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 NiceDamTypeThom extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{ HeadShotDamageMult=1.500000 WeaponClass=Class'NicePack.NiceTactThom' DeathString="%k killed %o (Tactical-Thompson)." 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 NiceTactThom extends NiceAssaultRifle;
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
#exec OBJ LOAD FILE=KillingFloorHUD.utx
#exec OBJ LOAD FILE=Inf_Weapons_Foley.uax
simulated function AltFire(float F){
ToggleLaser();
}
simulated function ToggleLaser(){
if(!Instigator.IsLocallyControlled()) return;
// Will redo this bit later, but so far it'll have to do
if(LaserType == 0) LaserType = 1;
else LaserType = 0;
ApplyLaserState();
}
defaultproperties
{ LaserAttachmentBone="bone_laser" reloadPreEndFrame=0.110000 reloadEndFrame=0.380000 reloadChargeEndFrame=0.650000 reloadMagStartFrame=0.260000 reloadChargeStartFrame=0.460000 MagazineBone="thomson-mag" MagCapacity=30 ReloadRate=2.880000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_M4" SelectedHudImage=Texture'NicePackT.TactThompson.tact_sel' Weight=4.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=70.000000 SleeveNum=2 TraderInfoTexture=Texture'NicePackT.TactThompson.tact_trader' bIsTier2Weapon=True MeshRef="NicePackA.tact_tom" SkinRefs(0)="NicePackT.TactThompson.EOTECH" SkinRefs(1)="NicePackT.TactThompson.holosight_fb" SelectSoundRef="NicePackSnd.TactThompson.tact_deploy" HudImageRef="NicePackT.TactThompson.tact_unsel" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=40.000000 FireModeClass(0)=Class'NicePack.NiceTactThomFire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="An excellent tactical Thompson. Not much better than a bullpup, but has lots of ammo and some penetration." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=70.000000 Priority=70 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=3 GroupOffset=1 PickupClass=Class'NicePack.NiceTactThomPickup' PlayerViewOffset=(X=20.000000,Y=21.500000,Z=-9.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceTactThomAttachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="Tactical Thompson" TransientSoundVolume=1.250000
}

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class NiceTactThomAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceTactThomPickup' MaxAmmo=270 InitialAmount=60 PickupClass=Class'NicePack.NiceTactThomAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="Tact-Thom bullets"
}

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class NiceTactThomAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=30 InventoryType=Class'NicePack.NiceTactThomAmmo' PickupMessage="Rounds (Tact-Thom)" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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class NiceTactThomAttachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' 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="NicePackA.tact_3rd" bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}

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class NiceTactThomFire extends NiceFire;
defaultproperties
{ ProjectileSpeed=14250.000000 FireAimedAnim="Fire_Iron" RecoilRate=0.080000 maxVerticalRecoilAngle=240 maxHorizontalRecoilAngle=120 ShellEjectClass=Class'ROEffects.KFShellEjectBullpup' ShellEjectBoneName="bone_ejector" bAccuracyBonusForSemiAuto=True FireSoundRef="NicePackSnd.TactThompson.tact_fire_m" StereoFireSoundRef="NicePackSnd.TactThompson.tacT_fire_s" NoAmmoSoundRef="KF_9MMSnd.9mm_DryFire" DamageType=Class'NicePack.NiceDamTypeThom' DamageMin=20 DamageMax=20 Momentum=8500.000000 bPawnRapidFireAnim=True TransientSoundVolume=1.800000 FireLoopAnim="Fire" TweenTime=0.025000 FireForce="AssaultRifleFire" FireRate=0.080000 AmmoClass=Class'NicePack.NiceTactThomAmmo' ShakeRotMag=(X=75.000000,Y=75.000000,Z=250.000000) ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000) ShakeRotTime=0.500000 ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=10.000000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.000000 BotRefireRate=0.990000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG' aimerror=42.000000
}

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class NiceTactThomPickup extends NiceWeaponPickup;
defaultproperties
{ Weight=4.000000 cost=200 AmmoCost=12 BuyClipSize=40 PowerValue=56 SpeedValue=95 RangeValue=70 Description="An excellent tactical Thompson. Weakest weapon in commando's arsenal, but it is extremely light." ItemName="Tactical Thompson" ItemShortName="Tact Thom" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' CorrespondingPerkIndex=3 EquipmentCategoryID=2 InventoryType=Class'NicePack.NiceTactThom' PickupMessage="You got the Tactical-Thompson." PickupSound=Sound'NicePackSnd.TactThompson.bolt_pull' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'NicePackSM.TactThompson.tact_pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
}