725 lines
22 KiB
Ucode
725 lines
22 KiB
Ucode
class SA80LSW extends KFWeapon;
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//=============================================================================
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// Execs
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//=============================================================================
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#exec OBJ LOAD FILE=ScopeShaders.utx
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var color ChargeColor;
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var float Range;
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var float LastRangingTime;
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var() Material ZoomMat;
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var() Sound ZoomSound;
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var bool bArrowRemoved;
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var() int lenseMaterialID; // used since material id's seem to change alot
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var() float scopePortalFOVHigh; // The FOV to zoom the scope portal by.
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var() float scopePortalFOV; // The FOV to zoom the scope portal by.
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var() vector XoffsetScoped;
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var() vector XoffsetHighDetail;
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// Not sure if these pitch vars are still needed now that we use Scripted Textures. We'll keep for now in case they are. - Ramm 08/14/04
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var() int scopePitch; // Tweaks the pitch of the scope firing angle
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var() int scopeYaw; // Tweaks the yaw of the scope firing angle
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var() int scopePitchHigh; // Tweaks the pitch of the scope firing angle high detail scope
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var() int scopeYawHigh; // Tweaks the yaw of the scope firing angle high detail scope
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// 3d Scope vars
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var ScriptedTexture ScopeScriptedTexture; // Scripted texture for 3d scopes
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var Shader ScopeScriptedShader; // The shader that combines the scripted texture with the sight overlay
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var Material ScriptedTextureFallback;// The texture to render if the users system doesn't support shaders
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var Combiner ScriptedScopeCombiner;
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var texture TexturedScopeTexture;
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var bool bInitializedScope; // Set to true when the scope has been initialized
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// var(Zooming) float ZoomedDisplayFOVHigh; // What is the DisplayFOV when zoomed in
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// var float ForceZoomOutTime;
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var string ZoomMatRef;
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var string ScriptedTextureFallbackRef;
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var texture CrosshairTex;
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var string CrosshairTexRef;
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//=============================================================================
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// Functions
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//=============================================================================
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static function PreloadAssets(Inventory Inv, optional bool bSkipRefCount)
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{
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local SA80LSW W;
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super.PreloadAssets(Inv, bSkipRefCount);
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default.ZoomMat = FinalBlend(DynamicLoadObject(default.ZoomMatRef, class'FinalBlend', true));
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default.ScriptedTextureFallback = texture(DynamicLoadObject(default.ScriptedTextureFallbackRef, class'texture', true));
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default.CrosshairTex = texture(DynamicLoadObject(default.CrosshairTexRef, class'texture', true));
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W = SA80LSW(Inv);
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if ( W != none ) {
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W.ZoomMat = default.ZoomMat;
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W.ScriptedTextureFallback = default.ScriptedTextureFallback;
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W.CrosshairTex = default.CrosshairTex;
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}
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}
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static function bool UnloadAssets()
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{
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if ( super.UnloadAssets() ) {
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default.ZoomMat = none;
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default.ScriptedTextureFallback = none;
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default.CrosshairTex = none;
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return true;
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}
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return false;
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}
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//======================================================================
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simulated function AltFire(float F)
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{
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if(ReadyToFire(0))
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{
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DoToggle();
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}
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}
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exec function SwitchModes()
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{
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DoToggle();
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}
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function bool RecommendRangedAttack()
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{
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return true;
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}
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function bool RecommendLongRangedAttack()
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{
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return true;
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}
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function float SuggestAttackStyle()
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{
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return -1.0;
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}
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function float GetAIRating()
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{
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local Bot B;
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B = Bot(Instigator.Controller);
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if ( (B == None) || (B.Enemy == None) )
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return AIRating;
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return AIRating;
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}
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function byte BestMode()
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{
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return 0;
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}
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//======================================================================
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exec function pfov(int thisFOV)
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{
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if( !class'ROEngine.ROLevelInfo'.static.RODebugMode() )
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return;
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scopePortalFOV = thisFOV;
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}
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exec function pPitch(int num)
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{
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if( !class'ROEngine.ROLevelInfo'.static.RODebugMode() )
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return;
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scopePitch = num;
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scopePitchHigh = num;
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}
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exec function pYaw(int num)
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{
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if( !class'ROEngine.ROLevelInfo'.static.RODebugMode() )
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return;
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scopeYaw = num;
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scopeYawHigh = num;
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}
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simulated exec function TexSize(int i, int j)
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{
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if( !class'ROEngine.ROLevelInfo'.static.RODebugMode() )
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return;
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ScopeScriptedTexture.SetSize(i, j);
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}
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// Helper function for the scope system. The scope system checks here to see when it should draw the portal.
