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

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class NiceDamTypeHK417AR extends NiceDamageTypeVetCommando;
defaultproperties
{ MaxPenetrations=2 HeadShotDamageMult=2.000000 WeaponClass=Class'NicePack.NiceHK417AR' DeathString="%k killed %o (HK-417)." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True KDamageImpulse=1500.000000 KDeathVel=110.000000 KDeathUpKick=2.000000
}

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class NiceHK417AR extends NiceScopedWeapon;
defaultproperties
{ lenseMaterialID=8 scopePortalFOVHigh=40.000000 scopePortalFOV=40.000000 ZoomMatRef="ScrnWeaponPack_T.HK417AR.HK417Scope_FB" ScriptedTextureFallbackRef="KF_Weapons_Trip_T.Rifles.CBLens_cmb" CrosshairTexRef="ScrnWeaponPack_T.HK417AR.HK417Scope" reloadPreEndFrame=0.158000 reloadEndFrame=0.653000 reloadChargeEndFrame=-1.000000 reloadMagStartFrame=0.284000 reloadChargeStartFrame=-1.000000 MagazineBone="clip" bHasScope=True ZoomedDisplayFOVHigh=60.000000 MagCapacity=20 ReloadRate=3.150000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_M4" Weight=6.000000 bHasAimingMode=True IdleAimAnim="Iron_Idle" StandardDisplayFOV=65.000000 SleeveNum=0 TraderInfoTexture=Texture'ScrnWeaponPack_T.HK417AR.HK417_Trader' MeshRef="ScrnWeaponPack_A.HK417_mesh" SkinRefs(0)="KF_Weapons3_Trip_T.hands.Priest_Hands_1st_P" SkinRefs(1)="ScrnWeaponPack_T.HK417AR.hk417_sk1_d2" SkinRefs(2)="ScrnWeaponPack_T.HK417AR.mueller" SkinRefs(3)="ScrnWeaponPack_T.HK417AR.body" SkinRefs(4)="ScrnWeaponPack_T.HK417AR.body2" SkinRefs(5)="ScrnWeaponPack_T.HK417AR.hk416_5" SkinRefs(6)="ScrnWeaponPack_T.HK417AR.clip_hk417" SkinRefs(7)="ScrnWeaponPack_T.HK417AR.hk416_8" SkinRefs(8)="KF_Weapons_Trip_T.Rifles.CBLens_cmb" SelectSoundRef="ScrnWeaponPack_SND.HK417AR.HK417_select" HudImageRef="ScrnWeaponPack_T.HK417AR.HK417_Unselected" SelectedHudImageRef="ScrnWeaponPack_T.HK417AR.HK417_selected" PlayerIronSightFOV=32.000000 ZoomedDisplayFOV=60.000000 FireModeClass(0)=Class'NicePack.NiceHK417Fire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectAnimRate=2.000000 BringUpTime=0.500000 SelectForce="SwitchToAssaultRifle" AIRating=0.650000 CurrentRating=0.650000 Description="The Heckler & Koch HK417 is a gas-operated, selective fire rifle with a rotating bolt and is essentially an enlarged HK416 assault rifle. Chambered for the full power 7.62x51mm NATO round, instead of a less powerful intermediate cartridge, the HK417 is intended for use as a designated marksman rifle, and in other roles where the greater penetrative power and range of the 7.62x51mm NATO round are required." DisplayFOV=65.000000 Priority=100 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=4 GroupOffset=3 PickupClass=Class'NicePack.NiceHK417Pickup' PlayerViewOffset=(X=14.000000,Y=7.000000,Z=-4.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceHK417Attachment' IconCoords=(X1=253,Y1=146,X2=333,Y2=181) ItemName="HK-417"
}

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class NiceHK417Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=InterfaceContent.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceHK417Pickup' AmmoPickupAmount=20 MaxAmmo=180 InitialAmount=45 PickupClass=Class'ScrnWeaponPack.HK417AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=338,Y1=40,X2=393,Y2=79) ItemName="7.62x51mm NATO"
}

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class NiceHK417AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=20 InventoryType=Class'NicePack.NiceHK417Ammo' PickupMessage="7.62x51mm NATO"
}

