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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12d95e387e
757 changed files with 10788 additions and 4046 deletions
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//=============================================================================
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// SeekerSixAmmo
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//=============================================================================
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// Ammunition class for the SeekerSix mini rocket launcher
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//=============================================================================
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// Killing Floor Source
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// Copyright (C) 2013 Tripwire Interactive LLC
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// - John "Ramm-Jaeger" Gibson
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//=============================================================================
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class NiceSeekerSixAmmo extends SeekerSixAmmo;
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defaultproperties
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{
MaxAmmo=66
InitialAmount=30
PickupClass=Class'NicePack.NiceSeekerSixAmmoPickup'
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}
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class NiceSeekerSixAmmoPickup extends SeekerSixAmmoPickup;
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defaultproperties
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{
InventoryType=Class'NicePack.NiceSeekerSixAmmo'
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}
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//=============================================================================
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// SeekerSixFire
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//=============================================================================
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// Primary fire class for the SeekerSix mini rocket launcher
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//=============================================================================
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// Killing Floor Source
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// Copyright (C) 2013 Tripwire Interactive LLC
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// - John "Ramm-Jaeger" Gibson
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//=============================================================================
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class NiceSeekerSixFire extends SeekerSixFire;
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defaultproperties
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{
AmmoClass=Class'NicePack.NiceSeekerSixAmmo'
ProjectileClass=Class'NicePack.NiceSeekerSixRocketProjectile'
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}
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class NiceSeekerSixMultiFire extends SeekerSixMultiFire;
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defaultproperties
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{
AmmoClass=Class'NicePack.NiceSeekerSixAmmo'
ProjectileClass=Class'NicePack.NiceSeekerSixRocketProjectile'
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}
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class NiceSeekerSixPickup extends SeekerSixPickup;
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defaultproperties
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{
AmmoCost=20
ItemName="SeekerSix Rocket Launcher NW"
ItemShortName="SeekerSix NW"
InventoryType=Class'NicePack.NiceSeekerSixRocketLauncher'
PickupMessage="You got the SeekerSix Mini Rocket Launcher NW."
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}
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class NiceSeekerSixRocketLauncher extends SeekerSixRocketLauncher;
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//=============================================================================
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// Functions
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//=============================================================================
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function Projectile SpawnProjectile(Vector Start, Rotator Dir)
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{
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local NiceSeekerSixRocketProjectile Rocket;
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local NiceSeekerSixSeekingRocketProjectile SeekingRocket;
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bBreakLock = true;
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if (bLockedOn && SeekTarget != none)
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{
SeekingRocket = Spawn(class'NiceSeekerSixSeekingRocketProjectile',,, Start, Dir);
SeekingRocket.Seeking = SeekTarget;
return SeekingRocket;
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}
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else
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{
Rocket = Spawn(class'NiceSeekerSixRocketProjectile',,, Start, Dir);
return Rocket;
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}
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}
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defaultproperties
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{
AppID=0
FireModeClass(0)=Class'NicePack.NiceSeekerSixFire'
FireModeClass(1)=Class'NicePack.NiceSeekerSixMultiFire'
PickupClass=Class'NicePack.NiceSeekerSixPickup'
ItemName="SeekerSix Rocket Launcher NW"
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}
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class NiceSeekerSixRocketProjectile extends SeekerSixRocketProjectile;
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defaultproperties
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{
ImpactDamage=150
Damage=250.000000
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}
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class NiceSeekerSixSeekingRocketProjectile extends NiceSeekerSixRocketProjectile;
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var Actor Seeking;
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var vector InitialDir;
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replication
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{
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reliable if( bNetInitial && (Role==ROLE_Authority) )
Seeking, InitialDir;
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}
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simulated function Timer()
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{
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local vector ForceDir;
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local float VelMag;
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if ( InitialDir == vect(0,0,0) )
InitialDir = Normal(Velocity);
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Acceleration = vect(0,0,0);
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Super.Timer();
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if ( (Seeking != none) && (Seeking != Instigator) )
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{
// Do normal guidance to target.
ForceDir = Normal(Seeking.Location - Location);
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if( (ForceDir Dot InitialDir) > 0 )
{
VelMag = VSize(Velocity);
// Increase the multiplier that is currently 0.8 to make the rocket track better if you need to
ForceDir = Normal(ForceDir * 0.8 * VelMag + Velocity);
Velocity = VelMag * ForceDir;
Acceleration += 5 * ForceDir;
}
// Update rocket so it faces in the direction its going.
SetRotation(rotator(Velocity));
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}
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}
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simulated function PostBeginPlay()
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{
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Super.PostBeginPlay();
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SetTimer(0.1, true);
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}
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defaultproperties
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{
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}
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