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

195 lines
5.8 KiB
Ucode

//=============================================================================
// BenelliShotgun
//=============================================================================
// A Benelli M4 Shotgun
//=============================================================================
// Killing Floor Source
// Copyright (C) 2011 Tripwire Interactive LLC
// - John "Ramm-Jaeger" Gibson
//=============================================================================
class BenelliShotgun extends KFWeaponShotgun;
// Overridden to not take us out of ironsights when firing
simulated function WeaponTick(float dt)
{
local float LastSeenSeconds,ReloadMulti;
if( bForceLeaveIronsights )
{
ZoomOut(true);
if( Role < ROLE_Authority)
ServerZoomOut(false);
bForceLeaveIronsights = false;
}
if( ForceZoomOutTime > 0 )
{
if( bAimingRifle )
{
if( Level.TimeSeconds - ForceZoomOutTime > 0 )
{
ForceZoomOutTime = 0;
ZoomOut(true);
if( Role < ROLE_Authority)
ServerZoomOut(false);
}
}
else
{
ForceZoomOutTime = 0;
}
}
if ( (Level.NetMode == NM_Client) || Instigator == None || KFFriendlyAI(Instigator.Controller) == none && Instigator.PlayerReplicationInfo == None)
return;
// Turn it off on death / battery expenditure
if (FlashLight != none)
{
// Keep the 1Pweapon client beam up to date.
AdjustLightGraphic();
if (FlashLight.bHasLight)
{
if (Instigator.Health <= 0 || KFHumanPawn(Instigator).TorchBatteryLife <= 0 || Instigator.PendingWeapon != none )
{
//Log("Killing Light...you're out of batteries, or switched / dropped weapons");
KFHumanPawn(Instigator).bTorchOn = false;
ServerSpawnLight();
}
}
}
UpdateMagCapacity(Instigator.PlayerReplicationInfo);
if(!bIsReloading)
{
if(!Instigator.IsHumanControlled())
{
LastSeenSeconds = Level.TimeSeconds - Instigator.Controller.LastSeenTime;
if(MagAmmoRemaining == 0 || ((LastSeenSeconds >= 5 || LastSeenSeconds > MagAmmoRemaining) && MagAmmoRemaining < MagCapacity))
ReloadMeNow();
}
}
else
{
if((Level.TimeSeconds - ReloadTimer) >= ReloadRate)
{
if(AmmoAmount(0) <= MagCapacity && !bHoldToReload)
{
MagAmmoRemaining = AmmoAmount(0);
ActuallyFinishReloading();
}
else
{
if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
{
ReloadMulti = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.GetReloadSpeedModifier(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo), self);
}
else
{
ReloadMulti = 1.0;
}
AddReloadedAmmo();
if( bHoldToReload )
{
NumLoadedThisReload++;
}
if(MagAmmoRemaining < MagCapacity && MagAmmoRemaining < AmmoAmount(0) && bHoldToReload)
ReloadTimer = Level.TimeSeconds;
if(MagAmmoRemaining >= MagCapacity || MagAmmoRemaining >= AmmoAmount(0) || !bHoldToReload || bDoSingleReload)
ActuallyFinishReloading();
else if( Level.NetMode!=NM_Client )
Instigator.SetAnimAction(WeaponReloadAnim);
}
}
else if(bIsReloading && !bReloadEffectDone && Level.TimeSeconds - ReloadTimer >= ReloadRate / 2)
{
bReloadEffectDone = true;
ClientReloadEffects();
}
}
}
// Copied from KFWeaponShotgun to support Achievements
simulated function AddReloadedAmmo()
{
if(AmmoAmount(0) > 0)
++MagAmmoRemaining;
// Don't do this on a "Hold to reload" weapon, as it can update too quick actually and cause issues maybe - Ramm
if( !bHoldToReload )
{
ClientForceKFAmmoUpdate(MagAmmoRemaining,AmmoAmount(0));
}
if ( PlayerController(Instigator.Controller) != none && KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements) != none )
{
KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements).OnBenelliReloaded();
}
}
defaultproperties
{
SkinRefs(0)="KF_Weapons4_Trip_T.Weapons.Benelli_M4_cmb"
SkinRefs(1)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr"
SleeveNum=2
WeaponReloadAnim=Reload_Shotgun
MagCapacity=6
ReloadRate=0.9//0.80
ReloadAnim="Reload"
ReloadAnimRate=1.0
IdleAimAnim=Idle_Iron
Weight=8.000000
bModeZeroCanDryFire=True
FireModeClass(0)=Class'KFMod.BenelliFire'
FireModeClass(1)=Class'KFMod.ShotGunLightFire'
PutDownAnim="PutDown"
SelectSoundRef="KF_M4ShotgunSnd.WEP_Benelli_Foley_Select"
bShowChargingBar=True
Description="A military tactical shotgun with semi automatic fire capability. Holds up to 6 shells. "
Priority=170
InventoryGroup=3
GroupOffset=9
PickupClass=Class'KFMod.BenelliPickup'
BobDamping=7.000000
AttachmentClass=Class'KFMod.BenelliAttachment'
IconCoords=(X1=169,Y1=172,X2=245,Y2=208)
ItemName="Combat Shotgun"
MeshRef="KF_Wep_Benelli.Benelli_Trip"
TransientSoundVolume=1.000000
PlayerViewOffset=(X=20.000000,Y=18.750000,Z=-7.500000)
AmbientGlow=0
AIRating=0.6
CurrentRating=0.6
ZoomTime=0.25
FastZoomOutTime=0.2
ZoomInRotation=(Pitch=-910,Yaw=0,Roll=2910)
bHasAimingMode=true
bTorchEnabled=true
DisplayFOV=65.0
StandardDisplayFOV=65.0
PlayerIronSightFOV=70
ZoomedDisplayFOV=40
HudImageRef="KillingFloor2HUD.WeaponSelect.Beneli_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.Beneli"
TraderInfoTexture=texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_Beneli'
FirstPersonFlashlightOffset=(X=-25.000000,Y=-18.000000,Z=8.000000)
// Achievement Helpers
bIsTier2Weapon=true
}