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 NiceDamTypeM4M203AssaultRifle extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{ HeadShotDamageMult=1.500000 WeaponClass=Class'NicePack.NiceM4M203AssaultRifle' DeathString="%k killed %o (M4 M203)." 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 NiceM4203Pickup extends ScrnM4203Pickup;
defaultproperties
{ ItemName="M4 203 NW" ItemShortName="M4 203 N W" PrimaryWeaponPickup=Class'NicePack.NiceM4Pickup' InventoryType=Class'NicePack.NiceM4203AssaultRifle'
}

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class NiceM4M203Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceM4Pickup' AmmoPickupAmount=30 MaxAmmo=360 InitialAmount=90 PickupClass=Class'NicePack.NiceM4M203AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="M4 bullets"
}

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class NiceM4M203AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=30 InventoryType=Class'NicePack.NiceM4M203Ammo' PickupMessage="Rounds 5.56mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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class NiceM4M203AssaultRifle extends NiceAssaultRifle;
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
#exec OBJ LOAD FILE=KillingFloorHUD.utx
#exec OBJ LOAD FILE=Inf_Weapons_Foley.uax
simulated function PostBeginPlay(){
local AutoReloadAnimDesc reloadDesc;
autoReloadsDescriptions.Length = 0;
reloadDesc.canInterruptFrame = 0.217;
reloadDesc.trashStartFrame = 0.679;
reloadDesc.resumeFrame = 0.32;
reloadDesc.speedFrame = 0.019;
reloadDesc.animName = 'Fire_Secondary';
autoReloadsDescriptions[0] = reloadDesc;
reloadDesc.animName = 'Fire_Iron_Secondary';
autoReloadsDescriptions[1] = reloadDesc;
super.PostBeginPlay();
}
defaultproperties
{ bSemiAutoFireEnabled=False reloadPreEndFrame=0.148000 reloadEndFrame=0.546000 reloadChargeEndFrame=0.778000 reloadMagStartFrame=0.306000 reloadChargeStartFrame=0.694000 autoReloadSpeedModifier=1.500000 ForceZoomOutOnAltFireTime=0.400000 MagCapacity=30 ReloadRate=3.633300 bHasSecondaryAmmo=True bReduceMagAmmoOnSecondaryFire=False ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_M4203" Weight=6.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=60.000000 TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_M4_203' bIsTier2Weapon=True bIsTier3Weapon=True MeshRef="KF_Wep_M4M203.M4M203_Trip" SkinRefs(0)="KF_Weapons4_Trip_T.Weapons.m4_cmb" SelectSoundRef="KF_M4RifleSnd.WEP_M4_Foley_Select" HudImageRef="KillingFloor2HUD.WeaponSelect.M4_203_unselected" SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.M4_203" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=45.000000 FireModeClass(0)=Class'NicePack.NiceM4M203Fire' FireModeClass(1)=Class'NicePack.NiceM4M203NadeFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="An assault rifle with an attached grenade launcher." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=60.000000 Priority=190 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=3 GroupOffset=8 PickupClass=Class'NicePack.NiceM4M203Pickup' PlayerViewOffset=(X=25.000000,Y=18.000000,Z=-6.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceM4M203Attachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="M4 203" TransientSoundVolume=1.250000
}

