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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parent
3c46801714
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12d95e387e
757 changed files with 10788 additions and 4046 deletions
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class NiceDamTypeM32Blunt extends NiceDamTypeDemoBlunt;
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defaultproperties
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{
WeaponClass=Class'NicePack.NiceM32GrenadeLauncher'
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}
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class NiceDamTypeM32Explosion extends NiceDamTypeDemoExplosion;
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defaultproperties
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{
WeaponClass=Class'NicePack.NiceM32GrenadeLauncher'
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}
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4
sources/Weapons/Playable/Explosives/M32/NiceM32Ammo.uc
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4
sources/Weapons/Playable/Explosives/M32/NiceM32Ammo.uc
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class NiceM32Ammo extends NiceAmmo;
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defaultproperties
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{
WeaponPickupClass=Class'NicePack.NiceM32Pickup'
AmmoPickupAmount=6
MaxAmmo=36
InitialAmount=9
PickupClass=Class'NicePack.NiceM32AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=4,Y1=350,X2=110,Y2=395)
ItemName="M32 Grenades"
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}
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class NiceM32AmmoPickup extends KFAmmoPickup;
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defaultproperties
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{
AmmoAmount=6
InventoryType=Class'NicePack.NiceM32Ammo'
PickupMessage="M32 Grenades"
StaticMesh=StaticMesh'KillingFloorStatics.FragPickup'
CollisionRadius=25.000000
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}
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class NiceM32Attachment extends NiceAttachment;
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defaultproperties
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{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdNadeL'
MovementAnims(0)="JogF_M32_MGL"
MovementAnims(1)="JogB_M32_MGL"
MovementAnims(2)="JogL_M32_MGL"
MovementAnims(3)="JogR_M32_MGL"
TurnLeftAnim="TurnL_M32_MGL"
TurnRightAnim="TurnR_M32_MGL"
CrouchAnims(0)="CHWalkF_M32_MGL"
CrouchAnims(1)="CHWalkB_M32_MGL"
CrouchAnims(2)="CHWalkL_M32_MGL"
CrouchAnims(3)="CHWalkR_M32_MGL"
WalkAnims(0)="WalkF_M32_MGL"
WalkAnims(1)="WalkB_M32_MGL"
WalkAnims(2)="WalkL_M32_MGL"
WalkAnims(3)="WalkR_M32_MGL"
CrouchTurnRightAnim="CH_TurnR_M32_MGL"
CrouchTurnLeftAnim="CH_TurnL_M32_MGL"
IdleCrouchAnim="CHIdle_M32_MGL"
IdleWeaponAnim="Idle_M32_MGL"
IdleRestAnim="Idle_M32_MGL"
IdleChatAnim="Idle_M32_MGL"
IdleHeavyAnim="Idle_M32_MGL"
IdleRifleAnim="Idle_M32_MGL"
FireAnims(0)="Fire_M32_MGL"
FireAnims(1)="Fire_M32_MGL"
FireAnims(2)="Fire_M32_MGL"
FireAnims(3)="Fire_M32_MGL"
FireAltAnims(0)="Fire_M32_MGL"
FireAltAnims(1)="Fire_M32_MGL"
FireAltAnims(2)="Fire_M32_MGL"
FireAltAnims(3)="Fire_M32_MGL"
FireCrouchAnims(0)="CHFire_M32_MGL"
FireCrouchAnims(1)="CHFire_M32_MGL"
FireCrouchAnims(2)="CHFire_M32_MGL"
FireCrouchAnims(3)="CHFire_M32_MGL"
FireCrouchAltAnims(0)="CHFire_M32_MGL"
FireCrouchAltAnims(1)="CHFire_M32_MGL"
FireCrouchAltAnims(2)="CHFire_M32_MGL"
FireCrouchAltAnims(3)="CHFire_M32_MGL"
HitAnims(0)="HitF_M32_MGL"
HitAnims(1)="HitB_M32_MGL"
HitAnims(2)="HitL_M32_MGL"
HitAnims(3)="HitR_M32_MGL"
PostFireBlendStandAnim="Blend_M32_MGL"
PostFireBlendCrouchAnim="CHBlend_M32_MGL"
MeshRef="KF_Weapons3rd2_Trip.M32_MGL_3rd"
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}
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35
sources/Weapons/Playable/Explosives/M32/NiceM32Fire.uc
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35
sources/Weapons/Playable/Explosives/M32/NiceM32Fire.uc
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class NiceM32Fire 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.NiceDamTypeM32Explosion'
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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.NiceDamTypeM32Blunt'
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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=0.330000
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AmmoClass=Class'NicePack.NiceM32Ammo'
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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 NiceM32GrenadeLauncher extends NiceWeapon;
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simulated function fillSubReloadStages(){
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// Loading 6 shells during 300 frames tops, with first shell loaded at frame 40, with 49 frames between load moments
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generateReloadStages(6, 300, 40, 49);
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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=6
ReloadRate=1.634000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
bHoldToReload=True
WeaponReloadAnim="Reload_M32_MGL"
Weight=7.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=65.000000
SleeveNum=2
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_M32'
bIsTier3Weapon=True
MeshRef="KF_Weapons2_Trip.M32_MGL_Trip"
SkinRefs(0)="KF_Weapons2_Trip_T.Special.M32_cmb"
SkinRefs(1)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr"
SelectSoundRef="KF_M79Snd.M79_Select"
HudImageRef="KillingFloor2HUD.WeaponSelect.M32_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.M32"
PlayerIronSightFOV=70.000000
ZoomedDisplayFOV=40.000000
FireModeClass(0)=Class'NicePack.NiceM32Fire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.650000
CurrentRating=0.650000
Description="An advanced semi automatic grenade launcher. Launches high explosive grenades."
DisplayFOV=65.000000
Priority=210
InventoryGroup=4
GroupOffset=6
PickupClass=Class'NicePack.NiceM32Pickup'
PlayerViewOffset=(X=18.000000,Y=20.000000,Z=-6.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceM32Attachment'
IconCoords=(X1=253,Y1=146,X2=333,Y2=181)
ItemName="M32 Grenade Launcher"
LightType=LT_None
LightBrightness=0.000000
LightRadius=0.000000
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}
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5
sources/Weapons/Playable/Explosives/M32/NiceM32Pickup.uc
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5
sources/Weapons/Playable/Explosives/M32/NiceM32Pickup.uc
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class NiceM32Pickup extends NiceWeaponPickup;
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defaultproperties
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{
Weight=7.000000
AmmoCost=60
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cost=1000
BuyClipSize=6
PowerValue=85
SpeedValue=65
RangeValue=75
Description="An advanced semi automatic grenade launcher. Launches high explosive grenades."
ItemName="M32 Grenade Launcher"
ItemShortName="M32 Launcher"
AmmoItemName="M32 Grenades"
AmmoMesh=StaticMesh'KillingFloorStatics.XbowAmmo'
CorrespondingPerkIndex=6
EquipmentCategoryID=2
VariantClasses(0)=Class'KFMod.CamoM32Pickup'
MaxDesireability=0.790000
InventoryType=Class'NicePack.NiceM32GrenadeLauncher'
PickupMessage="You got the M32 Multiple Grenade Launcher."
PickupSound=Sound'KF_M79Snd.M79_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups2_Trip.Supers.M32_MGL_Pickup'
CollisionRadius=25.000000
CollisionHeight=10.000000
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}
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