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 NiceHopMineAmmo extends HopMineAmmo;
defaultproperties
{ PickupClass=Class'NicePack.NiceHopMineAmmoPickup'
}

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class NiceHopMineAmmoPickup extends HopMineAmmoPickup;
defaultproperties
{ InventoryType=Class'NicePack.NiceHopMineAmmo'
}

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class NiceHopMineFire extends HopMineFire;
defaultproperties
{ AmmoClass=Class'NicePack.NiceHopMineAmmo' ProjectileClass=Class'NicePack.NiceHopMineProj'
}

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class NiceHopMineLPickup extends HopMineLPickup;
defaultproperties
{ Weight=5.000000 Description="The prototype of Hopmine launcher. But still can be very useful." ItemName="HopMine Launcher NW" ItemShortName="HopMine NW" InventoryType=Class'NicePack.NiceHopMineLchr' PickupMessage="You got the HopMine Launcher NW."
}

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//=============================================================================
// HopMineLchr
//=============================================================================
class NiceHopMineLchr extends HopMineLchr;
defaultproperties
{ Weight=5.000000 FireModeClass(0)=Class'NicePack.NiceHopMineFire' Description="The prototype of Hopmine launcher." PickupClass=Class'NicePack.NiceHopMineLPickup' ItemName="HopMine Launcher NW"
}

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Class NiceHopMineProj extends HopMineProj;
#exec obj load file="KF_GrenadeSnd.uax"
#exec OBJ LOAD FILE=ScrnWeaponPack_T.utx
#exec OBJ LOAD FILE=ScrnWeaponPack_SND.uax
#exec OBJ LOAD FILE=ScrnWeaponPack_A.ukx
state OnWall
{
simulated function BeginState()
{ if ( SmokeTrail != none ) { SmokeTrail.HandleOwnerDestroyed(); SmokeTrail = none; } bCollideWorld = False; bFixedRotationDir = false; RotationRate = rot(0,0,0); if( Level.NetMode!=NM_DedicatedServer ) { TweenAnim('Down',0.05f); PlaySound(Sound'ScrnWeaponPack_SND.mine.blade_cut'); DotLight = Spawn(Class'HopMineLight',,,Location + (vect(0,0,5) << Rotation)); if( DotLight!=none ) { DotLight.SetBase(Self); DotLight.SetRelativeLocation(vect(0,0,5)); } } if( Level.NetMode!=NM_Client ) { NetUpdateFrequency = 1.f; SetTimer(0.25+FRand()*0.25,true); }
}
simulated function EndState()
{ if( Level.NetMode!=NM_Client ) { SetTimer(0,false); NetUpdateFrequency = Default.NetUpdateFrequency; NetUpdateTime = Level.TimeSeconds-1; }
}
function Timer()
{ local Controller C; local vector X,Y,Z; local float DotP; local int ThreatLevel; local bool bA,bB; GetAxes(Rotation,X,Y,Z); for( C=Level.ControllerList; C!=none; C=C.nextController ) if( C.Pawn!=none && C.Pawn.Health>0 && VSizeSquared(C.Pawn.Location-Location)<1000000.f ) { X = C.Pawn.Location-Location; DotP = (X Dot Z); if( DotP<0 ) continue; DotP = VSizeSquared(X - (Z * DotP)); if( DotP>90000.f || !FastTrace(C.Pawn.Location,Location) ) continue; if( Monster(C.Pawn)!=none ) { bB = true; if( DotP<35500.f ) { Y = C.Pawn.Location; ThreatLevel+=C.Pawn.HealthMax; } } else bA = true; } if( bA!=bWarningTarget || bB!=bCriticalTarget ) { bWarningTarget = bA; bCriticalTarget = bB; if( DotLight!=none ) DotLight.SetMode(bA,bB); NetUpdateTime = Level.TimeSeconds-1; } if( bB && ThreatLevel>400 ) { bWarningTarget = false; bCriticalTarget = false; RepLaunchPos = Y; GoToState('LaunchMine'); } else if( InstigatorController==none || bNeedsDetonate || (WeaponOwner!=none && WeaponOwner.NumMinesOut>WeaponOwner.MaximumMines) ) { bWarningTarget = false; bCriticalTarget = false; RepLaunchPos = Location + Z*(150.f+FRand()*250.f); GoToState('LaunchMine'); }
}
simulated function PostNetReceive()
{ if( RepLaunchPos!=vect(0,0,0) ) GoToState('LaunchMine'); else if( DotLight!=none ) DotLight.SetMode(bWarningTarget,bCriticalTarget);
}
}
defaultproperties
{
}