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

58 lines
1.4 KiB
Ucode

class CrossbuzzsawFire extends KFShotgunFire;
simulated function bool AllowFire()
{
return (Weapon.AmmoAmount(ThisModeNum) >= AmmoPerFire);
}
function float MaxRange()
{
return 2500;
}
function DoFireEffect()
{
Super(KFShotgunFire).DoFireEffect();
}
defaultproperties
{
KickMomentum=(X=0,Y=0,Z=0)
ProjPerFire=1
TransientSoundVolume=1.8
FireSoundRef="KF_IJC_HalloweenSnd.CrossBuzzSaw_Fire_M"
StereoFireSoundRef="KF_IJC_HalloweenSnd.CrossBuzzSaw_Fire_S"
NoAmmoSoundRef="KF_XbowSnd.Xbow_DryFire"
FireForce="AssaultRifleFire"
FireRate=2.00000
FireAnimRate=1.0
AmmoClass=Class'KFMod.CrossbuzzsawAmmo'
ProjectileClass=Class'KFMod.CrossbuzzsawBlade'
BotRefireRate=1.800000
FlashEmitterClass=None
aimerror=1.000000
Spread=0.1
maxVerticalRecoilAngle=1500
maxHorizontalRecoilAngle=125
RecoilRate=0.1
SpreadStyle=SS_Random
FireAimedAnim=Fire_Iron
ProjSpawnOffset=(X=50.000000,Y=7.000000,Z=-8.000000)
EffectiveRange=7500.000000
//** 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
bWaitForRelease=true
bRandomPitchFireSound=false
}