46 lines
1.1 KiB
Ucode
46 lines
1.1 KiB
Ucode
class CrossbowFire extends KFShotgunFire;
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simulated function bool AllowFire()
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{
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return (Weapon.AmmoAmount(ThisModeNum) >= AmmoPerFire);
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}
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function float MaxRange()
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{
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return 2500;
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}
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function DoFireEffect()
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{
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Super(KFShotgunFire).DoFireEffect();
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}
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defaultproperties
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{
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FireAimedAnim=Fire_Iron
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KickMomentum=(X=0,y=0,Z=0)
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ProjPerFire=1
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TransientSoundVolume=1.8
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FireSoundRef="KF_XbowSnd.Xbow_Fire"
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NoAmmoSoundRef="KF_XbowSnd.Xbow_DryFire"
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FireForce="AssaultRifleFire"
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FireRate=1.800000
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AmmoClass=Class'KFMod.CrossbowAmmo'
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ShakeOffsetMag=(X=3.000000,Y=3.000000,Z=3.000000)
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ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
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ShakeRotMag=(X=3.000000,Y=4.000000,Z=2.000000)
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ProjectileClass=Class'KFMod.CrossbowArrow'
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BotRefireRate=1.800000
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FlashEmitterClass=None
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aimerror=1.000000
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Spread=0.75
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SpreadStyle=SS_None
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ProjSpawnOffset=(X=25,Y=0,Z=0)//(X=5,Y=5,Z=-25)
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EffectiveRange=2500.000000
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maxVerticalRecoilAngle=200
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maxHorizontalRecoilAngle=50
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bWaitForRelease=true
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bRandomPitchFireSound=false
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}
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