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
13
sources/Weapons/Playable/Heavy/AUG/NiceAUG_A1AR.uc
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13
sources/Weapons/Playable/Heavy/AUG/NiceAUG_A1AR.uc
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class NiceAUG_A1AR extends NiceScopedWeapon;
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#EXEC OBJ LOAD FILE=HMG_T.utx
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#EXEC OBJ LOAD FILE=HMG_S.uax
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#EXEC OBJ LOAD FILE=HMG_A.ukx
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simulated function AltFire(float F){
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if(ReadyToFire(0))
DoToggle();
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}
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exec function SwitchModes(){
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DoToggle();
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}
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defaultproperties
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{
lenseMaterialID=4
scopePortalFOVHigh=17.000000
scopePortalFOV=17.000000
ZoomMatRef="HMG_T.AUG.AUG-A1_scope_FB"
ScriptedTextureFallbackRef="HMG_T.AUG.alpha_lens_64x64"
CrosshairTexRef="HMG_T.AUG.AUG-A1_scope"
reloadPreEndFrame=0.400000
reloadEndFrame=0.645000
reloadChargeEndFrame=0.805000
reloadMagStartFrame=0.500000
reloadChargeStartFrame=0.700000
MagazineBone="clip"
bHasScope=True
ZoomedDisplayFOVHigh=70.000000
MagCapacity=30
ReloadRate=3.500000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_BullPup"
Weight=9.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=65.000000
SleeveNum=0
TraderInfoTexture=Texture'HMG_T.AUG.trader_AUG_A1'
bIsTier2Weapon=True
MeshRef="HMG_A.AUG_A1_mesh"
SkinRefs(0)="KF_Weapons3_Trip_T.hands.Priest_Hands_1st_P"
SkinRefs(1)="HMG_T.AUG.body"
SkinRefs(2)="HMG_T.AUG.mag"
SkinRefs(3)="HMG_T.AUG.Rec"
SkinRefs(4)="HMG_T.AUG.alpha_lens_64x64"
SelectSoundRef="HMG_S.AUGND.aug_draw"
HudImageRef="HMG_T.AUG.AUG_A1_Unselected"
SelectedHudImageRef="HMG_T.AUG.AUG_A1_Selected"
PlayerIronSightFOV=32.000000
ZoomedDisplayFOV=70.000000
FireModeClass(0)=Class'NicePack.NiceAUG_A1ARFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.650000
CurrentRating=0.650000
Description="Steyr AUG 1977 Steyr-Daimler-Puch AG & Co KG"
DisplayFOV=65.000000
Priority=170
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=4
GroupOffset=3
PickupClass=Class'NicePack.NiceAUG_A1ARPickup'
PlayerViewOffset=(X=15.000000,Y=12.000000,Z=-2.000000)
BobDamping=5.000000
AttachmentClass=Class'NicePack.NiceAUG_A1ARAttachment'
IconCoords=(X1=253,Y1=146,X2=333,Y2=181)
ItemName="Steyr AUG A1"
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}
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4
sources/Weapons/Playable/Heavy/AUG/NiceAUG_A1ARAmmo.uc
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4
sources/Weapons/Playable/Heavy/AUG/NiceAUG_A1ARAmmo.uc
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class NiceAUG_A1ARAmmo extends NiceAmmo;
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defaultproperties
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{
WeaponPickupClass=Class'NicePack.NiceAUG_A1ARPickup'
AmmoPickupAmount=30
MaxAmmo=240
InitialAmount=60
PickupClass=Class'NicePack.NiceAUG_A1ARAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="5.56mm NATO"
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}
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class NiceAUG_A1ARAmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=30
InventoryType=Class'NicePack.NiceAUG_A1ARAmmo'
PickupMessage="5.56mm NATO"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
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}
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class NiceAUG_A1ARAttachment extends NiceAttachment;
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defaultproperties
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{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
ShellEjectBoneName="Shell_eject"
MovementAnims(0)="JogF_SCAR"
MovementAnims(1)="JogB_SCAR"
MovementAnims(2)="JogL_SCAR"
MovementAnims(3)="JogR_SCAR"
TurnLeftAnim="TurnL_SCAR"
TurnRightAnim="TurnR_SCAR"
CrouchAnims(0)="CHWalkF_SCAR"
CrouchAnims(1)="CHWalkB_SCAR"
CrouchAnims(2)="CHWalkL_SCAR"
CrouchAnims(3)="CHWalkR_SCAR"
WalkAnims(0)="WalkF_SCAR"
WalkAnims(1)="WalkB_SCAR"
WalkAnims(2)="WalkL_SCAR"
WalkAnims(3)="WalkR_SCAR"
CrouchTurnRightAnim="CH_TurnR_SCAR"
CrouchTurnLeftAnim="CH_TurnL_SCAR"
IdleCrouchAnim="CHIdle_SCAR"
IdleWeaponAnim="Idle_SCAR"
IdleRestAnim="Idle_SCAR"
IdleChatAnim="Idle_SCAR"
IdleHeavyAnim="Idle_SCAR"
IdleRifleAnim="Idle_SCAR"
FireAnims(0)="Fire_SCAR"
FireAnims(1)="Fire_SCAR"
FireAnims(2)="Fire_SCAR"
FireAnims(3)="Fire_SCAR"
FireAltAnims(0)="Fire_SCAR"
FireAltAnims(1)="Fire_SCAR"
FireAltAnims(2)="Fire_SCAR"
FireAltAnims(3)="Fire_SCAR"
FireCrouchAnims(0)="CHFire_SCAR"
FireCrouchAnims(1)="CHFire_SCAR"
FireCrouchAnims(2)="CHFire_SCAR"
FireCrouchAnims(3)="CHFire_SCAR"
FireCrouchAltAnims(0)="CHFire_SCAR"
FireCrouchAltAnims(1)="CHFire_SCAR"
FireCrouchAltAnims(2)="CHFire_SCAR"
FireCrouchAltAnims(3)="CHFire_SCAR"
HitAnims(0)="HitF_SCAR"
HitAnims(1)="HitB_SCAR"
HitAnims(2)="HitL_SCAR"
HitAnims(3)="HitR_SCAR"
PostFireBlendStandAnim="Blend_SCAR"
PostFireBlendCrouchAnim="CHBlend_SCAR"
MeshRef="HMG_A.AUG_A1_3rd"
bHeavy=True
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
DrawScale=0.800000
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}
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4
sources/Weapons/Playable/Heavy/AUG/NiceAUG_A1ARFire.uc
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4
sources/Weapons/Playable/Heavy/AUG/NiceAUG_A1ARFire.uc
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class NiceAUG_A1ARFire extends NiceHeavyFire;
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defaultproperties
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{
ProjectileSpeed=48500.000000
FireAimedAnim="Idle_Iron"
RecoilRate=0.080000
maxVerticalRecoilAngle=500
maxHorizontalRecoilAngle=250
ShellEjectClass=Class'ROEffects.KFShellEjectBullpup'
ShellEjectBoneName="Shell_eject"
bAccuracyBonusForSemiAuto=True
FireSoundRef="HMG_S.AUGND.aug_fire"
StereoFireSoundRef="HMG_S.AUGND.aug_fire"
NoAmmoSoundRef="HMG_S.AUGND.aug_empty"
DamageType=Class'NicePack.NiceDamTypeAUG_A1AR'
DamageMin=105
DamageMax=105
Momentum=12000.000000
bPawnRapidFireAnim=True
TransientSoundVolume=1.800000
FireLoopAnim="Fire"
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.200000
AmmoClass=Class'NicePack.NiceAUG_A1ARAmmo'
ShakeRotMag=(X=75.000000,Y=75.000000,Z=250.000000)
ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
ShakeRotTime=0.500000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=10.000000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.000000
BotRefireRate=0.990000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG'
aimerror=42.000000
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}
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5
sources/Weapons/Playable/Heavy/AUG/NiceAUG_A1ARPickup.uc
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5
sources/Weapons/Playable/Heavy/AUG/NiceAUG_A1ARPickup.uc
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class NiceAUG_A1ARPickup extends NiceWeaponPickup;
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defaultproperties
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{
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cost=1000
Weight=9.000000
AmmoCost=80
BuyClipSize=25
PowerValue=45
SpeedValue=65
RangeValue=90
Description="Steyr AUG 1977 Steyr-Daimler-Puch AG & Co KG"
ItemName="Steyr AUG A1"
ItemShortName="AUG A1"
AmmoItemName="Rounds 5.56mm NATO"
CorrespondingPerkIndex=1
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceAUG_A1AR'
PickupMessage="You picked up the Steyr AUG A1"
PickupSound=Sound'HMG_S.AUG.aug_pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'HMG_A.AUG_A1_st'
CollisionRadius=30.000000
CollisionHeight=5.000000
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}
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class NiceDamTypeAUG_A1AR extends NiceDamageTypeVetEnforcerBullets
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abstract;
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defaultproperties
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{
bodyDestructionMult=1.000000
HeadShotDamageMult=2.000000
WeaponClass=Class'NicePack.NiceAUG_A1AR'
DeathString="%k killed %o (Steyr AUG A1)."
bRagdollBullet=True
DamageThreshold=1
KDamageImpulse=5000.000000
KDeathVel=600.000000
KDeathUpKick=20.000000
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}
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8
sources/Weapons/Playable/Heavy/Chaingun/NiceChainGun.uc
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8
sources/Weapons/Playable/Heavy/Chaingun/NiceChainGun.uc
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class NiceChainGun extends ChainGun;
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// Don't use alt fire to toggle
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simulated function AltFire(float F){}
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// Don't switch fire mode
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exec function SwitchModes(){}
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defaultproperties
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{
MagCapacity=160
Weight=12.000000
FireModeClass(0)=Class'NicePack.NiceChainGunFire'
FireModeClass(1)=Class'NicePack.NiceChainGunAltFire'
PickupClass=Class'NicePack.NiceChainGunPickup'
ItemName="Patriarch's Chaingun"
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}
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class NiceChainGunAltFire extends ChainGunAltFire;
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defaultproperties
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{
FireRate=1.500000
AmmoClass=Class'NicePack.NiceRocketAmmo'
ProjectileClass=Class'NicePack.NiceRocketProj'
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}
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class NiceChainGunAmmo extends ChainGunAmmo;
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defaultproperties
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{
MaxAmmo=480
InitialAmount=120
PickupClass=Class'NicePack.NiceChainGunAmmoPickup'
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}
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class NiceChainGunAmmoPickup extends ChainGunAmmoPickup;
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defaultproperties
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{
AmmoAmount=120
InventoryType=Class'NicePack.NiceChainGunAmmo'
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}
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class NiceChainGunFire extends ChainGunFire;
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defaultproperties
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{
maxVerticalRecoilAngle=68
maxHorizontalRecoilAngle=34
DamageType=Class'NicePack.NiceDamTypeCG'
AmmoClass=Class'NicePack.NiceChainGunAmmo'
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}
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class NiceChainGunPickup extends ChainGunPickup;
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defaultproperties
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{
Weight=12.000000
cost=2500
AmmoCost=160
BuyClipSize=75
ItemName="Pat's Chaingun"
ItemShortName="Chaingun"
InventoryType=Class'NicePack.NiceChainGun'
PickupMessage="You got the Patriarch's Chain Gun NW."
