Revert weapon conversion

This patch reverts first step of global weapon conversion
that would have halted the release of the next version for too long.
This commit is contained in:
Anton Tarasenko 2020-04-17 23:06:41 +07:00
commit 12d95e387e
757 changed files with 10788 additions and 4046 deletions

View file

@ -0,0 +1,5 @@
class NiceAK12Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceAK12Pickup' AmmoPickupAmount=30 MaxAmmo=270 InitialAmount=60 PickupClass=Class'NicePack.NiceAK12AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="5.45x39mm"
}

View file

@ -0,0 +1,4 @@
class NiceAK12AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=30 InventoryType=Class'NicePack.NiceAK12Ammo' PickupMessage="Rounds 5.45x39mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

View file

@ -0,0 +1,4 @@
class NiceAK12AssaultRifle extends NiceAssaultRifle;
defaultproperties
{ bSemiAutoFireEnabled=False bBurstFireEnabled=True reloadPreEndFrame=0.158000 reloadEndFrame=0.521000 reloadChargeEndFrame=0.726000 reloadMagStartFrame=0.363000 reloadChargeStartFrame=0.726000 MagazineBone="Bone_Magazine" MagCapacity=30 ReloadRate=3.000000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_AK47" Weight=6.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=55.000000 SleeveNum=8 TraderInfoTexture=Texture'ScrnWeaponPack_T.AK12.AK12_trader' bIsTier3Weapon=True MeshRef="ScrnWeaponPack_A.AK12_mesh" SkinRefs(0)="ScrnWeaponPack_T.AK12.AK12_tex_1_cmb" SkinRefs(1)="ScrnWeaponPack_T.AK12.AK12_tex_2_cmb" SkinRefs(2)="ScrnWeaponPack_T.AK12.AK12_tex_3_cmb" SkinRefs(3)="ScrnWeaponPack_T.AK12.AK12_tex_4_cmb" SkinRefs(4)="ScrnWeaponPack_T.AK12.AK12_tex_5_cmb" SkinRefs(5)="ScrnWeaponPack_T.AK12.AK12_tex_6_cmb" SkinRefs(6)="ScrnWeaponPack_T.AK12.AK12_tex_7_cmb" SkinRefs(7)="ScrnWeaponPack_T.AK12.AK12_aimpoint_sh" SkinRefs(8)="KF_Weapons_Trip_T.hands.hands_1stP_military_cmb" SelectSoundRef="ScrnWeaponPack_SND.AK12.AK12_select" HudImageRef="ScrnWeaponPack_T.AK12.AK12_Unselect" SelectedHudImageRef="ScrnWeaponPack_T.AK12.AK12_select" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=20.000000 FireModeClass(0)=Class'NicePack.NiceAK12Fire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectAnimRate=1.300000 SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="The Kalashnikov AK-12 (formerly AK-200) is the newest derivative of the Soviet/Russian AK-47 series of assault rifles and was proposed for possible general issue to the Russian Army. This version uses the 5.45x39mm ammo (the same as AK-74)" EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=55.000000 Priority=145 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=4 GroupOffset=7 PickupClass=Class'NicePack.NiceAK12Pickup' PlayerViewOffset=(X=-0.500000,Y=20.000000,Z=-3.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceAK12Attachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="AK12" TransientSoundVolume=1.250000
}