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// if you want to limit any times the portal should/shouldn't be drawn, add them here.
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// Ramm 10/27/03
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simulated function bool ShouldDrawPortal()
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{
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// local name thisAnim;
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// local float animframe;
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// local float animrate;
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//
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// GetAnimParams(0, thisAnim,animframe,animrate);
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// if(bUsingSights && (IsInState('Idle') || IsInState('PostFiring')) && thisAnim != 'scope_shoot_last')
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if( bAimingRifle )
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return true;
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else
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return false;
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}
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simulated function PostBeginPlay()
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{
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super.PostBeginPlay();
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// Get new scope detail value from KFWeapon
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KFScopeDetail = class'KFMod.KFWeapon'.default.KFScopeDetail;
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UpdateScopeMode();
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}
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// Handles initializing and swithing between different scope modes
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simulated function UpdateScopeMode()
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{
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if (Level.NetMode != NM_DedicatedServer && Instigator != none && Instigator.IsLocallyControlled() &&
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Instigator.IsHumanControlled() )
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{
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if( KFScopeDetail == KF_ModelScope )
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{
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scopePortalFOV = default.scopePortalFOV;
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ZoomedDisplayFOV = default.ZoomedDisplayFOV;
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//bPlayerFOVZooms = false;
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if (bUsingSights)
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{
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PlayerViewOffset = XoffsetScoped;
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}
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if( ScopeScriptedTexture == none )
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{
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ScopeScriptedTexture = ScriptedTexture(Level.ObjectPool.AllocateObject(class'ScriptedTexture'));
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}
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ScopeScriptedTexture.FallBackMaterial = ScriptedTextureFallback;
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ScopeScriptedTexture.SetSize(512,512);
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ScopeScriptedTexture.Client = Self;
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if( ScriptedScopeCombiner == none )
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{
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// Construct the Combiner
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ScriptedScopeCombiner = Combiner(Level.ObjectPool.AllocateObject(class'Combiner'));
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ScriptedScopeCombiner.Material1 = CrosshairTex;
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ScriptedScopeCombiner.FallbackMaterial = Shader'ScopeShaders.Zoomblur.LensShader';
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ScriptedScopeCombiner.CombineOperation = CO_Multiply;
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ScriptedScopeCombiner.AlphaOperation = AO_Use_Mask;
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ScriptedScopeCombiner.Material2 = ScopeScriptedTexture;
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}
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if( ScopeScriptedShader == none )
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{
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// Construct the scope shader
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ScopeScriptedShader = Shader(Level.ObjectPool.AllocateObject(class'Shader'));
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ScopeScriptedShader.Diffuse = ScriptedScopeCombiner;
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ScopeScriptedShader.SelfIllumination = ScriptedScopeCombiner;
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ScopeScriptedShader.FallbackMaterial = Shader'ScopeShaders.Zoomblur.LensShader';
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}
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bInitializedScope = true;
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}
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else if( KFScopeDetail == KF_ModelScopeHigh )
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{
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scopePortalFOV = scopePortalFOVHigh;
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ZoomedDisplayFOV = default.ZoomedDisplayFOVHigh;
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//bPlayerFOVZooms = false;
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if (bUsingSights)
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{
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PlayerViewOffset = XoffsetHighDetail;
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}
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if( ScopeScriptedTexture == none )
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{
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ScopeScriptedTexture = ScriptedTexture(Level.ObjectPool.AllocateObject(class'ScriptedTexture'));
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}
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ScopeScriptedTexture.FallBackMaterial = ScriptedTextureFallback;
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ScopeScriptedTexture.SetSize(512,512);
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ScopeScriptedTexture.Client = Self;
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if( ScriptedScopeCombiner == none )
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{
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// Construct the Combiner
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ScriptedScopeCombiner = Combiner(Level.ObjectPool.AllocateObject(class'Combiner'));
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ScriptedScopeCombiner.Material1 = CrosshairTex;
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ScriptedScopeCombiner.FallbackMaterial = Shader'ScopeShaders.Zoomblur.LensShader';
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ScriptedScopeCombiner.CombineOperation = CO_Multiply;
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ScriptedScopeCombiner.AlphaOperation = AO_Use_Mask;
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ScriptedScopeCombiner.Material2 = ScopeScriptedTexture;
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}
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if( ScopeScriptedShader == none )
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{
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// Construct the scope shader
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ScopeScriptedShader = Shader(Level.ObjectPool.AllocateObject(class'Shader'));
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ScopeScriptedShader.Diffuse = ScriptedScopeCombiner;
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ScopeScriptedShader.SelfIllumination = ScriptedScopeCombiner;
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ScopeScriptedShader.FallbackMaterial = Shader'ScopeShaders.Zoomblur.LensShader';
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}
