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 NiceCLGL extends NiceWeapon;
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simulated function fillSubReloadStages(){
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// Loading 4 shells during 94 frames tops, with first shell loaded at frame 13, with 22 frames between load moments
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generateReloadStages(3, 94, 13, 22);
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}
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simulated function SetupReloadVars(optional bool bIsActive, optional int animationIndex){
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if(MagAmmoRemainingClient == 0){
generateReloadStages(4, 145, 42, 22);
reloadStages[0] = 0.2;
ReloadAnim='ReloadLong';
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}
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else{
generateReloadStages(3, 94, 13, 22);
ReloadAnim='Reload';
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}
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UpdateSingleReloadVars();
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super.SetupReloadVars(bIsActive, animationIndex);
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}
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defaultproperties
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{
bChangeClipIcon=True
bChangeBulletsIcon=True
hudClipTexture=Texture'KillingFloor2HUD.HUD.Hud_M79'
hudBulletsTexture=Texture'KillingFloor2HUD.HUD.Hud_M79'
reloadType=RTYPE_SINGLE
MagCapacity=4
ReloadRate=0.850000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
bHoldToReload=True
WeaponReloadAnim="Reload_Shotgun"
Weight=6.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=65.000000
SleeveNum=0
TraderInfoTexture=Texture'NicePackT.CLGL.CLGL_HUD_Trader'
bIsTier3Weapon=True
MeshRef="NicePackA.CLGLMesh1st"
SkinRefs(1)="NicePackT.CLGL.CLGL_CMB"
SelectSoundRef="NicePackSnd.CLGL.CLGLSelect"
HudImageRef="NicePackT.CLGL.CLGL_HUD_UnSelected"
SelectedHudImageRef="NicePackT.CLGL.CLGL_HUD_Selected"
PlayerIronSightFOV=70.000000
ZoomedDisplayFOV=40.000000
FireModeClass(0)=Class'NicePack.NiceCLGLFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.650000
CurrentRating=0.650000
Description="A pump-action grenade launcher. Launches high-explosive grenades."
DisplayFOV=65.000000
Priority=210
InventoryGroup=4
GroupOffset=6
PickupClass=Class'NicePack.NiceCLGLPickup'
PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-6.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceCLGLAttachment'
IconCoords=(X1=253,Y1=146,X2=333,Y2=181)
ItemName="China Lake Grenade Launcher"
LightType=LT_None
LightBrightness=0.000000
LightRadius=0.000000
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}
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class NiceCLGLAmmo extends NiceAmmo;
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defaultproperties
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{
AmmoPickupAmount=4
MaxAmmo=36
InitialAmount=9
PickupClass=Class'NicePack.NiceCLGLAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=4,Y1=350,X2=110,Y2=395)
ItemName="CLGL Grenades"
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}
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class NiceCLGLAmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=6
InventoryType=Class'NicePack.NiceCLGLAmmo'
PickupMessage="CLGL Grenades"
StaticMesh=StaticMesh'KillingFloorStatics.FragPickup'
CollisionRadius=25.000000
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}
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class NiceCLGLAttachment extends NiceAttachment;
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defaultproperties
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{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdNadeL'
mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
MovementAnims(0)="JogF_Shotgun"
MovementAnims(1)="JogB_Shotgun"
MovementAnims(2)="JogL_Shotgun"
MovementAnims(3)="JogR_Shotgun"
TurnLeftAnim="TurnL_Shotgun"
TurnRightAnim="TurnR_Shotgun"
CrouchAnims(0)="CHwalkF_Shotgun"
CrouchAnims(1)="CHwalkB_Shotgun"
CrouchAnims(2)="CHwalkL_Shotgun"
CrouchAnims(3)="CHwalkR_Shotgun"
WalkAnims(0)="WalkF_Shotgun"
WalkAnims(1)="WalkB_Shotgun"
WalkAnims(2)="WalkL_Shotgun"
WalkAnims(3)="WalkR_Shotgun"
CrouchTurnRightAnim="CH_TurnR_Shotgun"
CrouchTurnLeftAnim="CH_TurnL_Shotgun"
IdleCrouchAnim="CHIdle_Shotgun"
IdleWeaponAnim="Idle_Shotgun"
IdleRestAnim="Idle_Shotgun"
IdleChatAnim="Idle_Shotgun"
IdleHeavyAnim="Idle_Shotgun"
IdleRifleAnim="Idle_Shotgun"
FireAnims(0)="Fire_Shotgun"
FireAnims(1)="Fire_Shotgun"
FireAnims(2)="Fire_Shotgun"
FireAnims(3)="Fire_Shotgun"
FireAltAnims(0)="Fire_Shotgun"
FireAltAnims(1)="Fire_Shotgun"
FireAltAnims(2)="Fire_Shotgun"
FireAltAnims(3)="Fire_Shotgun"
FireCrouchAnims(0)="CHFire_Shotgun"
FireCrouchAnims(1)="CHFire_Shotgun"
FireCrouchAnims(2)="CHFire_Shotgun"
FireCrouchAnims(3)="CHFire_Shotgun"
FireCrouchAltAnims(0)="CHFire_Shotgun"