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}
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5
sources/Weapons/Playable/Heavy/Chaingun/NiceDamTypeCG.uc
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5
sources/Weapons/Playable/Heavy/Chaingun/NiceDamTypeCG.uc
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class NiceDamTypeCG extends NiceDamTypeSPAM
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abstract;
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defaultproperties
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{
WeaponClass=Class'NicePack.NiceChainGun'
DeathString="%k killed %o (Pat's Chain Gun)."
DeathOverlayMaterial=Combiner'Effects_Tex.GoreDecals.PlayerDeathOverlay'
DeathOverlayTime=999.000000
KDamageImpulse=14500.000000
KDeathVel=1500.000000
KDeathUpKick=200.000000
VehicleDamageScaling=0.700000
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}
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class NiceDamTypeRocket extends DamTypeLAW;
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defaultproperties
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{
WeaponClass=Class'NicePack.NiceChainGun'
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}
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4
sources/Weapons/Playable/Heavy/Chaingun/NiceRocket.uc
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4
sources/Weapons/Playable/Heavy/Chaingun/NiceRocket.uc
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class NiceRocket extends NiceBullet;
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defaultproperties
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{
charMinExplosionDist=250.000000
bDisableComplexMovement=False
movementAcceleration=(Z=-490.000000)
movementFallTime=1.000000
TrailClass=Class'ROEffects.PanzerfaustTrail'
trailXClass=None
explosionImpact=(bImportanEffect=True,decalClass=Class'ROEffects.RocketMarkDirt',EmitterClass=Class'KFMod.LawExplosion',emitterShiftWall=20.000000,emitterShiftPawn=20.000000,noiseRef="KF_LAWSnd.Rocket_Explode",noiseVolume=2.000000)
disintegrationImpact=(EmitterClass=Class'KFMod.SirenNadeDeflect',noiseRef="Inf_Weapons.faust_explode_distant02",noiseVolume=2.000000)
StaticMeshRef="KillingFloorStatics.LAWRocket"
DrawScale=0.700000
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}
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//=============================================================================
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// LAW Ammo.
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//=============================================================================
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class NiceRocketammo extends Rocketammo;
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#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
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defaultproperties
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{
MaxAmmo=16
PickupClass=Class'NicePack.NiceRocketAmmoPickup'
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}
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class NiceRocketAmmoPickup extends RocketAmmoPickup;
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defaultproperties
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{
InventoryType=Class'NicePack.NiceRocketAmmo'
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}
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class NiceRocketProj extends NiceHRLProj;
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defaultproperties
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{
Damage=750.000000
MyDamageType=Class'NicePack.NiceDamTypeRocket'
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}
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class NiceDamTypeThompsonH extends NiceDamageTypeVetEnforcerBullets
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abstract;
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defaultproperties
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{
HeadShotDamageMult=1.100000
WeaponClass=Class'NicePack.NiceThompsonH'
DeathString="%k killed %o (Heavy Tommy Gun)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
KDamageImpulse=5500.000000
KDeathVel=100.000000
KDeathUpKick=15.000000
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}
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class NiceThompsonH extends NiceHeavyGun;
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defaultproperties
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{
reloadPreEndFrame=0.196000
reloadEndFrame=0.587000
reloadChargeEndFrame=0.783000
reloadMagStartFrame=0.380000
reloadChargeStartFrame=0.641000
MagazineBone="mag"
MagCapacity=40
ReloadRate=3.000000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_AK47"
Weight=6.000000
bHasAimingMode=True
IdleAimAnim="Iron_Idle"
StandardDisplayFOV=65.000000
SleeveNum=0
TraderInfoTexture=Texture'HMG_T.Thompson.Thompson_Trader'
bIsTier2Weapon=True
MeshRef="HMG_A.thompson_mesh"
SkinRefs(0)="KF_Weapons_Trip_T.hands.hands_1stP_military_cmb"
SkinRefs(1)="HMG_T.Thompson.Main"
SkinRefs(2)="HMG_T.Thompson.stuff"
SelectSoundRef="KF_IJC_HalloweenSnd.Thompson_Handling_Bolt_Back"
HudImageRef="HMG_T.Thompson.Thompson_unselected"
SelectedHudImageRef="HMG_T.Thompson.Thompson_selected"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=32.000000
FireModeClass(0)=Class'NicePack.NiceThompsonHFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
Description="Alternative, heavier version of the Thompson gun. Uses different type of ammunition, the one more suited for straight-up destroying zed, rather than quickly dispatching them."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=65.000000
Priority=95
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=3
GroupOffset=7
PickupClass=Class'NicePack.NiceThompsonHPickup'
PlayerViewOffset=(X=4.000000,Y=5.000000,Z=-3.000000)
BobDamping=4.000000
AttachmentClass=Class'NicePack.NiceThompsonHAttachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="Heavy Tommy Gun"
TransientSoundVolume=1.250000
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}
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class NiceThompsonHAmmo extends NiceAmmo;
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#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
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defaultproperties
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{
WeaponPickupClass=Class'NicePack.NiceThompsonHPickup'
AmmoPickupAmount=60
MaxAmmo=360
InitialAmount=90
PickupClass=Class'NicePack.NiceThompsonHAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="45. ACP bullets"
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}
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class NiceThompsonHAmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=60
InventoryType=Class'NicePack.NiceThompsonHAmmo'
PickupMessage="Rounds 45. ACP"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
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}
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class NiceThompsonHAttachment extends NiceAttachment;
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defaultproperties
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{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
ShellEjectBoneName="Shell_eject"
MovementAnims(0)="JogF_SCAR"
MovementAnims(1)="JogB_SCAR"
MovementAnims(2)="JogL_SCAR"
MovementAnims(3)="JogR_SCAR"
TurnLeftAnim="TurnL_SCAR"
TurnRightAnim="TurnR_SCAR"
CrouchAnims(0)="CHWalkF_SCAR"
CrouchAnims(1)="CHWalkB_SCAR"
CrouchAnims(2)="CHWalkL_SCAR"
CrouchAnims(3)="CHWalkR_SCAR"
WalkAnims(0)="WalkF_SCAR"
WalkAnims(1)="WalkB_SCAR"
WalkAnims(2)="WalkL_SCAR"
WalkAnims(3)="WalkR_SCAR"
CrouchTurnRightAnim="CH_TurnR_SCAR"
CrouchTurnLeftAnim="CH_TurnL_SCAR"
IdleCrouchAnim="CHIdle_SCAR"
IdleWeaponAnim="Idle_SCAR"
IdleRestAnim="Idle_SCAR"
IdleChatAnim="Idle_SCAR"
IdleHeavyAnim="Idle_SCAR"
IdleRifleAnim="Idle_SCAR"
FireAnims(0)="Fire_SCAR"
FireAnims(1)="Fire_SCAR"
FireAnims(2)="Fire_SCAR"
FireAnims(3)="Fire_SCAR"
FireAltAnims(0)="Fire_SCAR"
FireAltAnims(1)="Fire_SCAR"
FireAltAnims(2)="Fire_SCAR"
FireAltAnims(3)="Fire_SCAR"
FireCrouchAnims(0)="CHFire_SCAR"
FireCrouchAnims(1)="CHFire_SCAR"
FireCrouchAnims(2)="CHFire_SCAR"
FireCrouchAnims(3)="CHFire_SCAR"
FireCrouchAltAnims(0)="CHFire_SCAR"
FireCrouchAltAnims(1)="CHFire_SCAR"
FireCrouchAltAnims(2)="CHFire_SCAR"
FireCrouchAltAnims(3)="CHFire_SCAR"
HitAnims(0)="HitF_SCAR"
HitAnims(1)="HitB_SCAR"
HitAnims(2)="HitL_SCAR"
HitAnims(3)="HitR_SCAR"
PostFireBlendStandAnim="Blend_SCAR"
PostFireBlendCrouchAnim="CHBlend_SCAR"
MeshRef="HMG_A.thompson_3rd"
bHeavy=True
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
DrawScale=0.800000
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}
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class NiceThompsonHFire extends NiceHeavyFire;
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defaultproperties
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{
ProjectileSpeed=14250.000000
FireAimedAnim="Fire"
RecoilRate=0.050000
maxVerticalRecoilAngle=400
maxHorizontalRecoilAngle=200
ShellEjectClass=Class'ROEffects.KFShellEjectMP5SMG'
ShellEjectBoneName="Shell_eject"
bAccuracyBonusForSemiAuto=True
bRandomPitchFireSound=False
FireSoundRef="KF_IJC_HalloweenSnd.Thompson_Fire_Single_M"
StereoFireSoundRef="KF_IJC_HalloweenSnd.Thompson_Fire_Single_S"
NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire"
DamageType=Class'NicePack.NiceDamTypeThompsonH'
DamageMin=90
DamageMax=90
Momentum=7500.000000
bPawnRapidFireAnim=True
TransientSoundVolume=1.400000
FireLoopAnim="Fire"
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.079000
AmmoClass=Class'NicePack.NiceThompsonHAmmo'
ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000)
ShakeRotRate=(X=5000.000000,Y=5000.000000,Z=5000.000000)
ShakeRotTime=0.750000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.250000
BotRefireRate=0.990000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stMP'
aimerror=42.000000
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceThompsonHPickup extends NiceWeaponPickup;
|
||||
defaultproperties
|
||||
{
Weight=6.000000
cost=500
AmmoCost=30
BuyClipSize=40
PowerValue=30
SpeedValue=90
RangeValue=50
Description="Alternative, heavier version of the Thompson gun. Uses different type of ammunition, the one more suited for straight-up destroying zed, rather than quickly dispatching them."
