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 NiceDamTypeM4AssaultRifle extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{ HeadShotDamageMult=1.500000 WeaponClass=Class'NicePack.NiceM4AssaultRifle' DeathString="%k killed %o (M4)." 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 NiceM4Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceM4Pickup' AmmoPickupAmount=30 MaxAmmo=180 InitialAmount=45 PickupClass=Class'NicePack.NiceM4AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="M4 bullets"
}

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class NiceM4AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=30 InventoryType=Class'NicePack.NiceM4Ammo' PickupMessage="Rounds 5.56mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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class NiceM4AssaultRifle extends NiceAssaultRifle;
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
#exec OBJ LOAD FILE=KillingFloorHUD.utx
#exec OBJ LOAD FILE=Inf_Weapons_Foley.uax
defaultproperties
{ reloadPreEndFrame=0.148000 reloadEndFrame=0.546000 reloadChargeEndFrame=0.778000 reloadMagStartFrame=0.306000 reloadChargeStartFrame=0.694000 MagCapacity=30 ReloadRate=3.633300 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_M4" Weight=5.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=60.000000 SleeveNum=2 TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_M4' bIsTier2Weapon=True MeshRef="KF_Wep_M4.M4_Trip" SkinRefs(0)="KF_Weapons4_Trip_T.Weapons.m4_cmb" SkinRefs(1)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr" SelectSoundRef="KF_M4RifleSnd.WEP_M4_Foley_Select" HudImageRef="KillingFloor2HUD.WeaponSelect.M4_unselected" SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.M4" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=45.000000 FireModeClass(0)=Class'NicePack.NiceM4Fire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="A compact assault rifle. Can be fired in semi or full auto with good damage and good accuracy." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=60.000000 Priority=130 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=3 GroupOffset=10 PickupClass=Class'NicePack.NiceM4Pickup' PlayerViewOffset=(X=25.000000,Y=18.000000,Z=-6.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceM4Attachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="M4" TransientSoundVolume=1.250000
}

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class NiceM4Attachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' ShellEjectBoneName="Shell_eject" MovementAnims(0)="JogF_M4" MovementAnims(1)="JogB_M4" MovementAnims(2)="JogL_M4" MovementAnims(3)="JogR_M4" TurnLeftAnim="TurnL_M4" TurnRightAnim="TurnR_M4" CrouchAnims(0)="CHWalkF_M4" CrouchAnims(1)="CHWalkB_M4" CrouchAnims(2)="CHWalkL_M4" CrouchAnims(3)="CHWalkR_M4" WalkAnims(0)="WalkF_M4" WalkAnims(1)="WalkB_M4" WalkAnims(2)="WalkL_M4" WalkAnims(3)="WalkR_M4" CrouchTurnRightAnim="CH_TurnR_M4" CrouchTurnLeftAnim="CH_TurnL_M4" IdleCrouchAnim="CHIdle_M4" IdleWeaponAnim="Idle_M4" IdleRestAnim="Idle_M4" IdleChatAnim="Idle_M4" IdleHeavyAnim="Idle_M4" IdleRifleAnim="Idle_M4" FireAnims(0)="Fire_M4" FireAnims(1)="Fire_M4" FireAnims(2)="Fire_M4" FireAnims(3)="Fire_M4" FireAltAnims(0)="Fire_M4" FireAltAnims(1)="Fire_M4" FireAltAnims(2)="Fire_M4" FireAltAnims(3)="Fire_M4" FireCrouchAnims(0)="CHFire_M4" FireCrouchAnims(1)="CHFire_M4" FireCrouchAnims(2)="CHFire_M4" FireCrouchAnims(3)="CHFire_M4" FireCrouchAltAnims(0)="CHFire_M4" FireCrouchAltAnims(1)="CHFire_M4" FireCrouchAltAnims(2)="CHFire_M4" FireCrouchAltAnims(3)="CHFire_M4" HitAnims(0)="HitF_M4" HitAnims(1)="HitB_M4" HitAnims(2)="HitL_M4" HitAnims(3)="HitR_M4" PostFireBlendStandAnim="Blend_M4" PostFireBlendCrouchAnim="CHBlend_M4" MeshRef="KF_Weapons3rd3_Trip.M4_3rd" WeaponAmbientScale=2.000000 bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}

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class NiceM4Fire extends NiceHighROFFire;
defaultproperties
{ FireEndSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop_End_M" FireEndStereoSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop_End_S" AmbientFireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop" zedTimeFireSpeedUp=2.500000 ProjectileSpeed=44000.000000 RecoilRate=0.065000 maxVerticalRecoilAngle=170 maxHorizontalRecoilAngle=85 ShellEjectClass=Class'ROEffects.KFShellEjectM4Rifle' ShellEjectBoneName="Shell_eject" FireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_M" StereoFireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_S" NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire" DamageType=Class'NicePack.NiceDamTypeM4AssaultRifle' DamageMin=69 DamageMax=69 Momentum=8500.000000 FireRate=0.075000 AmmoClass=Class'NicePack.NiceM4Ammo' 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'ROEffects.MuzzleFlash1stSTG' aimerror=42.000000
}

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class NiceM4Pickup extends NiceWeaponPickup;
defaultproperties
{ Weight=5.000000 cost=500 BuyClipSize=30 PowerValue=30 SpeedValue=90 RangeValue=60 Description="A compact assault rifle. Can be fired in semi or full auto with good damage and good accuracy." ItemName="M4" ItemShortName="M4" AmmoItemName="5.56mm Ammo" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' CorrespondingPerkIndex=3 EquipmentCategoryID=2 VariantClasses(0)=Class'KFMod.CamoM4Pickup' InventoryType=Class'NicePack.NiceM4AssaultRifle' PickupMessage="You got the M4" PickupSound=Sound'KF_M4RifleSnd.foley.WEP_M4_Foley_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups3_Trip.Rifles.M4_Pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
}