FireCrouchAltAnims(1)="CHFire_Shotgun"
FireCrouchAltAnims(2)="CHFire_Shotgun"
FireCrouchAltAnims(3)="CHFire_Shotgun"
HitAnims(0)="HitF_Shotgun"
HitAnims(1)="HitB_Shotgun"
HitAnims(2)="HitL_Shotgun"
HitAnims(3)="HitR_Shotgun"
PostFireBlendStandAnim="Blend_Shotgun"
PostFireBlendCrouchAnim="CHBlend_Shotgun"
MeshRef="NicePackA.CLGLMesh3rd"
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}
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class NiceCLGLFire extends NiceFire;
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defaultproperties
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{
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ProjSpawnOffset=(X=5.000000)
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EffectiveRange=2500.000000
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ProjectileSpeed=3800.000000
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bulletClass=Class'NicePack.NiceBallisticNade'
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ExplosionDamageType=Class'NicePack.NiceDamTypeCLGLExplosion'
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ExplosionDamage=360
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ExplosionRadius=400.000000
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explosionExponent=1.000000
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ExplosionMomentum=75000.000000
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explodeOnPawnHit=True
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explodeOnWallHit=True
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projAffectedByScream=True
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FireAimedAnim="Iron_Fire"
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maxVerticalRecoilAngle=200
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maxHorizontalRecoilAngle=50
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FireSoundRef="KF_M32Snd.M32_Fire"
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StereoFireSoundRef="KF_M32Snd.M32_FireST"
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NoAmmoSoundRef="KF_M79Snd.M79_DryFire"
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DamageType=Class'NicePack.NiceDamTypeCLGLBlunt'
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DamageMax=175
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bWaitForRelease=True
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TransientSoundVolume=1.800000
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FireForce="AssaultRifleFire"
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FireRate=1.100000
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AmmoClass=Class'NicePack.NiceCLGLAmmo'
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ShakeRotMag=(X=3.000000,Y=4.000000,Z=2.000000)
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ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
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ShakeOffsetMag=(X=3.000000,Y=3.000000,Z=3.000000)
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BotRefireRate=1.800000
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FlashEmitterClass=Class'ROEffects.MuzzleFlash1stNadeL'
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aimerror=42.000000
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}
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class NiceCLGLPickup extends NiceWeaponPickup;
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defaultproperties
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{
Weight=6.000000
cost=500
AmmoCost=28
BuyClipSize=4
PowerValue=85
SpeedValue=65
RangeValue=75
Description="A pump-action grenade launcher. Launches high-explosive grenades."
ItemName="China Lake Grenade Launcher"
ItemShortName="China Lake Launcher"
AmmoItemName="CLGL Grenades"
AmmoMesh=StaticMesh'KillingFloorStatics.XbowAmmo'
CorrespondingPerkIndex=6
EquipmentCategoryID=2
MaxDesireability=0.790000
InventoryType=Class'NicePack.NiceCLGL'
PickupMessage="You got the China Lake Grenade Launcher."
PickupSound=Sound'NicePackSnd.CLGL.CLGLPickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'NicePackSM.CLGLMeshPickup'
DrawScale=1.400000
CollisionRadius=25.000000
CollisionHeight=10.000000
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}
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class NiceDamTypeCLGLBlunt extends NiceDamTypeDemoBlunt;
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defaultproperties
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{
WeaponClass=Class'NicePack.NiceCLGL'
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}
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class NiceDamTypeCLGLExplosion extends NiceDamTypeDemoExplosion;
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defaultproperties
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{
WeaponClass=Class'NicePack.NiceCLGL'
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}
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