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:
parent
3c46801714
commit
12d95e387e
757 changed files with 10788 additions and 4046 deletions
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class NiceDamTypeLAWBlunt extends NiceDamTypeDemoBlunt;
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defaultproperties
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{
WeaponClass=Class'NicePack.NiceLAW'
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}
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class NiceDamTypeLAWExplosion extends NiceDamTypeDemoExplosion;
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defaultproperties
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{
WeaponClass=Class'NicePack.NiceLAW'
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}
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25
sources/Weapons/Playable/Explosives/LAW/NiceLAW.uc
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25
sources/Weapons/Playable/Explosives/LAW/NiceLAW.uc
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class NiceLAW extends NiceWeapon;
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simulated function ZoomIn(bool bAnimateTransition){
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if(Level.TimeSeconds < FireMode[0].NextFireTime)
return;
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super.ZoomIn(bAnimateTransition);
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if(bAnimateTransition){
if(bZoomOutInterrupted)
PlayAnim('Raise',1.0,0.1);
else
PlayAnim('Raise',1.0,0.1);
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}
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}
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simulated function ZoomOut(bool bAnimateTransition){
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super.ZoomOut(false);
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if(bAnimateTransition)
TweenAnim(IdleAnim,FastZoomOutTime);
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}
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simulated function PostBeginPlay(){
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local AutoReloadAnimDesc reloadDesc;
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autoReloadsDescriptions.Length = 0;
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reloadDesc.canInterruptFrame = 0.07;
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reloadDesc.trashStartFrame = 0.601;
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reloadDesc.resumeFrame = 0.07;
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reloadDesc.speedFrame = 0.07;
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reloadDesc.animName = 'AimFire';
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autoReloadsDescriptions[0] = reloadDesc;
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super.PostBeginPlay();
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}
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defaultproperties
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{
bChangeClipIcon=True
bChangeBulletsIcon=True
hudClipTexture=Texture'KillingFloorHUD.HUD.Hud_Law_Rocket'
hudBulletsTexture=Texture'KillingFloorHUD.HUD.Hud_Law_Rocket'
reloadType=RTYPE_AUTO
ForceZoomOutOnFireTime=0.100000
MagCapacity=1
ReloadRate=3.000000
bHoldToReload=True
WeaponReloadAnim="Reload_LAW"
MinimumFireRange=300
Weight=9.000000
bHasAimingMode=True
IdleAimAnim="AimIdle"
StandardDisplayFOV=75.000000
SleeveNum=3
TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_Law'
bIsTier3Weapon=True
MeshRef="KF_Weapons_Trip.LAW_Trip"
SkinRefs(0)="KF_Weapons_Trip_T.Supers.law_cmb"
SkinRefs(1)="KF_Weapons_Trip_T.Supers.law_reddot_shdr"
SkinRefs(2)="KF_Weapons_Trip_T.Supers.rocket_cmb"
SelectSoundRef="KF_LAWSnd.LAW_Select"
HudImageRef="KillingFloorHUD.WeaponSelect.LAW_unselected"
SelectedHudImageRef="KillingFloorHUD.WeaponSelect.LAW"
PlayerIronSightFOV=90.000000
ZoomTime=0.260000
ZoomedDisplayFOV=65.000000
FireModeClass(0)=Class'NicePack.NiceLAWFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToRocketLauncher"
bSniping=False
Description="The Light Anti Tank Weapon is, as its name suggests, a military grade heavy weapons platform designed to disable or outright destroy armored vehicles."
EffectOffset=(X=50.000000,Y=1.000000,Z=10.000000)
DisplayFOV=75.000000
Priority=195
HudColor=(G=0)
InventoryGroup=4
GroupOffset=9
PickupClass=Class'NicePack.NiceLAWPickup'
PlayerViewOffset=(X=30.000000,Y=30.000000)
BobDamping=7.000000
AttachmentClass=Class'NicePack.NiceLAWAttachment'
IconCoords=(X1=429,Y1=212,X2=508,Y2=251)
ItemName="L.A.W"
AmbientGlow=2
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}
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5
sources/Weapons/Playable/Explosives/LAW/NiceLAWAmmo.uc
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5
sources/Weapons/Playable/Explosives/LAW/NiceLAWAmmo.uc
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class NiceLAWAmmo extends NiceAmmo;
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#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
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defaultproperties
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{
AmmoPickupAmount=2
MaxAmmo=20
InitialAmount=5
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=458,Y1=34,X2=511,Y2=78)
ItemName="L.A.W Rockets"
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}
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class NiceLAWAmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=2
InventoryType=Class'NicePack.NiceLAWAmmo'
PickupMessage="HEAT Rockets"
StaticMesh=StaticMesh'KillingFloorStatics.LAWAmmo'
DrawScale=0.500000
CollisionRadius=40.000000
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}
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class NiceLAWAttachment extends NiceAttachment;
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defaultproperties