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class NiceM4M203Attachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' ShellEjectBoneName="Shell_eject" MovementAnims(0)="JogF_M4203" MovementAnims(1)="JogB_M4203" MovementAnims(2)="JogL_M4203" MovementAnims(3)="JogR_M4203" TurnLeftAnim="TurnL_M4203" TurnRightAnim="TurnR_M4203" CrouchAnims(0)="CHWalkF_M4203" CrouchAnims(1)="CHWalkB_M4203" CrouchAnims(2)="CHWalkL_M4203" CrouchAnims(3)="CHWalkR_M4203" WalkAnims(0)="WalkF_M4203" WalkAnims(1)="WalkB_M4203" WalkAnims(2)="WalkL_M4203" WalkAnims(3)="WalkR_M4203" CrouchTurnRightAnim="CH_TurnR_M4203" CrouchTurnLeftAnim="CH_TurnL_M4203" IdleCrouchAnim="CHIdle_M4203" IdleWeaponAnim="Idle_M4203" IdleRestAnim="Idle_M4203" IdleChatAnim="Idle_M4203" IdleHeavyAnim="Idle_M4203" IdleRifleAnim="Idle_M4203" FireAnims(0)="Fire_M4203" FireAnims(1)="Fire_M4203" FireAnims(2)="Fire_M4203" FireAnims(3)="Fire_M4203" FireAltAnims(0)="Reload_Secondary_M4203" FireAltAnims(1)="Reload_Secondary_M4203" FireAltAnims(2)="Reload_Secondary_M4203" FireAltAnims(3)="Reload_Secondary_M4203" FireCrouchAnims(0)="CHFire_M4203" FireCrouchAnims(1)="CHFire_M4203" FireCrouchAnims(2)="CHFire_M4203" FireCrouchAnims(3)="CHFire_M4203" FireCrouchAltAnims(0)="Reload_Secondary_M4203" FireCrouchAltAnims(1)="Reload_Secondary_M4203" FireCrouchAltAnims(2)="Reload_Secondary_M4203" FireCrouchAltAnims(3)="Reload_Secondary_M4203" HitAnims(0)="HitF_M4203" HitAnims(1)="HitB_M4203" HitAnims(2)="HitL_M4203" HitAnims(3)="HitR_M4203" PostFireBlendStandAnim="Blend_M4203" PostFireBlendCrouchAnim="CHBlend_M4203" MeshRef="KF_Weapons3rd3_Trip.M4M203_3rd" WeaponAmbientScale=2.000000 bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}

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class NiceM4M203Fire 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" 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.NiceM4M203Ammo' 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 NiceM4M203NadeAmmo extends NiceAmmo;
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceM4M203Pickup' AmmoPickupAmount=2 MaxAmmo=12 InitialAmount=6 PickupClass=Class'NicePack.NiceM4M203AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=4,Y1=350,X2=110,Y2=395) ItemName="M203 Grenades"
}

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class NiceM4M203NadeAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=2 InventoryType=Class'NicePack.NiceM4M203NadeAmmo' PickupMessage="M203 Grenades"
}

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class NiceM4M203NadeFire extends NiceFire;
defaultproperties
{
ProjSpawnOffset=(X=5.000000)
EffectiveRange=2500.000000
ProjectileSpeed=3800.000000
bulletClass=Class'NicePack.NiceBallisticNade'
ExplosionDamageType=Class'NicePack.NiceDamTypeM79Explosion'
ExplosionDamage=320
ExplosionRadius=400.000000
explosionExponent=1.000000
ExplosionMomentum=75000.000000
explodeOnPawnHit=True
explodeOnWallHit=True
projAffectedByScream=True
FireAimedAnim="Fire_Iron_Secondary"
RecoilRate=0.100000
maxVerticalRecoilAngle=200
maxHorizontalRecoilAngle=50
FireSoundRef="KF_M79Snd.M79_Fire"
StereoFireSoundRef="KF_M79Snd.M79_FireST"
NoAmmoSoundRef="KF_M79Snd.M79_DryFire"
DamageType=Class'NicePack.NiceDamTypeM79Blunt'
DamageMax=200
bWaitForRelease=True
TransientSoundVolume=1.800000
FireAnim="Fire_Secondary"
FireForce="AssaultRifleFire"
FireRate=0.000000
AmmoClass=Class'NicePack.NiceM4M203NadeAmmo'
ShakeRotMag=(X=3.000000,Y=4.000000,Z=2.000000)
ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
ShakeOffsetMag=(X=3.000000,Y=3.000000,Z=3.000000)
BotRefireRate=1.800000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stNadeL'
aimerror=42.000000
}

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class NiceM4M203Pickup extends NiceWeaponPickup;
defaultproperties
{ crossPerkIndecies(0)=3 Weight=6.000000 cost=750 AmmoCost=40 BuyClipSize=1 PowerValue=30 SpeedValue=90 RangeValue=60 Description="An assault rifle with an attached grenade launcher." ItemName="M4 203" ItemShortName="M4 203" AmmoItemName="5.56mm Ammo" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' SecondaryAmmoShortName="M4 203 Grenades" PrimaryWeaponPickup=Class'NicePack.NiceM4Pickup' CorrespondingPerkIndex=6 EquipmentCategoryID=2 InventoryType=Class'NicePack.NiceM4M203AssaultRifle' PickupMessage="You got the M4 203" PickupSound=Sound'KF_M4RifleSnd.foley.WEP_M4_Foley_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups3_Trip.Rifles.M4M203_Pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
}