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bInitializedScope = true;
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}
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else if (KFScopeDetail == KF_TextureScope)
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{
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ZoomedDisplayFOV = default.ZoomedDisplayFOV;
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PlayerViewOffset.X = default.PlayerViewOffset.X;
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//bPlayerFOVZooms = true;
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bInitializedScope = true;
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}
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}
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}
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simulated event RenderTexture(ScriptedTexture Tex)
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{
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local rotator RollMod;
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RollMod = Instigator.GetViewRotation();
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//RollMod.Roll -= 16384;
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// Rpawn = ROPawn(Instigator);
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// // Subtract roll from view while leaning - Ramm
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// if (Rpawn != none && rpawn.LeanAmount != 0)
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// {
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// RollMod.Roll += rpawn.LeanAmount;
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// }
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if(Owner != none && Instigator != none && Tex != none && Tex.Client != none)
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Tex.DrawPortal(0,0,Tex.USize,Tex.VSize,Owner,(Instigator.Location + Instigator.EyePosition()), RollMod, scopePortalFOV );
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}
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simulated function SetZoomBlendColor(Canvas c)
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{
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local Byte val;
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local Color clr;
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local Color fog;
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clr.R = 255;
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clr.G = 255;
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clr.B = 255;
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clr.A = 255;
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if( Instigator.Region.Zone.bDistanceFog )
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{
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fog = Instigator.Region.Zone.DistanceFogColor;
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val = 0;
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val = Max( val, fog.R);
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val = Max( val, fog.G);
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val = Max( val, fog.B);
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if( val > 128 )
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{
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val -= 128;
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clr.R -= val;
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clr.G -= val;
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clr.B -= val;
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}
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}
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c.DrawColor = clr;
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}
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/**
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* Handles all the functionality for zooming in including
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* setting the parameters for the weapon, pawn, and playercontroller
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*
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* @param bAnimateTransition whether or not to animate this zoom transition
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*/
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simulated function ZoomIn(bool bAnimateTransition)
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{
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super(BaseKFWeapon).ZoomIn(bAnimateTransition);
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bAimingRifle = True;
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if( KFHumanPawn(Instigator)!=None )
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KFHumanPawn(Instigator).SetAiming(True);
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if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none )
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{
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if( AimInSound != none )
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{
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PlayOwnedSound(AimInSound, SLOT_Interact,,,,, false);
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}
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}
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}
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/**
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* Handles all the functionality for zooming out including
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* setting the parameters for the weapon, pawn, and playercontroller
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*
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* @param bAnimateTransition whether or not to animate this zoom transition
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*/
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simulated function ZoomOut(bool bAnimateTransition)
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{
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super.ZoomOut(bAnimateTransition);
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bAimingRifle = False;
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if( KFHumanPawn(Instigator)!=None )
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KFHumanPawn(Instigator).SetAiming(False);
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if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none )
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{
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if( AimOutSound != none )
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{
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PlayOwnedSound(AimOutSound, SLOT_Interact,,,,, false);
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}
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KFPlayerController(Instigator.Controller).TransitionFOV(KFPlayerController(Instigator.Controller).DefaultFOV,0.0);
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}
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}
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simulated function WeaponTick(float dt)
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{
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super.WeaponTick(dt);
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if( bAimingRifle && ForceZoomOutTime > 0 && Level.TimeSeconds - ForceZoomOutTime > 0 )
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{
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ForceZoomOutTime = 0;
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ZoomOut(false);
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if( Role < ROLE_Authority)
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ServerZoomOut(false);
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}
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}
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/**
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* Called by the native code when the interpolation of the first person weapon to the zoomed position finishes
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*/
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simulated event OnZoomInFinished()
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{
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local name anim;
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local float frame, rate;