ItemName="Heavy Tommy Gun"
ItemShortName="Heavy Tommy"
AmmoItemName=".45 ACP"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=1
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceThompsonH'
PickupMessage="You've got the Thompson Submachine Gun"
PickupSound=Sound'KF_IJC_HalloweenSnd.Handling.Thompson_Handling_Bolt_Back'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'HMG_A.thompson_st'
CollisionRadius=25.000000
CollisionHeight=5.000000
|
||||
}
|
||||
|
|
@ -0,0 +1,6 @@
|
|||
class NiceDamTypeM249SAW extends NiceDamageTypeVetEnforcerBullets
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
bodyDestructionMult=1.000000
WeaponClass=Class'NicePack.NiceM249SAW'
DeathString="%k killed %o (M249 SAW)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
bBulletHit=True
DeathOverlayMaterial=Combiner'Effects_Tex.GoreDecals.PlayerDeathOverlay'
DeathOverlayTime=999.000000
KDamageImpulse=12500.000000
KDeathVel=1200.000000
KDeathUpKick=125.000000
VehicleDamageScaling=0.700000
|
||||
flinchMultiplier=0.9
|
||||
}
|
||||
5
sources/Weapons/Playable/Heavy/M249/NiceM249Ammo.uc
Normal file
5
sources/Weapons/Playable/Heavy/M249/NiceM249Ammo.uc
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
class NiceM249Ammo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
WeaponPickupClass=Class'NicePack.NiceM249Pickup'
AmmoPickupAmount=80
MaxAmmo=240
InitialAmount=120
PickupClass=Class'NicePack.NiceM249AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="Rounds 5.56x45mm NATO"
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceM249AmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
AmmoAmount=80
InventoryType=Class'NicePack.NiceM249Ammo'
PickupMessage="Rounds 5.56x45mm NATO"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceM249Attachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
ShellEjectBoneName="Shell_eject"
MovementAnims(0)="JogF_AK47"
MovementAnims(1)="JogB_AK47"
MovementAnims(2)="JogL_AK47"
MovementAnims(3)="JogR_AK47"
TurnLeftAnim="TurnL_AK47"
TurnRightAnim="TurnR_AK47"
CrouchAnims(0)="CHWalkF_AK47"
CrouchAnims(1)="CHWalkB_AK47"
CrouchAnims(2)="CHWalkL_AK47"
CrouchAnims(3)="CHWalkR_AK47"
WalkAnims(0)="WalkF_AK47"
WalkAnims(1)="WalkB_AK47"
WalkAnims(2)="WalkL_AK47"
WalkAnims(3)="WalkR_AK47"
CrouchTurnRightAnim="CH_TurnR_AK47"
CrouchTurnLeftAnim="CH_TurnL_AK47"
IdleCrouchAnim="CHIdle_AK47"
IdleWeaponAnim="Idle_AK47"
IdleRestAnim="Idle_AK47"
IdleChatAnim="Idle_AK47"
IdleHeavyAnim="Idle_AK47"
IdleRifleAnim="Idle_AK47"
FireAnims(0)="Fire_AK47"
FireAnims(1)="Fire_AK47"
FireAnims(2)="Fire_AK47"
FireAnims(3)="Fire_AK47"
FireAltAnims(0)="IS_Fire_AK47"
FireAltAnims(1)="IS_Fire_AK47"
FireAltAnims(2)="IS_Fire_AK47"
FireAltAnims(3)="IS_Fire_AK47"
FireCrouchAnims(0)="CHFire_AK47"
FireCrouchAnims(1)="CHFire_AK47"
FireCrouchAnims(2)="CHFire_AK47"
FireCrouchAnims(3)="CHFire_AK47"
FireCrouchAltAnims(0)="CHFire_AK47"
FireCrouchAltAnims(1)="CHFire_AK47"
FireCrouchAltAnims(2)="CHFire_AK47"
FireCrouchAltAnims(3)="CHFire_AK47"
HitAnims(0)="HitF_AK47"
HitAnims(1)="HitB_AK47"
HitAnims(2)="HitL_AK47"
HitAnims(3)="HitR_AK47"
PostFireBlendStandAnim="Blend_AK47"
PostFireBlendCrouchAnim="CHBlend_AK47"
MeshRef="HMG_A.m249_3rd"
bHeavy=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
DrawScale=0.700000
|
||||
}
|
||||
4
sources/Weapons/Playable/Heavy/M249/NiceM249Fire.uc
Normal file
4
sources/Weapons/Playable/Heavy/M249/NiceM249Fire.uc
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
class NiceM249Fire extends NiceHeavyFire;
|
||||
defaultproperties
|
||||
{
ProjectileSpeed=48250.000000
FireAimedAnim="Fire"
RecoilRate=0.040000
maxVerticalRecoilAngle=550
maxHorizontalRecoilAngle=225
ShellEjectClass=Class'ROEffects.KFShellEjectAK'
ShellEjectBoneName="Shell_eject"
bAccuracyBonusForSemiAuto=True
bRandomPitchFireSound=False
FireSoundRef="HMG_S.M249.m249_shoot_mono"
StereoFireSoundRef="HMG_S.M249.m249_shoot_stereo"
NoAmmoSoundRef="HMG_S.M249.m249_empty"
DamageType=Class'NicePack.NiceDamTypeM249SAW'
DamageMin=125
DamageMax=125
Momentum=12500.000000
bPawnRapidFireAnim=True
TransientSoundVolume=1.400000
FireLoopAnim="Fire"
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.084
AmmoClass=Class'NicePack.NiceM249Ammo'
ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000)
ShakeRotRate=(X=5000.000000,Y=5000.000000,Z=5000.000000)
ShakeRotTime=0.750000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.250000
BotRefireRate=0.990000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stMP'
aimerror=42.000000
|
||||
}
|
||||
5
sources/Weapons/Playable/Heavy/M249/NiceM249Pickup.uc
Normal file
5
sources/Weapons/Playable/Heavy/M249/NiceM249Pickup.uc
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
class NiceM249Pickup extends NiceWeaponPickup;
|
||||
defaultproperties
|
||||
{
|
||||
Weight=7.000000
cost=1250
AmmoCost=250
BuyClipSize=80
PowerValue=62
SpeedValue=92
RangeValue=60
Description="The M249 SAW/LMG is the US produced version of the the Belgian-made FN Minimi. The M249 uses the 5.56x45mm NATO round, which lowers the weight of the gun when loaded yet grants the user with highly accurate yet reasonably powerful fire."
ItemName="M249 SAW"
ItemShortName="M249 SAW"
AmmoItemName="5.56x45mm NATO"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=1
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceM249SAW'
PickupMessage="You picked up the M249 SAW SE"
PickupSound=Sound'HMG_S.M249.m249_pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'HMG_A.M249_ST'
CollisionRadius=25.000000
CollisionHeight=5.000000
|
||||
}
|
||||
41
sources/Weapons/Playable/Heavy/M249/NiceM249SAW.uc
Normal file
41
sources/Weapons/Playable/Heavy/M249/NiceM249SAW.uc
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
class NiceM249SAW extends NiceHeavyGun;
|
||||
simulated function Notify_ShowBullets(){
|
||||
SetBoneScale (0, 1.0, 'Bullet01b');
|
||||
SetBoneScale (1, 1.0, 'Bullet02b');
|
||||
SetBoneScale (2, 1.0, 'Bullet03b');
|
||||
SetBoneScale (3, 1.0, 'Bullet04b');
|
||||
SetBoneScale (4, 1.0, 'Bullet05b');
|
||||
SetBoneScale (5, 1.0, 'Bullet06b');
|
||||
SetBoneScale (6, 1.0, 'Bullet07b');
|
||||
SetBoneScale (7, 1.0, 'Bullet08b');
|
||||
SetBoneScale (8, 1.0, 'Bullet09b');
|
||||
SetBoneScale (9, 1.0, 'Bullet10b');
|
||||
}
|
||||
simulated function Notify_HideBullets(){
|
||||
if(MagAmmoRemaining == 0){
SetBoneScale (0, 0.0, 'Bullet01b');
SetBoneScale (1, 0.0, 'Bullet02b');
SetBoneScale (2, 0.0, 'Bullet03b');
SetBoneScale (3, 0.0, 'Bullet04b');
SetBoneScale (4, 0.0, 'Bullet05b');
SetBoneScale (5, 0.0, 'Bullet06b');
SetBoneScale (6, 0.0, 'Bullet07b');
SetBoneScale (7, 0.0, 'Bullet08b');
SetBoneScale (8, 0.0, 'Bullet09b');
SetBoneScale (9, 0.0, 'Bullet10b');
|
||||
}
|
||||
else if(MagAmmoRemaining == 1){
SetBoneScale (0, 0.0, 'Bullet01b');
SetBoneScale (1, 0.0, 'Bullet02b');
SetBoneScale (2, 0.0, 'Bullet03b');
SetBoneScale (3, 0.0, 'Bullet04b');
SetBoneScale (4, 0.0, 'Bullet05b');
SetBoneScale (5, 0.0, 'Bullet06b');
SetBoneScale (6, 0.0, 'Bullet07b');
SetBoneScale (7, 0.0, 'Bullet08b');
SetBoneScale (8, 0.0, 'Bullet09b');
SetBoneScale (9, 1.0, 'Bullet10b');
|
||||
}
|
||||
else if(MagAmmoRemaining == 2){
SetBoneScale (0, 0.0, 'Bullet01b');
SetBoneScale (1, 0.0, 'Bullet02b');
SetBoneScale (2, 0.0, 'Bullet03b');
SetBoneScale (3, 0.0, 'Bullet04b');
SetBoneScale (4, 0.0, 'Bullet05b');
SetBoneScale (5, 0.0, 'Bullet06b');
SetBoneScale (6, 0.0, 'Bullet07b');
