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 NiceM203Fire extends ScrnM203Fire;
defaultproperties
{ ProjectileClass=Class'NicePack.NiceM203GrenadeProjectile'
}

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class NiceM203GrenadeProjectile extends ScrnM203GrenadeProjectile;
defaultproperties
{
}

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class NiceM203MAmmo extends ScrnM203MAmmo;
defaultproperties
{ PickupClass=Class'NicePack.NiceM203MAmmoPickup'
}

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class NiceM203MAmmoPickup extends ScrnM203MAmmoPickup;
defaultproperties
{ InventoryType=Class'NicePack.NiceM203MAmmo'
}

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class NiceM203MFire extends NiceM203Fire;
defaultproperties
{ AmmoClass=Class'NicePack.NiceM203MAmmo' ProjectileClass=Class'NicePack.NiceM203MGrenadeProjectile'
}

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class NiceM203MGrenadeProjectile extends ScrnM79MGrenadeProjectile;
function SuccessfulHealMessage()
{
if ( ScrnM4203MMedicGun(InstigatorWeapon) != none ) ScrnM4203MMedicGun(InstigatorWeapon).ClientSuccessfulHeal(HealedPlayers.length, HealedHP);
}
defaultproperties
{
}

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class NiceM4203AssaultRifle extends ScrnM4203AssaultRifle
config(user);
defaultproperties
{ FireModeClass(0)=Class'NicePack.NiceM4203BulletFire' FireModeClass(1)=Class'NicePack.NiceM203Fire' PickupClass=Class'NicePack.NiceM4203Pickup' ItemName="M4 203 NW"
}

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class NiceM4203BulletFire extends ScrnM4203BulletFire;
defaultproperties
{ maxVerticalRecoilAngle=170 maxHorizontalRecoilAngle=85 DamageType=Class'NicePack.NiceDamTypeM4AssaultRifle' DamageMin=46 DamageMax=46 FireRate=0.075000
}

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// Can't share fire mod classes with many guns, cuz destorying one of them will unload its assets
class NiceM4203MBulletFire extends NiceM4203BulletFire;
defaultproperties
{
}

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class NiceM4203MMedicGun extends NiceM4203AssaultRifle
config(user);
var localized string SuccessfulHealMessage;
var ScrnFakedHealingGrenade FakedNade;
replication
{ reliable if( Role == ROLE_Authority ) ClientSuccessfulHeal;
}
simulated function PostBeginPlay()
{
super.PostBeginPlay();
if ( Level.NetMode != NM_DedicatedServer ) { SetBoneScale (58, 0.0, 'M203_EmptyShell');
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'); }
}
}
simulated function Destroyed()
{
if ( FakedNade != none ) FakedNade.Destroy();
super.Destroyed();
}
// The server lets the client know they successfully healed someone
simulated function ClientSuccessfulHeal(int HealedPlayerCount, int HealedAmount)
{
local string str;
if( PlayerController(Instigator.Controller) != none ) { str = SuccessfulHealMessage; ReplaceText(str, "%c", String(HealedPlayerCount)); ReplaceText(str, "%a", String(HealedAmount)); PlayerController(Instigator.controller).ClientMessage(str, 'CriticalEvent');
}
}
defaultproperties
{ 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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class NiceM4203MPickup extends NiceM4203Pickup;
defaultproperties
{ 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"
}