAttack() { return true; } function float SuggestAttackStyle() { return -1.0; } simulated function bool CanZoomNow() { return (!FireMode[0].bIsFiring); } defaultproperties { SkinRefs(0)="KF_IJC_Halloween_Weapons.Cheetah.cheetah_cmb" SkinRefs(1)="KF_IJC_Halloween_Weapons.Cheetah.cheetah_sight_shader" SleeveNum=2 WeaponReloadAnim=Reload_Cheetah bSniping = true bInPose = true IdleAimAnim=Idle_Iron RotateRate=5000 MagCapacity=1 Weight=7.000000 ReloadRate=0.010000 FireModeClass(0)=Class'KFMod.CrossbuzzsawFire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectSoundRef="KF_XbowSnd.Xbow_Select" //AimInSound=Sound'KF_XbowSnd.Xbow_Aim' //AimOutSound=Sound'KF_XbowSnd.Xbow_Aim' SelectForce="SwitchToAssaultRifle" AIRating=0.650000 CurrentRating=0.650000 Description="The Buzzsaw Bow is no ordinary crossbow. Why shoot little bolts when you can send a circular sawblade spinning instead?" Priority=175 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=4 GroupOffset=15 PickupClass=Class'KFMod.CrossbuzzsawPickup' PlayerViewOffset=(X=20.000000,Y=18.000000,Z=-8.000000) BobDamping=6.000000 AttachmentClass=Class'KFMod.CrossbuzzsawAttachment' IconCoords=(X1=253,Y1=146,X2=333,Y2=181) ItemName="Buzzsaw Bow" LightType=LT_None LightBrightness=0.000000 LightRadius=0.000000 MeshRef="KF_IJC_Halloween_Weps3.Cheetah" DrawScale=1.000000 AmbientGlow=0 ZoomTime=0.25 FastZoomOutTime=0.2 ZoomInRotation=(Pitch=-910,Yaw=0,Roll=2910) bHasAimingMode=true ForceZoomOutOnFireTime=0.4 DisplayFOV=65.000000 StandardDisplayFOV=65.0 PlayerIronSightFOV=65 ZoomedDisplayFOV=45 HudImageRef="KF_IJC_HUD.WeaponSelect.Cheetah_unselected" SelectedHudImageRef="KF_IJC_HUD.WeaponSelect.Cheetah" TraderInfoTexture=texture'KF_IJC_HUD.Trader_Weapon_Images.Trader_Cheetah' AppID=210934 bIsTier3Weapon=true }