SetBoneScale (7, 0.0, 'Bullet08b');
SetBoneScale (8, 1.0, 'Bullet09b');
SetBoneScale (9, 1.0, 'Bullet10b');
|
||||
}
|
||||
else if(MagAmmoRemaining == 3){
SetBoneScale (0, 0.0, 'Bullet01b');
SetBoneScale (1, 0.0, 'Bullet02b');
SetBoneScale (2, 0.0, 'Bullet03b');
SetBoneScale (3, 0.0, 'Bullet04b');
SetBoneScale (4, 0.0, 'Bullet05b');
SetBoneScale (5, 0.0, 'Bullet06b');
SetBoneScale (6, 0.0, 'Bullet07b');
SetBoneScale (7, 1.0, 'Bullet08b');
SetBoneScale (8, 1.0, 'Bullet09b');
SetBoneScale (9, 1.0, 'Bullet10b');
|
||||
}
|
||||
else if(MagAmmoRemaining == 4){
SetBoneScale (0, 0.0, 'Bullet01b');
SetBoneScale (1, 0.0, 'Bullet02b');
SetBoneScale (2, 0.0, 'Bullet03b');
SetBoneScale (3, 0.0, 'Bullet04b');
SetBoneScale (4, 0.0, 'Bullet05b');
SetBoneScale (5, 0.0, 'Bullet06b');
SetBoneScale (6, 1.0, 'Bullet07b');
SetBoneScale (7, 1.0, 'Bullet08b');
SetBoneScale (8, 1.0, 'Bullet09b');
SetBoneScale (9, 1.0, 'Bullet10b');
|
||||
}
|
||||
else if(MagAmmoRemaining == 5){
SetBoneScale (0, 0.0, 'Bullet01b');
SetBoneScale (1, 0.0, 'Bullet02b');
SetBoneScale (2, 0.0, 'Bullet03b');
SetBoneScale (3, 0.0, 'Bullet04b');
SetBoneScale (4, 0.0, 'Bullet05b');
SetBoneScale (5, 1.0, 'Bullet06b');
SetBoneScale (6, 1.0, 'Bullet07b');
SetBoneScale (7, 1.0, 'Bullet08b');
SetBoneScale (8, 1.0, 'Bullet09b');
SetBoneScale (9, 1.0, 'Bullet10b');
|
||||
}
|
||||
else if(MagAmmoRemaining == 6){
SetBoneScale (0, 0.0, 'Bullet01b');
SetBoneScale (1, 0.0, 'Bullet02b');
SetBoneScale (2, 0.0, 'Bullet03b');
SetBoneScale (3, 0.0, 'Bullet04b');
SetBoneScale (4, 1.0, 'Bullet05b');
SetBoneScale (5, 1.0, 'Bullet06b');
SetBoneScale (6, 1.0, 'Bullet07b');
SetBoneScale (7, 1.0, 'Bullet08b');
SetBoneScale (8, 1.0, 'Bullet09b');
SetBoneScale (9, 1.0, 'Bullet10b');
|
||||
}
|
||||
else if(MagAmmoRemaining == 7){
SetBoneScale (0, 0.0, 'Bullet01b');
SetBoneScale (1, 0.0, 'Bullet02b');
SetBoneScale (2, 0.0, 'Bullet03b');
SetBoneScale (3, 1.0, 'Bullet04b');
SetBoneScale (4, 1.0, 'Bullet05b');
SetBoneScale (5, 1.0, 'Bullet06b');
SetBoneScale (6, 1.0, 'Bullet07b');
SetBoneScale (7, 1.0, 'Bullet08b');
SetBoneScale (8, 1.0, 'Bullet09b');
SetBoneScale (9, 1.0, 'Bullet10b');
|
||||
}
|
||||
else if(MagAmmoRemaining == 8){
SetBoneScale (0, 0.0, 'Bullet01b');
SetBoneScale (1, 0.0, 'Bullet02b');
SetBoneScale (2, 1.0, 'Bullet03b');
SetBoneScale (3, 1.0, 'Bullet04b');
SetBoneScale (4, 1.0, 'Bullet05b');
SetBoneScale (5, 1.0, 'Bullet06b');
SetBoneScale (6, 1.0, 'Bullet07b');
SetBoneScale (7, 1.0, 'Bullet08b');
SetBoneScale (8, 1.0, 'Bullet09b');
SetBoneScale (9, 1.0, 'Bullet10b');
|
||||
}
|
||||
else if(MagAmmoRemaining == 9){
SetBoneScale (0, 0.0, 'Bullet01b');
SetBoneScale (1, 1.0, 'Bullet02b');
SetBoneScale (2, 1.0, 'Bullet03b');
SetBoneScale (3, 1.0, 'Bullet04b');
SetBoneScale (4, 1.0, 'Bullet05b');
SetBoneScale (5, 1.0, 'Bullet06b');
SetBoneScale (6, 1.0, 'Bullet07b');
SetBoneScale (7, 1.0, 'Bullet08b');
SetBoneScale (8, 1.0, 'Bullet09b');
SetBoneScale (9, 1.0, 'Bullet10b');
|
||||
}
|
||||
else{
SetBoneScale (0, 1.0, 'Bullet01b');
SetBoneScale (1, 1.0, 'Bullet02b');
SetBoneScale (2, 1.0, 'Bullet03b');
SetBoneScale (3, 1.0, 'Bullet04b');
SetBoneScale (4, 1.0, 'Bullet05b');
SetBoneScale (5, 1.0, 'Bullet06b');
SetBoneScale (6, 1.0, 'Bullet07b');
SetBoneScale (7, 1.0, 'Bullet08b');
SetBoneScale (8, 1.0, 'Bullet09b');
SetBoneScale (9, 1.0, 'Bullet10b');
|
||||
}
|
||||
}
|
||||
defaultproperties
|
||||
{
|
||||
Weight=7.000000
reloadPreEndFrame=0.140000
reloadEndFrame=0.693000
reloadChargeEndFrame=0.933000
reloadMagStartFrame=0.140000
reloadChargeStartFrame=0.813000
MagazineBone="clip"
MagCapacity=80
ReloadRate=5.000000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_AK47"
bHasAimingMode=True
IdleAimAnim="Iron_Idle"
StandardDisplayFOV=65.000000
SleeveNum=0
TraderInfoTexture=Texture'HMG_T.M249.m249_Trader'
bIsTier3Weapon=True
MeshRef="HMG_A.m249mesh"
SkinRefs(0)="KF_Weapons_Trip_T.hands.hands_1stP_military_cmb"
SkinRefs(1)="HMG_T.M249.v_m249"
SkinRefs(2)="HMG_T.M249.v_m249_addons"
SkinRefs(3)="HMG_T.M249.v_m249_box"
SkinRefs(4)="HMG_T.M249.v_m249_bullets"
SkinRefs(5)="HMG_T.M249.v_m249_front"
SkinRefs(6)="HMG_T.M249.v_m249_heatshield"
SkinRefs(7)="HMG_T.M249.v_m249_lid"
SkinRefs(8)="HMG_T.M249.v_m249_receiver"
SkinRefs(9)="HMG_T.M249.v_m249_sights"
SkinRefs(10)="HMG_T.M249.v_m249_stock"
SelectSoundRef="HMG_S.M249.m249_select"
HudImageRef="HMG_T.M249.m249_Unselected"
SelectedHudImageRef="HMG_T.M249.m249_selected"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=32.000000
FireModeClass(0)=Class'NicePack.NiceM249Fire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectAnimRate=1.000000
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="The M249 SAW/LMG is the US produced version of the the Belgian-made FN Minimi. The M249 uses the 5.56x45mm NATO round, which lowers the weight of the gun when loaded yet grants the user with highly accurate yet reasonably powerful fire."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=65.000000
Priority=150
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=4
GroupOffset=7
PickupClass=Class'NicePack.NiceM249Pickup'
PlayerViewOffset=(X=5.000000,Y=5.500000,Z=-3.000000)
BobDamping=4.000000
AttachmentClass=Class'NicePack.NiceM249Attachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="M249 SAW"
DrawScale=0.600000
TransientSoundVolume=1.250000
|
||||
}
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
class NiceDamTypeM41AAssaultRifle extends NiceDamTypeSPAM
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
WeaponClass=Class'NicePack.NiceM41AAssaultRifle'
DeathString="%k killed %o (Pulse Rifle)."
DeathOverlayMaterial=Combiner'Effects_Tex.GoreDecals.PlayerDeathOverlay'
DeathOverlayTime=999.000000
KDamageImpulse=13500.000000
KDeathVel=1400.000000
KDeathUpKick=150.000000
VehicleDamageScaling=0.700000
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceDamTypeM41ABlunt extends NiceDamageTypeVetEnforcerBullets;
|
||||
defaultproperties
|
||||
{
WeaponClass=Class'NicePack.NiceM41AAssaultRifle'
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceDamTypeM41AExplosion extends NiceDamageTypeVetEnforcerBullets;
|
||||
defaultproperties
|
||||
{
bIsExplosive=True
WeaponClass=Class'NicePack.NiceM41AAssaultRifle'
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceDamTypeM41AGrenade extends DamTypeM203Grenade;
|
||||
defaultproperties
|
||||
{
WeaponClass=Class'NicePack.NiceM41AAssaultRifle'
|
||||
}
|
||||
4
sources/Weapons/Playable/Heavy/M41A/NiceM41AALTFire.uc
Normal file
4
sources/Weapons/Playable/Heavy/M41A/NiceM41AALTFire.uc
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
class NiceM41AALTFire extends NiceFire;
|
||||
defaultproperties
|
||||
{
ProjSpawnOffset=(X=5.000000)
EffectiveRange=2500.000000
ProjectileSpeed=3800.000000
bulletClass=Class'NicePack.NiceBallisticNade'
ExplosionDamageType=Class'NicePack.NiceDamTypeM41AExplosion'
ExplosionDamage=350
ExplosionRadius=400.000000
explosionExponent=1.000000
ExplosionMomentum=75000.000000
explodeOnPawnHit=True
explodeOnWallHit=True
projAffectedByScream=True
FireAimedAnim="Iron_Fire"
RecoilRate=0.100000
maxVerticalRecoilAngle=200
maxHorizontalRecoilAngle=50
FireSoundRef="KF_M79Snd.M79_Fire"
StereoFireSoundRef="KF_M79Snd.M79_FireST"
NoAmmoSoundRef="KF_M79Snd.M79_DryFire"
DamageType=Class'NicePack.NiceDamTypeM41ABlunt'
DamageMax=200
bWaitForRelease=True
TransientSoundVolume=1.800000
