58 lines
1.4 KiB
Ucode
58 lines
1.4 KiB
Ucode
class CrossbuzzsawFire 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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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_IJC_HalloweenSnd.CrossBuzzSaw_Fire_M"
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StereoFireSoundRef="KF_IJC_HalloweenSnd.CrossBuzzSaw_Fire_S"
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NoAmmoSoundRef="KF_XbowSnd.Xbow_DryFire"
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FireForce="AssaultRifleFire"
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FireRate=2.00000
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FireAnimRate=1.0
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AmmoClass=Class'KFMod.CrossbuzzsawAmmo'
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ProjectileClass=Class'KFMod.CrossbuzzsawBlade'
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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=0.1
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maxVerticalRecoilAngle=1500
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maxHorizontalRecoilAngle=125
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RecoilRate=0.1
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SpreadStyle=SS_Random
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FireAimedAnim=Fire_Iron
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ProjSpawnOffset=(X=50.000000,Y=7.000000,Z=-8.000000)
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EffectiveRange=7500.000000
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//** View shake **//
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ShakeOffsetMag=(X=6.0,Y=2.0,Z=10.0)
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ShakeOffsetRate=(X=1000.0,Y=1000.0,Z=1000.0)
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ShakeOffsetTime=2.0
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ShakeRotMag=(X=50.0,Y=50.0,Z=400.0)
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ShakeRotRate=(X=12500.0,Y=12500.0,Z=12500.0)
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ShakeRotTime=3.0
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bWaitForRelease=true
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bRandomPitchFireSound=false
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}
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