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GetAnimParams(0, anim, frame, rate);
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if (ClientState == WS_ReadyToFire)
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{
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// Play the iron idle anim when we're finished zooming in
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if (anim == IdleAnim)
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{
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PlayIdle();
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}
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}
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if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none &&
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KFScopeDetail == KF_TextureScope )
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{
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KFPlayerController(Instigator.Controller).TransitionFOV(PlayerIronSightFOV,0.0);
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}
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}
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simulated function bool CanZoomNow()
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{
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Return (!FireMode[0].bIsFiring && Instigator!=None && Instigator.Physics!=PHYS_Falling);
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}
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simulated event RenderOverlays(Canvas Canvas)
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{
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local int m;
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local PlayerController PC;
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if (Instigator == None)
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return;
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// Lets avoid having to do multiple casts every tick - Ramm
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PC = PlayerController(Instigator.Controller);
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if(PC == None)
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return;
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if(!bInitializedScope && PC != none )
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{
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UpdateScopeMode();
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}
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// draw muzzleflashes/smoke for all fire modes so idle state won't
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// cause emitters to just disappear
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Canvas.DrawActor(None, false, true); // amb: Clear the z-buffer here
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for (m = 0; m < NUM_FIRE_MODES; m++)
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{
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if (FireMode[m] != None)
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{
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FireMode[m].DrawMuzzleFlash(Canvas);
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}
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}
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SetLocation( Instigator.Location + Instigator.CalcDrawOffset(self) );
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SetRotation( Instigator.GetViewRotation() + ZoomRotInterp);
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PreDrawFPWeapon(); // Laurent -- Hook to override things before render (like rotation if using a staticmesh)
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if(bAimingRifle && PC != none && (KFScopeDetail == KF_ModelScope || KFScopeDetail == KF_ModelScopeHigh))
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{
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if (ShouldDrawPortal())
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{
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if ( ScopeScriptedTexture != none )
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{
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Skins[LenseMaterialID] = ScopeScriptedShader;
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ScopeScriptedTexture.Client = Self; // Need this because this can get corrupted - Ramm
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ScopeScriptedTexture.Revision = (ScopeScriptedTexture.Revision +1);
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}
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}
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bDrawingFirstPerson = true;
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Canvas.DrawBoundActor(self, false, false,DisplayFOV,PC.Rotation,rot(0,0,0),Instigator.CalcZoomedDrawOffset(self));
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bDrawingFirstPerson = false;
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}
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// Added "bInIronViewCheck here. Hopefully it prevents us getting the scope overlay when not zoomed.
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// Its a bit of a band-aid solution, but it will work til we get to the root of the problem - Ramm 08/12/04
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else if( KFScopeDetail == KF_TextureScope && PC.DesiredFOV == PlayerIronSightFOV && bAimingRifle)
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{
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Skins[LenseMaterialID] = ScriptedTextureFallback;
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SetZoomBlendColor(Canvas);
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//Black-out either side of the main zoom circle.
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Canvas.Style = ERenderStyle.STY_Normal;
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Canvas.SetPos(0, 0);
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Canvas.DrawTile(ZoomMat, (Canvas.SizeX - Canvas.SizeY) / 2, Canvas.SizeY, 0.0, 0.0, 8, 8);
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Canvas.SetPos(Canvas.SizeX, 0);
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Canvas.DrawTile(ZoomMat, -(Canvas.SizeX - Canvas.SizeY) / 2, Canvas.SizeY, 0.0, 0.0, 8, 8);
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//The view through the scope itself.
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Canvas.Style = 255;
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Canvas.SetPos((Canvas.SizeX - Canvas.SizeY) / 2,0);
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Canvas.DrawTile(ZoomMat, Canvas.SizeY, Canvas.SizeY, 0.0, 0.0, 512, 512);
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//Draw some useful text.
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Canvas.Font = Canvas.MedFont;
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Canvas.SetDrawColor(200,150,0);
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Canvas.SetPos(Canvas.SizeX * 0.16, Canvas.SizeY * 0.43);
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Canvas.DrawText(" "); //Canvas.DrawText("Zoom: 2.50");
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Canvas.SetPos(Canvas.SizeX * 0.16, Canvas.SizeY * 0.47);
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}
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else
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{
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Skins[LenseMaterialID] = ScriptedTextureFallback;
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bDrawingFirstPerson = true;
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Canvas.DrawActor(self, false, false, DisplayFOV);
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bDrawingFirstPerson = false;
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}
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}
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//=============================================================================
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// Scopes
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//=============================================================================
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//------------------------------------------------------------------------------
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// SetScopeDetail(RO) - Allow the players to change scope detail while ingame.