FireAnim="AltFire"
FireForce="AssaultRifleFire"
FireRate=0.000000
AmmoClass=Class'NicePack.NiceM41AProjectileAmmo'
ShakeRotMag=(X=3.000000,Y=4.000000,Z=2.000000)
ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
ShakeOffsetMag=(X=3.000000,Y=3.000000,Z=3.000000)
BotRefireRate=1.800000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stNadeL'
aimerror=42.000000
|
||||
}
|
||||
5
sources/Weapons/Playable/Heavy/M41A/NiceM41AAmmo.uc
Normal file
5
sources/Weapons/Playable/Heavy/M41A/NiceM41AAmmo.uc
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
class NiceM41AAmmo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
WeaponPickupClass=Class'NicePack.NiceM41APickup'
AmmoPickupAmount=66
MaxAmmo=300
InitialAmount=75
PickupClass=Class'NicePack.NiceM41AAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="M41A 10 mm caseless ammunition"
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceM41AAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
AmmoAmount=66
InventoryType=Class'NicePack.NiceM41AAmmo'
PickupMessage="M41A 10 mm caseless ammunition"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
|
||||
}
|
||||
56
sources/Weapons/Playable/Heavy/M41A/NiceM41AAssaultRifle.uc
Normal file
56
sources/Weapons/Playable/Heavy/M41A/NiceM41AAssaultRifle.uc
Normal file
|
|
@ -0,0 +1,56 @@
|
|||
class NiceM41AAssaultRifle extends NiceWeapon;
|
||||
|
||||
var string MyMessage;
|
||||
var ScriptedTexture AmmoDigitsScriptedTexture;
|
||||
var Font AmmoDigitsFont;
|
||||
var color AmmoDigitsColor, LowAmmoDigitsColor;
|
||||
var int OldAmmoAmount;
|
||||
var float MyYaw;
|
||||
|
||||
simulated function RenderOverlays( Canvas Canvas ){
|
||||
if(AmmoAmount(0) <= 0){
if(OldAmmoAmount != -5){
OldAmmoAmount = -5;
AmmoDigitsColor.R = 218;
AmmoDigitsColor.G = 18;
AmmoDigitsColor.B = 18;
MyMessage = "--";
++ AmmoDigitsScriptedTexture.Revision;
}
|
||||
}
|
||||
else if(bIsReloading){
if(OldAmmoAmount != -4){
OldAmmoAmount = -4;
AmmoDigitsColor.R = 218;
AmmoDigitsColor.G = 218;
AmmoDigitsColor.B = 18;
MyMessage = "RL";
++ AmmoDigitsScriptedTexture.Revision;
}
|
||||
}
|
||||
else if(OldAmmoAmount!=(MagAmmoRemaining + 1)){
OldAmmoAmount = MagAmmoRemaining+1;
if(MagAmmoRemaining <= (MagCapacity>>2))
AmmoDigitsColor = LowAmmoDigitsColor;
AmmoDigitsColor = default.AmmoDigitsColor;
MyMessage = String(MagAmmoRemaining);
++ AmmoDigitsScriptedTexture.Revision;
|
||||
}
|
||||
AmmoDigitsScriptedTexture.Client = Self;
|
||||
Super.RenderOverlays(Canvas);
|
||||
default.PlayerViewPivot.Yaw = 0;
|
||||
AmmoDigitsScriptedTexture.Client = None;
|
||||
}
|
||||
|
||||
simulated function RenderTexture(ScriptedTexture Tex){
|
||||
local int w, h;
|
||||
Tex.TextSize( MyMessage, AmmoDigitsFont, w, h );
|
||||
Tex.DrawText( ( Tex.USize / 2 ) - ( w / 2.2 ), ( Tex.VSize / 2 ) - ( h / 2.0 ),MyMessage, AmmoDigitsFont, AmmoDigitsColor );
|
||||
}
|
||||
|
||||
simulated function ZoomIn(bool bAnimateTransition){
|
||||
default.PlayerViewPivot.Yaw = 0;
|
||||
PlayerViewPivot.Yaw = 0;
|
||||
super.ZoomIn(bAnimateTransition);
|
||||
}
|
||||
|
||||
simulated function ZoomOut(bool bAnimateTransition){
|
||||
default.PlayerViewPivot.Yaw = MyYaw;
|
||||
PlayerViewPivot.Yaw = MyYaw;
|
||||
super.ZoomOut(bAnimateTransition);
|
||||
}
|
||||
|
||||
simulated function PostBeginPlay(){
|
||||
local AutoReloadAnimDesc reloadDesc;
|
||||
autoReloadsDescriptions.Length = 0;
|
||||
reloadDesc.canInterruptFrame = 0.05;
|
||||
reloadDesc.trashStartFrame = 0.183;
|
||||
reloadDesc.resumeFrame = 0.06;
|
||||
reloadDesc.speedFrame = 0.04;
|
||||
reloadDesc.animName = 'AltFire';
|
||||
autoReloadsDescriptions[0] = reloadDesc;
|
||||
super.PostBeginPlay();
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
Weight=7.000000
AmmoDigitsScriptedTexture=ScriptedTexture'HMG_T.M41A.AmmoText'
AmmoDigitsFont=Font'BDFonts.DigitalMed'
AmmoDigitsColor=(B=177,G=148,R=76,A=255)
LowAmmoDigitsColor=(B=18,G=18,R=218,A=255)
MyYaw=-648.000000
reloadPreEndFrame=0.198000
reloadEndFrame=0.716000
reloadChargeEndFrame=-1.000000
reloadMagStartFrame=0.247000
reloadChargeStartFrame=-1.000000
MagazineBone="mag"
MagCapacity=66
ReloadRate=2.000000
bHasSecondaryAmmo=True
bReduceMagAmmoOnSecondaryFire=False
ReloadAnim="Reload"
ReloadAnimRate=1.500000
WeaponReloadAnim="Reload_SCAR"
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=55.000000
TraderInfoTexture=Texture'HMG_T.M41A.Trader_M41A'
bIsTier3Weapon=True
MeshRef="HMG_A.M41APulseRifle"
SkinRefs(0)="HMG_T.M41A.M41A_cmb_final"
SelectSoundRef="HMG_S.M41A.Select"
HudImageRef="HMG_T.M41A.HUD.M41A_unselected"
SelectedHudImageRef="HMG_T.M41A.HUD.M41A_selected"
PlayerIronSightFOV=70.000000
ZoomedDisplayFOV=45.000000
FireModeClass(0)=Class'NicePack.NiceM41AFire'
FireModeClass(1)=Class'NicePack.NiceM41AALTFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
Description="M41A Pulse Rifle. Designed to kill Aliens. Looks especially cool in Sigourney Weaver's hands."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=55.000000
Priority=160
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=4
GroupOffset=7
PickupClass=Class'NicePack.NiceM41APickup'
PlayerViewOffset=(X=25.000000,Y=24.000000,Z=8.000000)
PlayerViewPivot=(Yaw=-648)
BobDamping=6.000000
AttachmentClass=Class'ScrnHMG.M41AAttachmentBeta'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="M41A Pulse Rifle"
TransientSoundVolume=5.250000
|
||||
}
|
||||
4
sources/Weapons/Playable/Heavy/M41A/NiceM41AFire.uc
Normal file
4
sources/Weapons/Playable/Heavy/M41A/NiceM41AFire.uc
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
class NiceM41AFire extends NiceFire;
|
||||
defaultproperties
|
||||
{
ProjectileSpeed=100000.000000
FireAimedAnim="Fire_Iron"
RecoilRate=0.050000
maxVerticalRecoilAngle=100
maxHorizontalRecoilAngle=50
ShellEjectClass=Class'ROEffects.KFShellEjectSCAR'
ShellEjectBoneName="Shell Feeder"
FireSoundRef="HMG_S.M41A.M41AFireMono"
StereoFireSoundRef="HMG_S.M41A.M41AFire"
NoAmmoSoundRef="HMG_S.M41A.DryFire"
DamageType=Class'NicePack.NiceDamTypeM41AAssaultRifle'
DamageMin=75
DamageMax=75
Momentum=13500.000000
bPawnRapidFireAnim=True
TransientSoundVolume=5.800000
FireLoopAnim="Fire"
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.070000
AmmoClass=Class'NicePack.NiceM41AAmmo'
ShakeRotMag=(X=50.000000,Y=50.000000,Z=300.000000)
ShakeRotRate=(X=7500.000000,Y=7500.000000,Z=7500.000000)
ShakeRotTime=0.650000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.150000
BotRefireRate=0.990000
FlashEmitterClass=Class'ScrnHMG.MuzzleFlashM41A'
aimerror=42.000000
|
||||
}
|
||||
5
sources/Weapons/Playable/Heavy/M41A/NiceM41APickup.uc
Normal file
5
sources/Weapons/Playable/Heavy/M41A/NiceM41APickup.uc
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
// secondary pickup required for grenades
|
||||
class NiceM41APickup extends NiceM41APrimaryPickup;
|
||||
defaultproperties
|
||||
{
crossPerkIndecies(0)=6
AmmoCost=60
BuyClipSize=1
SecondaryAmmoShortName="M41A Frag Grenades"
PrimaryWeaponPickup=Class'NicePack.NiceM41APrimaryPickup'
|
||||
}
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
class NiceM41APrimaryPickup extends NiceWeaponPickup;
|
||||
defaultproperties
|
||||
{
cost=750
|
||||
Weight=7.000000
AmmoCost=66
BuyClipSize=66
PowerValue=70
SpeedValue=100
RangeValue=80
Description="M41A Pulse Rifle. Designed to kill Aliens. Looks especially cool in Sigourney Weaver's hands."
