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.
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3c46801714
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757 changed files with 10788 additions and 4046 deletions
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class NiceM203Fire extends ScrnM203Fire;
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defaultproperties
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{
ProjectileClass=Class'NicePack.NiceM203GrenadeProjectile'
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}
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class NiceM203GrenadeProjectile extends ScrnM203GrenadeProjectile;
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defaultproperties
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{
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}
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class NiceM203MAmmo extends ScrnM203MAmmo;
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defaultproperties
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{
PickupClass=Class'NicePack.NiceM203MAmmoPickup'
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}
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class NiceM203MAmmoPickup extends ScrnM203MAmmoPickup;
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defaultproperties
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{
InventoryType=Class'NicePack.NiceM203MAmmo'
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}
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class NiceM203MFire extends NiceM203Fire;
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defaultproperties
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{
AmmoClass=Class'NicePack.NiceM203MAmmo'
ProjectileClass=Class'NicePack.NiceM203MGrenadeProjectile'
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}
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class NiceM203MGrenadeProjectile extends ScrnM79MGrenadeProjectile;
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function SuccessfulHealMessage()
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{
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if ( ScrnM4203MMedicGun(InstigatorWeapon) != none )
ScrnM4203MMedicGun(InstigatorWeapon).ClientSuccessfulHeal(HealedPlayers.length, HealedHP);
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}
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defaultproperties
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{
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}
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class NiceM4203AssaultRifle extends ScrnM4203AssaultRifle
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config(user);
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defaultproperties
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{
FireModeClass(0)=Class'NicePack.NiceM4203BulletFire'
FireModeClass(1)=Class'NicePack.NiceM203Fire'
PickupClass=Class'NicePack.NiceM4203Pickup'
ItemName="M4 203 NW"
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}
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class NiceM4203BulletFire extends ScrnM4203BulletFire;
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defaultproperties
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{
maxVerticalRecoilAngle=170
maxHorizontalRecoilAngle=85
DamageType=Class'NicePack.NiceDamTypeM4AssaultRifle'
DamageMin=46
DamageMax=46
FireRate=0.075000
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}
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// Can't share fire mod classes with many guns, cuz destorying one of them will unload its assets
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class NiceM4203MBulletFire extends NiceM4203BulletFire;
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defaultproperties
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{
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}
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class NiceM4203MMedicGun extends NiceM4203AssaultRifle
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config(user);
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var localized string SuccessfulHealMessage;
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var ScrnFakedHealingGrenade FakedNade;
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replication
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{
reliable if( Role == ROLE_Authority )
ClientSuccessfulHeal;
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}
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simulated function PostBeginPlay()
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{
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super.PostBeginPlay();
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if ( Level.NetMode != NM_DedicatedServer ) {
SetBoneScale (58, 0.0, 'M203_EmptyShell');
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FakedNade = spawn(class'ScrnFakedHealingGrenade',self);
if ( FakedNade != none ) {
//FakedNade.SetDrawScale(4.0);
SetBoneRotation('M203_Round', rot(0, 6000, 0));
// bone must have a size to properly adjust rotation
SetBoneScale (59, 0.0001, 'M203_Round');
AttachToBone(FakedNade, 'M203_Round');
}
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}
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}
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simulated function Destroyed()
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{
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if ( FakedNade != none )
FakedNade.Destroy();
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super.Destroyed();
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}
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// The server lets the client know they successfully healed someone
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simulated function ClientSuccessfulHeal(int HealedPlayerCount, int HealedAmount)
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{
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local string str;
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if( PlayerController(Instigator.Controller) != none ) {
str = SuccessfulHealMessage;
ReplaceText(str, "%c", String(HealedPlayerCount));
ReplaceText(str, "%a", String(HealedAmount));
PlayerController(Instigator.controller).ClientMessage(str, 'CriticalEvent');
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}
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}
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defaultproperties
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{
SuccessfulHealMessage="You healed %c player(-s) with %ahp"
bIsTier2Weapon=False
SkinRefs(0)="ScrnTex.Weapons.M4203M"
FireModeClass(0)=Class'NicePack.NiceM4203MBulletFire'
FireModeClass(1)=Class'NicePack.NiceM203MFire'
Description="An assault rifle with an attached healing grenade launcher. Shoots in 3-bullet fixed-burst mode."
Priority=70
InventoryGroup=4
PickupClass=Class'NicePack.NiceM4203MPickup'
ItemName="M4-203M Medic Rifle NW"
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}
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class NiceM4203MPickup extends NiceM4203Pickup;
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defaultproperties
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{
cost=1250
AmmoCost=40
PowerValue=30
Description="An assault rifle with an attached healing grenade launcher. Shoots in 3-bullet fixed-burst mode."
ItemName="M4-203M Medic Rifle NW"
ItemShortName="M4-203M NW"
CorrespondingPerkIndex=0
InventoryType=Class'NicePack.NiceM4203MMedicGun'
PickupMessage="You got the M4-203M Medic Rifle NW"
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}
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