View file

@ -0,0 +1,5 @@
class NiceAK12Attachment extends NiceAttachment;
simulated function WeaponLight();
defaultproperties
{ bSpawnLight=False mMuzFlashClass=Class'ScrnWeaponPack.MuzzleFlashAK12AR' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' MovementAnims(0)="JogF_AK47" MovementAnims(1)="JogB_AK47" MovementAnims(2)="JogL_AK47" MovementAnims(3)="JogR_AK47" TurnLeftAnim="TurnL_AK47" TurnRightAnim="TurnR_AK47" CrouchAnims(0)="CHWalkF_AK47" CrouchAnims(1)="CHWalkB_AK47" CrouchAnims(2)="CHWalkL_AK47" CrouchAnims(3)="CHWalkR_AK47" WalkAnims(0)="WalkF_AK47" WalkAnims(1)="WalkB_AK47" WalkAnims(2)="WalkL_AK47" WalkAnims(3)="WalkR_AK47" CrouchTurnRightAnim="CH_TurnR_AK47" CrouchTurnLeftAnim="CH_TurnL_AK47" IdleCrouchAnim="CHIdle_AK47" IdleWeaponAnim="Idle_AK47" IdleRestAnim="Idle_AK47" IdleChatAnim="Idle_AK47" IdleHeavyAnim="Idle_AK47" IdleRifleAnim="Idle_AK47" FireAnims(0)="Fire_AK47" FireAnims(1)="Fire_AK47" FireAnims(2)="Fire_AK47" FireAnims(3)="Fire_AK47" FireAltAnims(0)="IS_Fire_AK47" FireAltAnims(1)="IS_Fire_AK47" FireAltAnims(2)="IS_Fire_AK47" FireAltAnims(3)="IS_Fire_AK47" FireCrouchAnims(0)="CHFire_AK47" FireCrouchAnims(1)="CHFire_AK47" FireCrouchAnims(2)="CHFire_AK47" FireCrouchAnims(3)="CHFire_AK47" FireCrouchAltAnims(0)="CHFire_AK47" FireCrouchAltAnims(1)="CHFire_AK47" FireCrouchAltAnims(2)="CHFire_AK47" FireCrouchAltAnims(3)="CHFire_AK47" HitAnims(0)="HitF_AK47" HitAnims(1)="HitB_AK47" HitAnims(2)="HitL_AK47" HitAnims(3)="HitR_AK47" PostFireBlendStandAnim="Blend_AK47" PostFireBlendCrouchAnim="CHBlend_AK47" MeshRef="ScrnWeaponPack_A.AK12_3rd" bHeavy=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}

View file

@ -0,0 +1,4 @@
class NiceAK12Fire extends NiceFire;
defaultproperties
{ zedTimeFireSpeedUp=2.500000 ProjectileSpeed=44000.000000 FireAimedAnim="Fire_Iron" RecoilRate=0.040000 maxVerticalRecoilAngle=240 maxHorizontalRecoilAngle=120 ShellEjectClass=Class'ScrnWeaponPack.KFShellEjectAK12AR' ShellEjectBoneName="Shell_eject" bAccuracyBonusForSemiAuto=True bRandomPitchFireSound=False FireSoundRef="ScrnWeaponPack_SND.AK12.AK12_shot" StereoFireSoundRef="ScrnWeaponPack_SND.AK12.AK12_shot" NoAmmoSoundRef="ScrnWeaponPack_SND.AK12.AK12_empty" DamageType=Class'NicePack.NiceDamTypeAK12AssaultRifle' DamageMax=68 Momentum=18500.000000 bPawnRapidFireAnim=True TransientSoundVolume=3.800000 FireLoopAnim="Fire" TweenTime=0.025000 FireForce="AssaultRifleFire" FireRate=0.095000 AmmoClass=Class'NicePack.NiceAK12Ammo' ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000) ShakeRotRate=(X=5000.000000,Y=5000.000000,Z=5000.000000) ShakeRotTime=0.750000 ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.250000 BotRefireRate=0.990000 FlashEmitterClass=Class'ScrnWeaponPack.MuzzleFlashAK12AR' aimerror=42.000000
}

View file

@ -0,0 +1,4 @@
class NiceAK12Pickup extends NiceWeaponPickup;
defaultproperties
{ Weight=6.000000 cost=750 BuyClipSize=30 PowerValue=55 SpeedValue=80 RangeValue=30 Description="The Kalashnikov AK-12 (formerly AK-200) is the newest derivative of the Soviet/Russian AK-47 series of assault rifles and was proposed for possible general issue to the Russian Army. This version uses the 5.45x39mm ammo (the same as AK-74)" ItemName="AK12" ItemShortName="AK12" AmmoItemName="5.45x39mm" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' CorrespondingPerkIndex=3 EquipmentCategoryID=2 InventoryType=Class'NicePack.NiceAK12AssaultRifle' PickupMessage="You got the AK-12" PickupSound=Sound'ScrnWeaponPack_SND.AK12.AK12_select' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'ScrnWeaponPack_SM.AK12_st' DrawScale=1.100000 CollisionRadius=25.000000 CollisionHeight=5.000000
}

View file

@ -0,0 +1,5 @@
class NiceDamTypeAK12AssaultRifle extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{ bPenetrationHSOnly=True MaxPenetrations=3 HeadShotDamageMult=1.300000 WeaponClass=Class'NicePack.NiceAK12AssaultRifle' DeathString="%k killed %o (AK12)." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True KDeathVel=400.000000 KDeathUpKick=120.000000
}