ItemName="M41A Pulse Rifle"
ItemShortName="Pulse Rifle"
AmmoItemName="M41A 10 mm caseless ammunition"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=1
EquipmentCategoryID=3
InventoryType=Class'NicePack.NiceM41AAssaultRifle'
PickupMessage="You got the M41A"
PickupSound=Sound'HMG_S.M41A.Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'HMG_A.M41APickup'
CollisionRadius=25.000000
CollisionHeight=5.000000
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceM41AProjectileAmmo extends NiceAmmo;
|
||||
defaultproperties
|
||||
{
WeaponPickupClass=Class'NicePack.NiceM41APickup'
AmmoPickupAmount=1
MaxAmmo=8
InitialAmount=2
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=434,Y1=253,X2=506,Y2=292)
ItemName="M41A Grenades"
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceM41AProjectileAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
AmmoAmount=2
InventoryType=Class'NicePack.NiceM41AProjectileAmmo'
PickupMessage="M41A Grenades"
StaticMesh=StaticMesh'KillingFloorStatics.FragPickup'
CollisionRadius=25.000000
|
||||
}
|
||||
|
|
@ -0,0 +1,6 @@
|
|||
class NiceDamTypeRPK47MG extends NiceDamageTypeVetEnforcerBullets
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
WeaponClass=Class'NicePack.NiceRPK47MachineGun'
DeathString="%k killed %o (RPK47)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
KDamageImpulse=6500.000000
KDeathVel=400.000000
KDeathUpKick=80.000000
|
||||
flinchMultiplier=0.75
|
||||
}
|
||||
4
sources/Weapons/Playable/Heavy/RPK47/NiceRPK47Ammo.uc
Normal file
4
sources/Weapons/Playable/Heavy/RPK47/NiceRPK47Ammo.uc
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
class NiceRPK47Ammo extends NiceAmmo;
|
||||
defaultproperties
|
||||
{
WeaponPickupClass=Class'NicePack.NiceRPK47Pickup'
AmmoPickupAmount=50
MaxAmmo=250
InitialAmount=50
PickupClass=Class'NicePack.NiceRPK47AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="Rounds 7.62mm"
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceRPK47AmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
AmmoAmount=50
InventoryType=Class'NicePack.NiceRPK47Ammo'
PickupMessage="7.62mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceRPK47Attachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
ShellEjectBoneName="Shell_eject"
MovementAnims(0)="JogF_AK47"
MovementAnims(1)="JogB_AK47"
MovementAnims(2)="JogL_AK47"
MovementAnims(3)="JogR_AK47"
TurnLeftAnim="TurnL_AK47"
TurnRightAnim="TurnR_AK47"
CrouchAnims(0)="CHWalkF_AK47"
CrouchAnims(1)="CHWalkB_AK47"
CrouchAnims(2)="CHWalkL_AK47"
CrouchAnims(3)="CHWalkR_AK47"
WalkAnims(0)="WalkF_AK47"
WalkAnims(1)="WalkB_AK47"
WalkAnims(2)="WalkL_AK47"
WalkAnims(3)="WalkR_AK47"
CrouchTurnRightAnim="CH_TurnR_AK47"
CrouchTurnLeftAnim="CH_TurnL_AK47"
IdleCrouchAnim="CHIdle_AK47"
IdleWeaponAnim="Idle_AK47"
IdleRestAnim="Idle_AK47"
IdleChatAnim="Idle_AK47"
IdleHeavyAnim="Idle_AK47"
IdleRifleAnim="Idle_AK47"
FireAnims(0)="Fire_AK47"
FireAnims(1)="Fire_AK47"
FireAnims(2)="Fire_AK47"
FireAnims(3)="Fire_AK47"
FireAltAnims(0)="Fire_AK47"
FireAltAnims(1)="Fire_AK47"
FireAltAnims(2)="Fire_AK47"
FireAltAnims(3)="Fire_AK47"
FireCrouchAnims(0)="CHFire_AK47"
FireCrouchAnims(1)="CHFire_AK47"
FireCrouchAnims(2)="CHFire_AK47"
FireCrouchAnims(3)="CHFire_AK47"
FireCrouchAltAnims(0)="CHFire_AK47"
FireCrouchAltAnims(1)="CHFire_AK47"
FireCrouchAltAnims(2)="CHFire_AK47"
FireCrouchAltAnims(3)="CHFire_AK47"
HitAnims(0)="HitF_AK47"
HitAnims(1)="HitB_AK47"
HitAnims(2)="HitL_AK47"
HitAnims(3)="HitR_AK47"
PostFireBlendStandAnim="Blend_AK47"
PostFireBlendCrouchAnim="CHBlend_AK47"
MeshRef="HMG_A.RPK47_3rd"
bHeavy=True
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
DrawScale=0.750000
|
||||
}
|
||||
4
sources/Weapons/Playable/Heavy/RPK47/NiceRPK47Fire.uc
Normal file
4
sources/Weapons/Playable/Heavy/RPK47/NiceRPK47Fire.uc
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
class NiceRPK47Fire extends NiceHeavyFire;
|
||||
defaultproperties
|
||||
{
ProjectileSpeed=37250.000000
contBonus=1.400000
FireAimedAnim="Fire_Iron"
RecoilRate=0.050000
maxVerticalRecoilAngle=400
maxHorizontalRecoilAngle=200
ShellEjectClass=Class'ROEffects.KFShellEjectAK'
ShellEjectBoneName="Shell_eject"
bAccuracyBonusForSemiAuto=True
bRandomPitchFireSound=False
FireSoundRef="HMG_S.RPK.rpk47_shoot"
StereoFireSoundRef="HMG_S.RPK.rpk47_shoot"
NoAmmoSoundRef="HMG_S.RPK.rpk47_empty"
DamageType=Class'NicePack.NiceDamTypeRPK47MG'
DamageMin=100
DamageMax=100
Momentum=10500.000000
bPawnRapidFireAnim=True
TransientSoundVolume=1.300000
FireLoopAnim="Fire"
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.109000
AmmoClass=Class'NicePack.NiceRPK47Ammo'
ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000)
ShakeRotRate=(X=5000.000000,Y=5000.000000,Z=5000.000000)
ShakeRotTime=0.750000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.250000
BotRefireRate=0.990000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stMP'
aimerror=42.000000
|
||||
}
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
class NiceRPK47MachineGun extends NiceHeavyGun;
|
||||
|
||||
defaultproperties
|
||||
{
reloadPreEndFrame=0.140000
reloadEndFrame=0.500000
reloadChargeEndFrame=0.710000
reloadMagStartFrame=0.280000
reloadChargeStartFrame=0.550000
MagazineBone="clip"
MagCapacity=50
ReloadRate=3.000000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_AK47"
Weight=6.000000
bHasAimingMode=True
IdleAimAnim="Iron_Idle"
StandardDisplayFOV=65.000000
TraderInfoTexture=Texture'HMG_T.RPK.RPK47_Trader'
bIsTier2Weapon=True
MeshRef="HMG_A.RPK47_mesh"
SkinRefs(0)="HMG_T.RPK.RPK_0"
SkinRefs(1)="KF_Weapons3_Trip_T.hands.Priest_Hands_1st_P"
SkinRefs(2)="HMG_T.RPK.RPK_1"
SkinRefs(3)="HMG_T.RPK.RPK_2"
SkinRefs(4)="HMG_T.RPK.RPK_3"
SkinRefs(5)="HMG_T.RPK.RPK_4"
SkinRefs(6)="HMG_T.RPK.RPK_5"
SkinRefs(7)="HMG_T.RPK.RPK_6"
SkinRefs(8)="HMG_T.RPK.RPK_7"
SkinRefs(9)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr"
SelectSoundRef="HMG_S.RPK.rpk47_select"
HudImageRef="HMG_T.RPK.RPK47_Unselected"
SelectedHudImageRef="HMG_T.RPK.RPK47_selected"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=32.000000
FireModeClass(0)=Class'NicePack.NiceRPK47Fire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="The RPK (Russian: Ruchnoy Pulemyot Kalashnikova, Kalashnikov hand-held machine gun) is a 7.62x39mm light machine gun of Soviet design, developed by Mikhail Kalashnikov in the late 1950s, parallel with the AKM assault rifle."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=65.000000
Priority=125
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=3
GroupOffset=7
PickupClass=Class'NicePack.NiceRPK47Pickup'
PlayerViewOffset=(X=8.000000,Y=8.000000,Z=-3.000000)
BobDamping=4.000000
AttachmentClass=Class'NicePack.NiceRPK47Attachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="RPK-47"
TransientSoundVolume=1.250000
|
||||
}
|
||||
6
sources/Weapons/Playable/Heavy/RPK47/NiceRPK47Pickup.uc
Normal file
6
sources/Weapons/Playable/Heavy/RPK47/NiceRPK47Pickup.uc
Normal file
|
|
@ -0,0 +1,6 @@
|
|||
class NiceRPK47Pickup extends NiceWeaponPickup;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
cost=250
Weight=8.000000
AmmoCost=45
BuyClipSize=30
PowerValue=49
SpeedValue=86
RangeValue=70
Description="The RPK (Russian: Ruchnoy Pulemyot Kalashnikova, Kalashnikov hand-held machine gun) is a 7.62x39mm light machine gun of Soviet design, developed by Mikhail Kalashnikov in the late 1950s, parallel with the AKM assault rifle."
ItemName="RPK-47"
ItemShortName="RPK-47"
AmmoItemName="Rounds 7.62x39mm"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=1
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceRPK47MachineGun'
PickupMessage="You picked up the RPK-47"
PickupSound=Sound'HMG_S.RPK.rpk47_pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'HMG_A.RPK47_st'
CollisionRadius=25.000000
CollisionHeight=5.000000
|
||||
}
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
class NiceDamTypeSA80LSW extends NiceDamageTypeVetEnforcerBullets
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
goodDecapMod=0.750000
stunMultiplier=1.400000
HeadShotDamageMult=1.000000
WeaponClass=Class'NicePack.NiceSA80LSW'
DeathString="%k killed %o (SA80 LSW)."
bRagdollBullet=True
DamageThreshold=1
KDamageImpulse=3000.000000
KDeathVel=300.000000
KDeathUpKick=40.000000
|
||||
}
|
||||
5
sources/Weapons/Playable/Heavy/SA80LSW/NiceSA80LSW.uc
Normal file
5
sources/Weapons/Playable/Heavy/SA80LSW/NiceSA80LSW.uc
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
class NiceSA80LSW extends NiceScopedWeapon;
|
||||
#exec OBJ LOAD FILE=ScopeShaders.utx
|
||||
defaultproperties
|
||||
{
lenseMaterialID=8
scopePortalFOVHigh=13.000000
scopePortalFOV=13.000000
tileSize=512
ZoomMatRef="HMG_T.SA80.SA80crosshairs_FB"
ScriptedTextureFallbackRef="HMG_T.SA80.alpha_lens_64x64"
CrosshairTexRef="HMG_T.SA80.SA80crosshairs"
reloadPreEndFrame=0.131000
reloadEndFrame=0.570000
reloadChargeEndFrame=0.738000
reloadMagStartFrame=0.290000
reloadChargeStartFrame=0.664000
MagazineBone="clip"
bHasScope=True
ZoomedDisplayFOVHigh=50.000000
MagCapacity=30
ReloadRate=3.500000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_BullPup"
Weight=5.000000
bHasAimingMode=True
IdleAimAnim="Iron_Idle"
StandardDisplayFOV=65.000000
TraderInfoTexture=Texture'HMG_T.SA80.SA80LSW_Trader'
MeshRef="HMG_A.SA80LSW_mesh"
SkinRefs(0)="HMG_T.SA80.SA80LSW_1"
SkinRefs(1)="KF_Weapons3_Trip_T.hands.Priest_Hands_1st_P"
SkinRefs(2)="HMG_T.SA80.SA80LSW_2"
SkinRefs(3)="HMG_T.SA80.SA80LSW_3"
SkinRefs(4)="HMG_T.SA80.SA80LSW_4"
SkinRefs(5)="HMG_T.SA80.SA80LSW_5"
SkinRefs(6)="HMG_T.SA80.SA80LSW_6"
SkinRefs(7)="KF_Weapons_Trip_T.Rifles.CBLens_cmb"
SkinRefs(8)="HMG_T.SA80.alpha_lens_64x64"
SelectSoundRef="HMG_S.SA80.SA80LSW_select"
HudImageRef="HMG_T.SA80.SA80LSW_Unselected"
SelectedHudImageRef="HMG_T.SA80.SA80LSW_selected"
PlayerIronSightFOV=32.000000
ZoomedDisplayFOV=50.000000
FireModeClass(0)=Class'NicePack.NiceSA80LSWFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.650000
CurrentRating=0.650000
Description="An odd member of a heavy machinegunner's arsenal, SA80 LSW was modified to have a stable aim and use ammunition that's good for both precise shots at vulnerable points and mangling whole zed's bodies."