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// Changes are saved to the ini file.
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//------------------------------------------------------------------------------
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//simulated exec function SetScopeDetail()
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//{
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// if( !bHasScope )
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// return;
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//
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// if (KFScopeDetail == KF_ModelScope)
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// KFScopeDetail = KF_TextureScope;
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// else if ( KFScopeDetail == KF_TextureScope)
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// KFScopeDetail = KF_ModelScopeHigh;
|
|
// else if ( KFScopeDetail == KF_ModelScopeHigh)
|
|
// KFScopeDetail = KF_ModelScope;
|
|
//
|
|
// AdjustIngameScope();
|
|
// class'KFMod.KFWeapon'.default.KFScopeDetail = KFScopeDetail;
|
|
// class'KFMod.KFWeapon'.static.StaticSaveConfig(); // saves the new scope detail value to the ini
|
|
//}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// AdjustIngameScope(RO) - Takes the changes to the ScopeDetail variable and
|
|
// sets the scope to the new detail mode. Called when the player switches the
|
|
// scope setting ingame, or when the scope setting is changed from the menu
|
|
//------------------------------------------------------------------------------
|
|
simulated function AdjustIngameScope()
|
|
{
|
|
local PlayerController PC;
|
|
|
|
// Lets avoid having to do multiple casts every tick - Ramm
|
|
PC = PlayerController(Instigator.Controller);
|
|
|
|
if( !bHasScope )
|
|
return;
|
|
|
|
switch (KFScopeDetail)
|
|
{
|
|
case KF_ModelScope:
|
|
if( bAimingRifle )
|
|
DisplayFOV = default.ZoomedDisplayFOV;
|
|
if ( PC.DesiredFOV == PlayerIronSightFOV && bAimingRifle )
|
|
{
|
|
if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none )
|
|
{
|
|
KFPlayerController(Instigator.Controller).TransitionFOV(KFPlayerController(Instigator.Controller).DefaultFOV,0.0);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case KF_TextureScope:
|
|
if( bAimingRifle )
|
|
DisplayFOV = default.ZoomedDisplayFOV;
|
|
if ( bAimingRifle && PC.DesiredFOV != PlayerIronSightFOV )
|
|
{
|
|
if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none )
|
|
{
|
|
KFPlayerController(Instigator.Controller).TransitionFOV(PlayerIronSightFOV,0.0);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case KF_ModelScopeHigh:
|
|
if( bAimingRifle )
|
|
{
|
|
if( ZoomedDisplayFOVHigh > 0 )
|
|
DisplayFOV = default.ZoomedDisplayFOVHigh;
|
|
else
|
|
DisplayFOV = default.ZoomedDisplayFOV;
|
|
}
|
|
if ( bAimingRifle && PC.DesiredFOV == PlayerIronSightFOV )
|
|
{
|
|
if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none )
|
|
{
|
|
KFPlayerController(Instigator.Controller).TransitionFOV(KFPlayerController(Instigator.Controller).DefaultFOV,0.0);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
// Make any chagned to the scope setup
|
|
UpdateScopeMode();
|
|
}
|
|
|
|
simulated event Destroyed()
|
|
{
|
|
if (ScopeScriptedTexture != None)
|
|
{
|
|
ScopeScriptedTexture.Client = None;
