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//============================================================================= // WeaponInvPistol.uc // $Author: Mfox $ // $Date: 10/03/02 9:08p $ // $Revision: 34 $ //============================================================================= class WeaponInvPistol extends U2Weapon; #exec OBJ LOAD File=..\Meshes\GlmWeaponsG.ugx #exec OBJ LOAD File=..\Textures\WeaponFXT.utx //#exec OBJ LOAD File=..\System\ParticleRes\PistolEffects.u // Three round bursts. simulated function int GetAltFireAmmoUsed() { return 3; } defaultproperties { FireTime=0.300000 AltFireTime=0.800000 FireLastDownTime=2.444000 AltFireLastDownTime=2.428000 FireLastReloadTime=3.222000 AltFireLastReloadTime=2.607000 ReloadTime=1.888000 FlashSkin=Shader'WeaponFXT.Pistol.P_Skin2FX' FireLastRoundSound=Sound'U2WeaponsA.Pistol.P_FireLastRound' AltFireLastRoundSound=Sound'U2WeaponsA.Pistol.P_FireLastRound' ReloadUnloadedSound=Sound'U2WeaponsA.Pistol.P_ReloadUnloaded' GunButtSounds(0)=Sound'U2WeaponsA.GunButt.GunButt01' GunButtSounds(1)=Sound'U2WeaponsA.GunButt.GunButt02' GunButtSounds(2)=Sound'U2WeaponsA.GunButt.GunButt03' GunButtSounds(3)=Sound'U2WeaponsA.GunButt.GunButt04' DecoEffects(0)=(AnimSequence=Fire,DecoClass=Class'U2Weapons.P_LightEffect',MountNode="#Muzzleflash",MountOffset=(X=15.000000,Z=15.000000),bTriggerUpdateOnly=true) DecoEffects(1)=(AnimSequence=AltFire,DecoClass=Class'U2Weapons.P_LightEffect',MountNode="#Muzzleflash",MountOffset=(X=15.000000,Z=15.000000),bTriggerUpdateOnly=true) FirstPersonOffset=(X=-62.000000,Y=-9.000000,Z=6.000000) bCrosshairGlows=true WeaponAnimationType=AT_Small ImpactHandlerClass=Class'U2Weapons.impactPistol' Damage=60.000000 AltDamage=120.000000 MomentumTransfer=4000.000000 TraceRange=4800.000000 AltShakeMag=1.500000 AltShakeTime=0.150000 TargetableTypes(0)='Pawn' RangeMinFire=0.000000 RangeIdealFire=512.000000 RangeMaxFire=1536.000000 RangeLimitFire=32767.000000 RatingRangeMinFire=0.250000 RatingRangeIdealFire=0.450000 RatingRangeMaxFire=0.100000 RatingRangeLimitFire=0.001000 AIRatingFire=0.400000 RangeMinAltFire=0.000000 RangeIdealAltFire=384.000000 RangeMaxAltFire=1536.000000 RangeLimitAltFire=32767.000000 RatingRangeMinAltFire=0.100000 RatingRangeIdealAltFire=0.200000 RatingRangeMaxAltFire=0.100000 AIRatingAltFire=0.350000 AmmoName=Class'U2Weapons.AmmoInvPistol' PickupAmmoCount=9 AutoSwitchPriority=7 bInstantHit=true PreferCrouchingMultiplier=1.500000 PreferProneMultiplier=1.500000 bAltInstantHit=true FiringSpeed=1.500000 FireOffset=(X=62.000000,Y=9.000000,Z=-6.000000) MyDamageType=Class'U2.DamageTypePistol' ShakeMag=1.000000 ShakeTime=0.100000 AIRating=0.400000 RefireRate=0.200000 AltRefireRate=99.900002 FireSound=Sound'U2WeaponsA.Pistol.P_Fire' AltFireSound=Sound'U2WeaponsA.Pistol.P_Fire' CockingSound=Sound'U2WeaponsA.Pistol.P_Reload' SelectSound=Sound'U2WeaponsA.Pistol.P_Select' InstFlash=-0.200000 InstFog=(X=325.000000,Y=225.000000,Z=95.000000) GroupOffset=3 PickupClass=Class'U2Weapons.weaponPistol' PlayerViewOffset=(X=0.000000,Z=0.000000) ThirdPersonMesh=LegendMesh'GlmWeaponsG.P_TP' ItemName="Pistol" ItemID="P" IconIndex=2 Mesh=LegendMesh'GlmWeaponsG.P_FP' Mass=15.000000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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