DisplayFOV=65.000000
Priority=100
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=3
GroupOffset=3
PickupClass=Class'NicePack.NiceSA80LSWPickup'
PlayerViewOffset=(X=20.000000,Y=10.000000,Z=-2.000000)
BobDamping=5.000000
AttachmentClass=Class'NicePack.NiceSA80LSWAttachment'
IconCoords=(X1=253,Y1=146,X2=333,Y2=181)
ItemName="SA80 LSW"
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceSA80LSWAmmo extends NiceAmmo;
|
||||
defaultproperties
|
||||
{
WeaponPickupClass=Class'NicePack.NiceSA80LSWPickup'
AmmoPickupAmount=30
MaxAmmo=360
InitialAmount=90
PickupClass=Class'NicePack.NiceSA80LSWAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="5.56x45"
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceSA80LSWAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
AmmoAmount=30
InventoryType=Class'NicePack.NiceSA80LSWAmmo'
PickupMessage="5.56x45"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceSA80LSWAttachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
MovementAnims(0)="JogF_AK47"
MovementAnims(1)="JogB_AK47"
MovementAnims(2)="JogL_AK47"
MovementAnims(3)="JogR_AK47"
TurnLeftAnim="TurnL_AK47"
TurnRightAnim="TurnR_AK47"
CrouchAnims(0)="CHWalkF_AK47"
CrouchAnims(1)="CHWalkB_AK47"
CrouchAnims(2)="CHWalkL_AK47"
CrouchAnims(3)="CHWalkR_AK47"
WalkAnims(0)="WalkF_AK47"
WalkAnims(1)="WalkB_AK47"
WalkAnims(2)="WalkL_AK47"
WalkAnims(3)="WalkR_AK47"
CrouchTurnRightAnim="CH_TurnR_AK47"
CrouchTurnLeftAnim="CH_TurnL_AK47"
IdleCrouchAnim="CHIdle_AK47"
IdleWeaponAnim="Idle_AK47"
IdleRestAnim="Idle_AK47"
IdleChatAnim="Idle_AK47"
IdleHeavyAnim="Idle_AK47"
IdleRifleAnim="Idle_AK47"
FireAnims(0)="Fire_AK47"
FireAnims(1)="Fire_AK47"
FireAnims(2)="Fire_AK47"
FireAnims(3)="Fire_AK47"
FireAltAnims(0)="Fire_AK47"
FireAltAnims(1)="Fire_AK47"
FireAltAnims(2)="Fire_AK47"
FireAltAnims(3)="Fire_AK47"
FireCrouchAnims(0)="CHFire_AK47"
FireCrouchAnims(1)="CHFire_AK47"
FireCrouchAnims(2)="CHFire_AK47"
FireCrouchAnims(3)="CHFire_AK47"
FireCrouchAltAnims(0)="CHFire_AK47"
FireCrouchAltAnims(1)="CHFire_AK47"
FireCrouchAltAnims(2)="CHFire_AK47"
FireCrouchAltAnims(3)="CHFire_AK47"
HitAnims(0)="HitF_AK47"
HitAnims(1)="HitB_AK47"
HitAnims(2)="HitL_AK47"
HitAnims(3)="HitR_AK47"
PostFireBlendStandAnim="Blend_AK47"
PostFireBlendCrouchAnim="CHBlend_AK47"
MeshRef="HMG_A.SA80LSW_3rd"
bHeavy=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
DrawScale=1.100000
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceSA80LSWFire extends NiceHeavyFire;
|
||||
defaultproperties
|
||||
{
ProjectileSpeed=46500.000000
FireAimedAnim="Iron_Idle"
RecoilRate=0.050000
maxVerticalRecoilAngle=300
maxHorizontalRecoilAngle=150
ShellEjectClass=Class'ROEffects.KFShellEjectBullpup'
ShellEjectBoneName="Shell_eject"
bAccuracyBonusForSemiAuto=True
FireSoundRef="HMG_S.SA80.SA80LSW_shot"
StereoFireSoundRef="HMG_S.SA80.SA80LSW_shot"
NoAmmoSoundRef="HMG_S.SA80.SA80LSW_empty"
DamageType=Class'NicePack.NiceDamTypeSA80LSW'
DamageMin=70
DamageMax=70
Momentum=12500.000000
bPawnRapidFireAnim=True
TransientSoundVolume=1.400000
FireLoopAnim="Fire"
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.200000
AmmoClass=Class'NicePack.NiceSA80LSWAmmo'
ShakeRotMag=(X=75.000000,Y=75.000000,Z=250.000000)
ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
ShakeRotTime=0.500000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=10.000000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.000000
BotRefireRate=0.990000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG'
aimerror=42.000000
|
||||
}
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
class NiceSA80LSWPickup extends NiceWeaponPickup;
|
||||
defaultproperties
|
||||
{
|
||||
cost=200
Weight=5.000000
AmmoCost=30
BuyClipSize=30
PowerValue=41
SpeedValue=60
RangeValue=60
Description="An odd member of a heavy machinegunner's arsenal, SA80 LSW was modified to have a stable aim and use ammunition that's good for both precise shots at vulnerable points and mangling whole zed's bodies."
ItemName="SA80 LSW"
ItemShortName="SA80 LSW"
AmmoItemName="Rounds 5.56x45"
CorrespondingPerkIndex=1
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceSA80LSW'
PickupMessage="You picked up the SA80 LSW"
PickupSound=Sound'HMG_S.SA80.SA80LSW_pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'HMG_A.SA80LSW_st'
DrawScale=1.500000
CollisionRadius=30.000000
CollisionHeight=5.000000
|
||||
}
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
class NiceDamTypeStinger extends NiceDamTypeSPAM
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
WeaponClass=Class'NicePack.NiceStinger'
DeathString="%k killed %o (Stinger)."
|
||||
}
|
||||
4
sources/Weapons/Playable/Heavy/Stinger/NiceStinger.uc
Normal file
4
sources/Weapons/Playable/Heavy/Stinger/NiceStinger.uc
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
class NiceStinger extends Stinger;
|
||||
defaultproperties
|
||||
{
MagCapacity=160
Weight=8.000000
FireModeClass(0)=Class'NicePack.NiceStingerFire'
FireModeClass(1)=Class'NicePack.NiceStingerAltFire'
PickupClass=Class'NicePack.NiceStingerPickup'
ItemName="Stinger Minigun"
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceStingerAltFire extends StingerAltFire;
|
||||
defaultproperties
|
||||
{
DamageMin=120
DamageMax=120
AmmoClass=Class'NicePack.NiceStingerAmmo'
AmmoPerFire=6
|
||||
}
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
class NiceStingerAmmo extends StingerAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
AmmoPickupAmount=80
MaxAmmo=640
InitialAmount=160
PickupClass=Class'NicePack.NiceStingerAmmoPickup'
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceStingerAmmoPickup extends StingerAmmoPickup;
|
||||
defaultproperties
|
||||
{
AmmoAmount=80
InventoryType=Class'NicePack.NiceStingerAmmo'
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceStingerFire extends StingerFire;
|
||||
defaultproperties
|
||||
{
maxVerticalRecoilAngle=112
maxHorizontalRecoilAngle=56
DamageType=Class'NicePack.NiceDamTypeStinger'
DamageMin=45
DamageMax=45
AmmoClass=Class'NicePack.NiceStingerAmmo'
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceStingerPickup extends StingerPickup;
|
||||
defaultproperties
|
||||
{
Weight=8.000000
cost=750
AmmoCost=150
BuyClipSize=80
ItemName="Stinger Minigun"
ItemShortName="Stinger"
InventoryType=Class'NicePack.NiceStinger'
|
||||
}
|
||||
6
sources/Weapons/Playable/Heavy/XMV/NiceDamTypeXMV850M.uc
Normal file
6
sources/Weapons/Playable/Heavy/XMV/NiceDamTypeXMV850M.uc
Normal file
|
|
@ -0,0 +1,6 @@
|
|||
class NiceDamTypeXMV850M extends NiceDamageTypeVetEnforcerBullets
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
WeaponClass=Class'NicePack.NiceXMV850M'
DeathString="%k killed %o (XMV850 Minigun)."
|
||||
//stunMultiplier=0.5
bRagdollBullet=True
KDamageImpulse=51500.000000
KDeathVel=275.000000
KDeathUpKick=45.000000
|
||||
}
|
||||
5
sources/Weapons/Playable/Heavy/XMV/NiceXMV850Ammo.uc
Normal file
5
sources/Weapons/Playable/Heavy/XMV/NiceXMV850Ammo.uc
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
class NiceXMV850Ammo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
WeaponPickupClass=Class'NicePack.NiceXMV850Pickup'
AmmoPickupAmount=80
MaxAmmo=480
InitialAmount=120
PickupClass=Class'NicePack.NiceXMV850AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="XMV850 bullets"
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceXMV850AmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
AmmoAmount=80
InventoryType=Class'NicePack.NiceXMV850Ammo'
PickupMessage="Rounds 7.62x51mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
|
||||
}
|
||||
19
sources/Weapons/Playable/Heavy/XMV/NiceXMV850Attachment.uc
Normal file
19
sources/Weapons/Playable/Heavy/XMV/NiceXMV850Attachment.uc
Normal file
|
|
@ -0,0 +1,19 @@
|
|||
class NiceXMV850Attachment extends NiceAttachment;
|
||||
var byte NetBarrelSpeed;
|
||||
var int BarrelTurn;
|
||||
var float BarrelSpeed;
|
||||
replication
|
||||
{
|
||||
reliable if(Role == ROLE_Authority)
NetBarrelSpeed;
|
||||
}
|
||||
simulated event Tick(float dt){
|
||||
local Rotator bt;
|
||||
super.Tick(dt);
|
||||
if(Role == ROLE_Authority)
NetBarrelSpeed = byte(BarrelSpeed * float(255));
|
||||
else
BarrelSpeed = float(NetBarrelSpeed) / 255.00;
|
||||
if(Level.NetMode != NM_DedicatedServer){
BarrelTurn += int(BarrelSpeed * float(655360) * dt);
bt.Roll = BarrelTurn;
SetBoneRotation('Barrels', bt);
|
||||
}
|
||||
}
|
||||
defaultproperties
|
||||
{
LaserAttachmentBone="Muzzle"
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
ShellEjectBoneName="ejector"
MovementAnims(0)="JogF_SCAR"
MovementAnims(1)="JogB_SCAR"
MovementAnims(2)="JogL_SCAR"
MovementAnims(3)="JogR_SCAR"
TurnLeftAnim="TurnL_SCAR"