|
|
Level.ObjectPool.FreeObject(ScopeScriptedTexture);
|
|
ScopeScriptedTexture=None;
|
|
}
|
|
|
|
if (ScriptedScopeCombiner != None)
|
|
{
|
|
ScriptedScopeCombiner.Material2 = none;
|
|
Level.ObjectPool.FreeObject(ScriptedScopeCombiner);
|
|
ScriptedScopeCombiner = none;
|
|
}
|
|
|
|
if (ScopeScriptedShader != None)
|
|
{
|
|
ScopeScriptedShader.Diffuse = none;
|
|
ScopeScriptedShader.SelfIllumination = none;
|
|
Level.ObjectPool.FreeObject(ScopeScriptedShader);
|
|
ScopeScriptedShader = none;
|
|
}
|
|
|
|
Super.Destroyed();
|
|
}
|
|
|
|
simulated function PreTravelCleanUp()
|
|
{
|
|
if (ScopeScriptedTexture != None)
|
|
{
|
|
ScopeScriptedTexture.Client = None;
|
|
Level.ObjectPool.FreeObject(ScopeScriptedTexture);
|
|
ScopeScriptedTexture=None;
|
|
}
|
|
|
|
if (ScriptedScopeCombiner != None)
|
|
{
|
|
ScriptedScopeCombiner.Material2 = none;
|
|
Level.ObjectPool.FreeObject(ScriptedScopeCombiner);
|
|
ScriptedScopeCombiner = none;
|
|
}
|
|
|
|
if (ScopeScriptedShader != None)
|
|
{
|
|
ScopeScriptedShader.Diffuse = none;
|
|
ScopeScriptedShader.SelfIllumination = none;
|
|
Level.ObjectPool.FreeObject(ScopeScriptedShader);
|
|
ScopeScriptedShader = none;
|
|
}
|
|
}
|
|
|
|
defaultproperties
|
|
{
|
|
lenseMaterialID=8
|
|
scopePortalFOVHigh=13.000000
|
|
scopePortalFOV=13.000000
|
|
ZoomMatRef="HMG_T.SA80.SA80crosshairs_FB"
|
|
ScriptedTextureFallbackRef="HMG_T.SA80.alpha_lens_64x64"
|
|
CrosshairTexRef="HMG_T.SA80.SA80crosshairs"
|
|
bHasScope=True
|
|
ZoomedDisplayFOVHigh=50.000000
|
|
MagCapacity=60
|
|
ReloadRate=3.500000
|
|
ReloadAnim="Reload"
|
|
ReloadAnimRate=1.000000
|
|
WeaponReloadAnim="Reload_BullPup"
|
|
Weight=11.000000
|
|
bHasAimingMode=True
|
|
IdleAimAnim="Iron_Idle"
|
|
StandardDisplayFOV=65.000000
|
|
bModeZeroCanDryFire=True
|
|
TraderInfoTexture=Texture'HMG_T.SA80.SA80LSW_Trader'
|
|
MeshRef="HMG_A.SA80LSW_mesh"
|
|
SkinRefs(0)="HMG_T.SA80.SA80LSW_1"
|
|
SkinRefs(1)="KF_Weapons3_Trip_T.hands.Priest_Hands_1st_P"
|
|
SkinRefs(2)="HMG_T.SA80.SA80LSW_2"
|
|
SkinRefs(3)="HMG_T.SA80.SA80LSW_3"
|
|
SkinRefs(4)="HMG_T.SA80.SA80LSW_4"
|
|
SkinRefs(5)="HMG_T.SA80.SA80LSW_5"
|
|
SkinRefs(6)="HMG_T.SA80.SA80LSW_6"
|
|
SkinRefs(7)="KF_Weapons_Trip_T.Rifles.CBLens_cmb"
|
|
SkinRefs(8)="HMG_T.SA80.alpha_lens_64x64"
|
|
SelectSoundRef="HMG_S.SA80.SA80LSW_select"
|
|
HudImageRef="HMG_T.SA80.SA80LSW_Unselected"
|
|
SelectedHudImageRef="HMG_T.SA80.SA80LSW_selected"
|
|
PlayerIronSightFOV=32.000000
|
|
ZoomedDisplayFOV=50.000000
|
|
FireModeClass(0)=Class'ScrnHMG.SA80LSWFire'
|
|
FireModeClass(1)=Class'KFMod.NoFire'
|
|
PutDownAnim="PutDown"
|
|
SelectForce="SwitchToAssaultRifle"
|
|
AIRating=0.650000
|
|
CurrentRating=0.650000
|
|
Description="The SA80 (Small Arms for the 1980s) is a British family of 5.56mm small arms. It is a selective fire, gas-operated assault rifle. Elements of its design, in particular the bullpup configuration, come from the earlier EM-2 rifle."
|
|
DisplayFOV=65.000000
|
|
Priority=100
|
|
CustomCrosshair=11
|
|
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
|
|
InventoryGroup=3
|
|
GroupOffset=3
|
|
PickupClass=Class'ScrnHMG.SA80LSWPickup'
|
|
PlayerViewOffset=(X=20.000000,Y=10.000000,Z=-2.000000)
|
|
BobDamping=5.000000
|
|
AttachmentClass=Class'ScrnHMG.SA80LSWAttachment'
|
|
IconCoords=(X1=253,Y1=146,X2=333,Y2=181)
|
|
ItemName="SA80 LSW SE"
|
|
}
|