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class NiceHK417Attachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' ShellEjectBoneName="Shell_eject" MovementAnims(0)="JogF_SCAR" MovementAnims(1)="JogB_SCAR" MovementAnims(2)="JogL_SCAR" MovementAnims(3)="JogR_SCAR" TurnLeftAnim="TurnL_SCAR" TurnRightAnim="TurnR_SCAR" CrouchAnims(0)="CHWalkF_SCAR" CrouchAnims(1)="CHWalkB_SCAR" CrouchAnims(2)="CHWalkL_SCAR" CrouchAnims(3)="CHWalkR_SCAR" WalkAnims(0)="WalkF_SCAR" WalkAnims(1)="WalkB_SCAR" WalkAnims(2)="WalkL_SCAR" WalkAnims(3)="WalkR_SCAR" CrouchTurnRightAnim="CH_TurnR_SCAR" CrouchTurnLeftAnim="CH_TurnL_SCAR" IdleCrouchAnim="CHIdle_SCAR" IdleWeaponAnim="Idle_SCAR" IdleRestAnim="Idle_SCAR" IdleChatAnim="Idle_SCAR" IdleHeavyAnim="Idle_SCAR" IdleRifleAnim="Idle_SCAR" FireAnims(0)="Fire_SCAR" FireAnims(1)="Fire_SCAR" FireAnims(2)="Fire_SCAR" FireAnims(3)="Fire_SCAR" FireAltAnims(0)="Fire_SCAR" FireAltAnims(1)="Fire_SCAR" FireAltAnims(2)="Fire_SCAR" FireAltAnims(3)="Fire_SCAR" FireCrouchAnims(0)="CHFire_SCAR" FireCrouchAnims(1)="CHFire_SCAR" FireCrouchAnims(2)="CHFire_SCAR" FireCrouchAnims(3)="CHFire_SCAR" FireCrouchAltAnims(0)="CHFire_SCAR" FireCrouchAltAnims(1)="CHFire_SCAR" FireCrouchAltAnims(2)="CHFire_SCAR" FireCrouchAltAnims(3)="CHFire_SCAR" HitAnims(0)="HitF_SCAR" HitAnims(1)="HitB_SCAR" HitAnims(2)="HitL_SCAR" HitAnims(3)="HitR_SCAR" PostFireBlendStandAnim="Blend_SCAR" PostFireBlendCrouchAnim="CHBlend_SCAR" MeshRef="ScrnWeaponPack_A.HK417_3rd" WeaponAmbientScale=2.000000 bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' DrawScale=0.600000
}

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class NiceHK417Fire extends NiceFire;
defaultproperties
{ ProjectileSpeed=40850.000000 FireAimedAnim="Iron_Idle" RecoilRate=0.070000 maxVerticalRecoilAngle=500 maxHorizontalRecoilAngle=250 ShellEjectClass=Class'ROEffects.KFShellEjectAK' ShellEjectBoneName="Shell_eject" FireSoundRef="ScrnWeaponPack_SND.HK417AR.HK417_shot" StereoFireSoundRef="ScrnWeaponPack_SND.HK417AR.HK417_shot" NoAmmoSoundRef="ScrnWeaponPack_SND.HK417AR.HK417_empty" DamageType=Class'NicePack.NiceDamTypeHK417AR' DamageMin=75 DamageMax=75 Momentum=20000.000000 bPawnRapidFireAnim=True bWaitForRelease=True TransientSoundVolume=1.800000 FireLoopAnim="Fire" TweenTime=0.025000 FireForce="AssaultRifleFire" FireRate=0.230000 AmmoClass=Class'NicePack.NiceHK417Ammo' ShakeRotMag=(X=50.000000,Y=50.000000,Z=300.000000) ShakeRotRate=(X=9500.000000,Y=9500.000000,Z=9500.000000) ShakeRotTime=0.650000 ShakeOffsetMag=(X=3.000000,Y=3.000000,Z=3.000000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.250000 BotRefireRate=0.990000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG' aimerror=60.000000
}

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class NiceHK417Pickup extends NiceWeaponPickup;
defaultproperties
{ Weight=6.000000 AmmoCost=40 BuyClipSize=10 PowerValue=60 SpeedValue=30 RangeValue=95 Description="The Heckler & Koch HK417 is a gas-operated, selective fire rifle with a rotating bolt and is essentially an enlarged HK416 assault rifle. Chambered for the full power 7.62x51mm NATO round, instead of a less powerful intermediate cartridge, the HK417 is intended for use as a designated marksman rifle, and in other roles where the greater penetrative power and range of the 7.62x51mm NATO round are required." ItemName="HK-417" ItemShortName="HK-417" AmmoItemName="7.62x51mm NATO" CorrespondingPerkIndex=3 EquipmentCategoryID=2 InventoryType=Class'NicePack.NiceHK417AR' PickupMessage="You've got a HK-417" PickupSound=Sound'ScrnWeaponPack_SND.HK417AR.HK417_pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'ScrnWeaponPack_SM.HK417_st' DrawScale=0.800000 CollisionRadius=30.000000 CollisionHeight=5.000000
}