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{
mMuzFlashClass=Class'KFMod.KFLawMuzzFlash'
MovementAnims(0)="JogF_LAW"
MovementAnims(1)="JogB_LAW"
MovementAnims(2)="JogL_LAW"
MovementAnims(3)="JogR_LAW"
TurnLeftAnim="TurnL_LAW"
TurnRightAnim="TurnR_LAW"
CrouchAnims(0)="CHwalkF_LAW"
CrouchAnims(1)="CHwalkB_LAW"
CrouchAnims(2)="CHwalkL_LAW"
CrouchAnims(3)="CHwalkR_LAW"
WalkAnims(0)="WalkF_LAW"
WalkAnims(1)="WalkB_LAW"
WalkAnims(2)="WalkL_LAW"
WalkAnims(3)="WalkR_LAW"
CrouchTurnRightAnim="CH_TurnR_LAW"
CrouchTurnLeftAnim="CH_TurnL_LAW"
IdleCrouchAnim="CHIdle_LAW"
IdleWeaponAnim="Idle_LAW"
IdleRestAnim="Idle_LAW"
IdleChatAnim="Idle_LAW"
IdleHeavyAnim="Idle_LAW"
IdleRifleAnim="Idle_LAW"
FireAnims(0)="Fire_LAW"
FireAnims(1)="Fire_LAW"
FireAnims(2)="Fire_LAW"
FireAnims(3)="Fire_LAW"
FireAltAnims(0)="Fire_LAW"
FireAltAnims(1)="Fire_LAW"
FireAltAnims(2)="Fire_LAW"
FireAltAnims(3)="Fire_LAW"
FireCrouchAnims(0)="CHFire_LAW"
FireCrouchAnims(1)="CHFire_LAW"
FireCrouchAnims(2)="CHFire_LAW"
FireCrouchAnims(3)="CHFire_LAW"
FireCrouchAltAnims(0)="CHFire_LAW"
FireCrouchAltAnims(1)="CHFire_LAW"
FireCrouchAltAnims(2)="CHFire_LAW"
FireCrouchAltAnims(3)="CHFire_LAW"
HitAnims(0)="HitF_LAW"
HitAnims(1)="HitB_LAW"
HitAnims(2)="HitL_LAW"
HitAnims(3)="HitR_LAW"
PostFireBlendStandAnim="Blend_LAW"
PostFireBlendCrouchAnim="CHBlend_LAW"
MeshRef="KF_Weapons3rd_Trip.LAW_3rd"
bHeavy=True
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}
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40
sources/Weapons/Playable/Explosives/LAW/NiceLAWFire.uc
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40
sources/Weapons/Playable/Explosives/LAW/NiceLAWFire.uc
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class NiceLAWFire extends NiceFire;
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defaultproperties
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{
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ProjSpawnOffset=(X=5.000000)
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KickMomentum=(X=-45.000000,Z=25.000000)
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ProjectileSpeed=7250.000000
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bulletClass=Class'NicePack.NiceRocket'
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ExplosionDamageType=Class'NicePack.NiceDamTypeLAWExplosion'
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ExplosionDamage=1200
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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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maxVerticalRecoilAngle=1000
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maxHorizontalRecoilAngle=250
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bRandomPitchFireSound=False
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FireSoundRef="KF_LAWSnd.LAW_Fire"
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StereoFireSoundRef="KF_LAWSnd.LAW_FireST"
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NoAmmoSoundRef="KF_LAWSnd.LAW_DryFire"
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DamageType=Class'NicePack.NiceDamTypeLAWBlunt'
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DamageMax=750
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bSplashDamage=True
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bRecommendSplashDamage=True
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bWaitForRelease=True
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TransientSoundVolume=1.800000
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FireAnim="AimFire"
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FireForce="redeemer_shoot"
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FireRate=0.000000
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AmmoClass=Class'NicePack.NiceLAWAmmo'
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ShakeRotMag=(X=50.000000,Y=50.000000,Z=400.000000)
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ShakeRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000)
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ShakeRotTime=5.000000
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ShakeOffsetMag=(X=6.000000,Y=2.000000,Z=10.000000)
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ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
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ShakeOffsetTime=3.000000
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BotRefireRate=3.250000
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FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'
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Spread=0.100000
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}
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5
sources/Weapons/Playable/Explosives/LAW/NiceLAWPickup.uc
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5
sources/Weapons/Playable/Explosives/LAW/NiceLAWPickup.uc
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class NiceLAWPickup extends NiceWeaponPickup;
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#exec OBJ LOAD FILE=KillingFloorWeapons.utx
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defaultproperties
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{
Weight=9.000000
cost=1250
AmmoCost=30
BuyClipSize=1
PowerValue=100
SpeedValue=20
RangeValue=64
Description="Light Anti Tank weapon. Designed to punch through armored vehicles."
ItemName="L.A.W"
ItemShortName="L.A.W"
AmmoItemName="L.A.W Rockets"
AmmoMesh=StaticMesh'KillingFloorStatics.LAWAmmo'
CorrespondingPerkIndex=6
EquipmentCategoryID=3
MaxDesireability=0.790000
InventoryType=Class'NicePack.NiceLAW'
RespawnTime=60.000000
PickupMessage="You got the L.A.W."
PickupSound=Sound'KF_LAWSnd.LAW_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups_Trip.Super.LAW_Pickup'
CollisionRadius=35.000000
CollisionHeight=10.000000
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}
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