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 NiceDamTypeLAWBlunt extends NiceDamTypeDemoBlunt;
defaultproperties
{ WeaponClass=Class'NicePack.NiceLAW'
}

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class NiceDamTypeLAWExplosion extends NiceDamTypeDemoExplosion;
defaultproperties
{ WeaponClass=Class'NicePack.NiceLAW'
}

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class NiceLAW extends NiceWeapon;
simulated function ZoomIn(bool bAnimateTransition){
if(Level.TimeSeconds < FireMode[0].NextFireTime) return;
super.ZoomIn(bAnimateTransition);
if(bAnimateTransition){ if(bZoomOutInterrupted) PlayAnim('Raise',1.0,0.1); else PlayAnim('Raise',1.0,0.1);
}
}
simulated function ZoomOut(bool bAnimateTransition){
super.ZoomOut(false);
if(bAnimateTransition) TweenAnim(IdleAnim,FastZoomOutTime);
}
simulated function PostBeginPlay(){
local AutoReloadAnimDesc reloadDesc;
autoReloadsDescriptions.Length = 0;
reloadDesc.canInterruptFrame = 0.07;
reloadDesc.trashStartFrame = 0.601;
reloadDesc.resumeFrame = 0.07;
reloadDesc.speedFrame = 0.07;
reloadDesc.animName = 'AimFire';
autoReloadsDescriptions[0] = reloadDesc;
super.PostBeginPlay();
}
defaultproperties
{ 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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class NiceLAWAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ 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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class NiceLAWAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=2 InventoryType=Class'NicePack.NiceLAWAmmo' PickupMessage="HEAT Rockets" StaticMesh=StaticMesh'KillingFloorStatics.LAWAmmo' DrawScale=0.500000 CollisionRadius=40.000000
}

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class NiceLAWAttachment extends NiceAttachment;
defaultproperties
{ 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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class NiceLAWFire extends NiceFire;
defaultproperties
{
ProjSpawnOffset=(X=5.000000)
KickMomentum=(X=-45.000000,Z=25.000000)
ProjectileSpeed=7250.000000
bulletClass=Class'NicePack.NiceRocket'
ExplosionDamageType=Class'NicePack.NiceDamTypeLAWExplosion'
ExplosionDamage=1200
ExplosionRadius=400.000000
explosionExponent=1.000000
ExplosionMomentum=75000.000000
explodeOnPawnHit=True
explodeOnWallHit=True
maxVerticalRecoilAngle=1000
maxHorizontalRecoilAngle=250
bRandomPitchFireSound=False
FireSoundRef="KF_LAWSnd.LAW_Fire"
StereoFireSoundRef="KF_LAWSnd.LAW_FireST"
NoAmmoSoundRef="KF_LAWSnd.LAW_DryFire"
DamageType=Class'NicePack.NiceDamTypeLAWBlunt'
DamageMax=750
bSplashDamage=True
bRecommendSplashDamage=True
bWaitForRelease=True
TransientSoundVolume=1.800000
FireAnim="AimFire"
FireForce="redeemer_shoot"
FireRate=0.000000
AmmoClass=Class'NicePack.NiceLAWAmmo'
ShakeRotMag=(X=50.000000,Y=50.000000,Z=400.000000)
ShakeRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000)
ShakeRotTime=5.000000
ShakeOffsetMag=(X=6.000000,Y=2.000000,Z=10.000000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=3.000000
BotRefireRate=3.250000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'
Spread=0.100000
}

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class NiceLAWPickup extends NiceWeaponPickup;
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
defaultproperties
{ 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
}