TurnRightAnim="TurnR_SCAR"
CrouchAnims(0)="CHWalkF_SCAR"
CrouchAnims(1)="CHWalkB_SCAR"
CrouchAnims(2)="CHWalkL_SCAR"
CrouchAnims(3)="CHWalkR_SCAR"
WalkAnims(0)="WalkF_SCAR"
WalkAnims(1)="WalkB_SCAR"
WalkAnims(2)="WalkL_SCAR"
WalkAnims(3)="WalkR_SCAR"
CrouchTurnRightAnim="CH_TurnR_SCAR"
CrouchTurnLeftAnim="CH_TurnL_SCAR"
IdleCrouchAnim="CHIdle_SCAR"
IdleWeaponAnim="Idle_SCAR"
IdleRestAnim="Idle_SCAR"
IdleChatAnim="Idle_SCAR"
IdleHeavyAnim="Idle_SCAR"
IdleRifleAnim="Idle_SCAR"
FireAnims(0)="Fire_SCAR"
FireAnims(1)="Fire_SCAR"
FireAnims(2)="Fire_SCAR"
FireAnims(3)="Fire_SCAR"
FireAltAnims(0)="Fire_SCAR"
FireAltAnims(1)="Fire_SCAR"
FireAltAnims(2)="Fire_SCAR"
FireAltAnims(3)="Fire_SCAR"
FireCrouchAnims(0)="CHFire_SCAR"
FireCrouchAnims(1)="CHFire_SCAR"
FireCrouchAnims(2)="CHFire_SCAR"
FireCrouchAnims(3)="CHFire_SCAR"
FireCrouchAltAnims(0)="CHFire_SCAR"
FireCrouchAltAnims(1)="CHFire_SCAR"
FireCrouchAltAnims(2)="CHFire_SCAR"
FireCrouchAltAnims(3)="CHFire_SCAR"
HitAnims(0)="HitF_SCAR"
HitAnims(1)="HitB_SCAR"
HitAnims(2)="HitL_SCAR"
HitAnims(3)="HitR_SCAR"
PostFireBlendStandAnim="Blend_SCAR"
PostFireBlendCrouchAnim="CHBlend_SCAR"
MeshRef="HMG_A.XMV850_3rd"
bHeavy=True
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
|
||||
}
|
||||
15
sources/Weapons/Playable/Heavy/XMV/NiceXMV850Fire.uc
Normal file
15
sources/Weapons/Playable/Heavy/XMV/NiceXMV850Fire.uc
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
class NiceXMV850Fire extends NiceHeavyFire;
|
||||
|
||||
simulated function HandleRecoil(float Rec)
|
||||
{
|
||||
local float truncatedContLenght;
|
||||
local float recoilMod;
|
||||
truncatedContLenght = FMin(currentContLenght, 20.0);
|
||||
recoilMod = 1.0 - (truncatedContLenght / 20.0);
|
||||
super.HandleRecoil(Rec * recoilMod);
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
ProjectileSpeed=42650.000000
maxBonusContLenght=5
|
||||
contBonusReset=false
FireAimedAnim="FireLoop"
RecoilRate=0.040000
maxVerticalRecoilAngle=450
maxHorizontalRecoilAngle=225
ShellEjectClass=Class'ROEffects.KFShellEjectSCAR'
ShellEjectBoneName="ejector"
FireSoundRef="HMG_S.XMV.XMV-Fire-1"
StereoFireSoundRef="HMG_S.XMV.XMV-Fire-1"
NoAmmoSoundRef="HMG_S.M41A.DryFire"
DamageType=Class'NicePack.NiceDamTypeXMV850M'
DamageMin=30
DamageMax=30
Momentum=8500.000000
bPawnRapidFireAnim=True
TransientSoundVolume=1.800000
FireAnim="FireLoop"
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.065000
AmmoClass=Class'NicePack.NiceXMV850Ammo'
ShakeRotMag=(X=50.000000,Y=50.000000,Z=300.000000)
ShakeRotRate=(X=7500.000000,Y=7500.000000,Z=7500.000000)
ShakeRotTime=0.650000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.150000
BotRefireRate=0.990000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG'
aimerror=42.000000
|
||||
}
|
||||
55
sources/Weapons/Playable/Heavy/XMV/NiceXMV850M.uc
Normal file
55
sources/Weapons/Playable/Heavy/XMV/NiceXMV850M.uc
Normal file
|
|
@ -0,0 +1,55 @@
|
|||
class NiceXMV850M extends NiceHeavyGun;
|
||||
var float DesiredSpeed;
|
||||
var float BarrelSpeed;
|
||||
var int BarrelTurn;
|
||||
var Sound BarrelSpinSound, BarrelStopSound, BarrelStartSound;
|
||||
var String BarrelSpinSoundRef, BarrelStopSoundRef, BarrelStartSoundRef;
|
||||
static function PreloadAssets(Inventory Inv, optional bool bSkipRefCount){
|
||||
local NiceXMV850M W;
|
||||
super.PreloadAssets(Inv, bSkipRefCount);
|
||||
if(default.BarrelSpinSound == none && default.BarrelSpinSoundRef != "")
default.BarrelSpinSound = sound(DynamicLoadObject(default.BarrelSpinSoundRef, class'sound', true));
|
||||
if(default.BarrelStopSound == none && default.BarrelStopSoundRef != "")
default.BarrelStopSound = sound(DynamicLoadObject(default.BarrelStopSoundRef, class'sound', true));
|
||||
if(default.BarrelStartSound == none && default.BarrelStartSoundRef != "")
default.BarrelStartSound = sound(DynamicLoadObject(default.BarrelStartSoundRef, class'sound', true));
|
||||
W = NiceXMV850M(Inv);
|
||||
if(W != none){
W.BarrelSpinSound = default.BarrelSpinSound;
W.BarrelStopSound = default.BarrelStopSound;
W.BarrelStartSound = default.BarrelStartSound;
|
||||
}
|
||||
}
|
||||
static function bool UnloadAssets(){
|
||||
if(super.UnloadAssets()){
default.BarrelSpinSound = none;
default.BarrelStopSound = none;
default.BarrelStartSound = none;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
// XMV uses custom hands
|
||||
simulated function HandleSleeveSwapping(){}
|
||||
simulated event WeaponTick(float dt){
|
||||
local Rotator bt;
|
||||
super.WeaponTick(dt);
|
||||
bt.Roll = BarrelTurn;
|
||||
SetBoneRotation('Barrels', bt);
|
||||
DesiredSpeed = 0.50;
|
||||
}
|
||||
simulated event Tick(float dt){
|
||||
local float OldBarrelTurn;
|
||||
super.Tick(dt);
|
||||
if(FireMode[0].IsFiring()){
BarrelSpeed = BarrelSpeed + FClamp(DesiredSpeed - BarrelSpeed, -0.20 * dt, 0.40 * dt);
BarrelTurn += int(BarrelSpeed * float(655360) * dt);
|
||||
}
|
||||
else{
if(BarrelSpeed > 0){
BarrelSpeed = FMax(BarrelSpeed - 0.10 * dt, 0.01);
OldBarrelTurn = float(BarrelTurn);
BarrelTurn += int(BarrelSpeed * float(655360) * dt);
if(BarrelSpeed <= 0.03 && (int(OldBarrelTurn / 10922.67) < int(float(BarrelTurn) / 10922.67))){
BarrelTurn = int(float(int(float(BarrelTurn) / 10922.67)) * 10922.67);
BarrelSpeed = 0.00;
PlaySound(BarrelStopSound, SLOT_none, 0.50,, 32.00, 1.00, true);
AmbientSound = none;
}
}
|
||||
}
|
||||
if(BarrelSpeed > 0){
AmbientSound = BarrelSpinSound;
SoundPitch = byte(float(32) + float(96) * BarrelSpeed);
|
||||
}
|
||||
|
||||
if(NiceXMV850Attachment(ThirdPersonActor) != none)
NiceXMV850Attachment(ThirdPersonActor).BarrelSpeed = BarrelSpeed;
|
||||
}
|
||||
simulated function AltFire(float F){
|
||||
ToggleLaser();
|
||||
}
|
||||
simulated function ToggleLaser(){
|
||||
if(!Instigator.IsLocallyControlled())
return;
|
||||
// Will redo this bit later, but so far it'll have to do
|
||||
if(LaserType == 0)
LaserType = 3;
|
||||
else
LaserType = 0;
|
||||
ApplyLaserState();
|
||||
}
|
||||
defaultproperties
|
||||
{
BarrelSpinSoundRef="HMG_S.XMV.XMV-BarrelSpinLoop"
BarrelStopSoundRef="HMG_S.XMV.XMV-BarrelSpinEnd"
BarrelStartSoundRef="HMG_S.XMV.XMV-BarrelSpinStart"
LaserAttachmentOffset=(X=120.000000,Z=-10.000000)
LaserAttachmentBone="Muzzle"
reloadPreEndFrame=0.201000
reloadEndFrame=0.729000
reloadChargeEndFrame=-1.000000
reloadMagStartFrame=0.340000
reloadChargeStartFrame=-1.000000
MagazineBone="BeltBone1"
MagCapacity=160
ReloadRate=4.400000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload"
Weight=7.000000
StandardDisplayFOV=55.000000
TraderInfoTexture=Texture'HMG_T.XMV.Trader_XMV850'
MeshRef="HMG_A.XMV850Mesh"
SkinRefs(0)="HMG_T.XMV.XMV850_Main"
SkinRefs(1)="HMG_T.XMV.Hands_Shdr"
SkinRefs(2)="HMG_T.XMV.XMV850_Barrels_Shdr"
SelectSoundRef="HMG_S.XMV.XMV-Pullout"
HudImageRef="HMG_T.XMV.XMV850_Unselected"
SelectedHudImageRef="HMG_T.XMV.XMV850_Selected"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=20.000000
FireModeClass(0)=Class'NicePack.NiceXMV850Fire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="Putaway"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="Minigun with reduced fire rate down to 950RPM. But still badass and has laser sight."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=55.000000
Priority=135
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=3
GroupOffset=7
PickupClass=Class'NicePack.NiceXMV850Pickup'
PlayerViewOffset=(X=30.000000,Y=20.000000,Z=-10.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceXMV850Attachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="XMV850 Minigun"
TransientSoundVolume=0.625000
|
||||
}
|
||||
9
sources/Weapons/Playable/Heavy/XMV/NiceXMV850Pickup.uc
Normal file
9
sources/Weapons/Playable/Heavy/XMV/NiceXMV850Pickup.uc
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
class NiceXMV850Pickup extends NiceWeaponPickup;
|
||||
|
||||
#EXEC OBJ LOAD FILE=HMG_T.utx
|
||||
#EXEC OBJ LOAD FILE=HMG_S.uax
|
||||
#EXEC OBJ LOAD FILE=HMG_A.ukx
|
||||
|
||||
defaultproperties
|
||||
{
Weight=7.000000
cost=1000
AmmoCost=100
BuyClipSize=80
PowerValue=40
SpeedValue=100
RangeValue=50
Description="Minigun with reduced fire rate down to 950RPM. But still badass and has laser sight."
ItemName="XMV850 Minigun"
ItemShortName="XMV850 Minigun"
AmmoItemName="7.62x51mm Ammo"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=1
EquipmentCategoryID=3
InventoryType=Class'NicePack.NiceXMV850M'
PickupMessage="You got the XMV850 Minigun."
PickupSound=Sound'HMG_S.XMV.XMV-Pullout'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'HMG_A.XMV850Pickup'
CollisionRadius=25.000000
CollisionHeight=5.000000
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue