Revert weapon conversion

This patch reverts first step of global weapon conversion
that would have halted the release of the next version for too long.
This commit is contained in:
Anton Tarasenko 2020-04-17 23:06:41 +07:00
commit 12d95e387e
757 changed files with 10788 additions and 4046 deletions

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class NiceAUG_A1AR extends NiceScopedWeapon;
#EXEC OBJ LOAD FILE=HMG_T.utx
#EXEC OBJ LOAD FILE=HMG_S.uax
#EXEC OBJ LOAD FILE=HMG_A.ukx
simulated function AltFire(float F){
if(ReadyToFire(0)) DoToggle();
}
exec function SwitchModes(){
DoToggle();
}
defaultproperties
{ 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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class NiceAUG_A1ARAmmo extends NiceAmmo;
defaultproperties
{ 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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class NiceAUG_A1ARAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=30 InventoryType=Class'NicePack.NiceAUG_A1ARAmmo' PickupMessage="5.56mm NATO" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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class NiceAUG_A1ARAttachment extends NiceAttachment;
defaultproperties
{ 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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class NiceAUG_A1ARFire extends NiceHeavyFire;
defaultproperties
{ 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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class NiceAUG_A1ARPickup extends NiceWeaponPickup;
defaultproperties
{
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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class NiceDamTypeAUG_A1AR extends NiceDamageTypeVetEnforcerBullets
abstract;
defaultproperties
{ 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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class NiceChainGun extends ChainGun;
// Don't use alt fire to toggle
simulated function AltFire(float F){}
// Don't switch fire mode
exec function SwitchModes(){}
defaultproperties
{ 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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class NiceChainGunAltFire extends ChainGunAltFire;
defaultproperties
{ FireRate=1.500000 AmmoClass=Class'NicePack.NiceRocketAmmo' ProjectileClass=Class'NicePack.NiceRocketProj'
}

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class NiceChainGunAmmo extends ChainGunAmmo;
defaultproperties
{ MaxAmmo=480 InitialAmount=120 PickupClass=Class'NicePack.NiceChainGunAmmoPickup'
}

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class NiceChainGunAmmoPickup extends ChainGunAmmoPickup;
defaultproperties
{ AmmoAmount=120 InventoryType=Class'NicePack.NiceChainGunAmmo'
}

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class NiceChainGunFire extends ChainGunFire;
defaultproperties
{ maxVerticalRecoilAngle=68 maxHorizontalRecoilAngle=34 DamageType=Class'NicePack.NiceDamTypeCG' AmmoClass=Class'NicePack.NiceChainGunAmmo'
}

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class NiceChainGunPickup extends ChainGunPickup;
defaultproperties
{ 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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class NiceDamTypeCG extends NiceDamTypeSPAM
abstract;
defaultproperties
{ 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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class NiceDamTypeRocket extends DamTypeLAW;
defaultproperties
{ WeaponClass=Class'NicePack.NiceChainGun'
}

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class NiceRocket extends NiceBullet;
defaultproperties
{ 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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//=============================================================================
// LAW Ammo.
//=============================================================================
class NiceRocketammo extends Rocketammo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ MaxAmmo=16 PickupClass=Class'NicePack.NiceRocketAmmoPickup'
}

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class NiceRocketAmmoPickup extends RocketAmmoPickup;
defaultproperties
{ InventoryType=Class'NicePack.NiceRocketAmmo'
}

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class NiceRocketProj extends NiceHRLProj;
defaultproperties
{ Damage=750.000000 MyDamageType=Class'NicePack.NiceDamTypeRocket'
}

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class NiceDamTypeThompsonH extends NiceDamageTypeVetEnforcerBullets
abstract;
defaultproperties
{ 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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class NiceThompsonH extends NiceHeavyGun;
defaultproperties
{ 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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class NiceThompsonHAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ 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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class NiceThompsonHAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=60 InventoryType=Class'NicePack.NiceThompsonHAmmo' PickupMessage="Rounds 45. ACP" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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class NiceThompsonHAttachment extends NiceAttachment;
defaultproperties
{ 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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class NiceThompsonHFire extends NiceHeavyFire;
defaultproperties
{ 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
}

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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
}

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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
}

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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"
}

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class NiceM249AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=80 InventoryType=Class'NicePack.NiceM249Ammo' PickupMessage="Rounds 5.56x45mm NATO" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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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
}

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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
}

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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
}

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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
}

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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
}

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class NiceDamTypeM41ABlunt extends NiceDamageTypeVetEnforcerBullets;
defaultproperties
{ WeaponClass=Class'NicePack.NiceM41AAssaultRifle'
}

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class NiceDamTypeM41AExplosion extends NiceDamageTypeVetEnforcerBullets;
defaultproperties
{ bIsExplosive=True WeaponClass=Class'NicePack.NiceM41AAssaultRifle'
}

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class NiceDamTypeM41AGrenade extends DamTypeM203Grenade;
defaultproperties
{ WeaponClass=Class'NicePack.NiceM41AAssaultRifle'
}

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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
}

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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"
}

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class NiceM41AAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=66 InventoryType=Class'NicePack.NiceM41AAmmo' PickupMessage="M41A 10 mm caseless ammunition" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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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
}

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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
}

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// 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'
}

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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
}

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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"
}

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class NiceM41AProjectileAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=2 InventoryType=Class'NicePack.NiceM41AProjectileAmmo' PickupMessage="M41A Grenades" StaticMesh=StaticMesh'KillingFloorStatics.FragPickup' CollisionRadius=25.000000
}

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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
}

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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"
}

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class NiceRPK47AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=50 InventoryType=Class'NicePack.NiceRPK47Ammo' PickupMessage="7.62mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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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
}

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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
}

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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
}

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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
}

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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
}

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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"
}

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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"
}

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class NiceSA80LSWAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=30 InventoryType=Class'NicePack.NiceSA80LSWAmmo' PickupMessage="5.56x45" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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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
}

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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
}

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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
}

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class NiceDamTypeStinger extends NiceDamTypeSPAM
abstract;
defaultproperties
{ WeaponClass=Class'NicePack.NiceStinger' DeathString="%k killed %o (Stinger)."
}

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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"
}

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class NiceStingerAltFire extends StingerAltFire;
defaultproperties
{ DamageMin=120 DamageMax=120 AmmoClass=Class'NicePack.NiceStingerAmmo' AmmoPerFire=6
}

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class NiceStingerAmmo extends StingerAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ AmmoPickupAmount=80 MaxAmmo=640 InitialAmount=160 PickupClass=Class'NicePack.NiceStingerAmmoPickup'
}

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class NiceStingerAmmoPickup extends StingerAmmoPickup;
defaultproperties
{ AmmoAmount=80 InventoryType=Class'NicePack.NiceStingerAmmo'
}

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class NiceStingerFire extends StingerFire;
defaultproperties
{ maxVerticalRecoilAngle=112 maxHorizontalRecoilAngle=56 DamageType=Class'NicePack.NiceDamTypeStinger' DamageMin=45 DamageMax=45 AmmoClass=Class'NicePack.NiceStingerAmmo'
}

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class NiceStingerPickup extends StingerPickup;
defaultproperties
{ Weight=8.000000 cost=750 AmmoCost=150 BuyClipSize=80 ItemName="Stinger Minigun" ItemShortName="Stinger" InventoryType=Class'NicePack.NiceStinger'
}

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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
}

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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"
}

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class NiceXMV850AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=80 InventoryType=Class'NicePack.NiceXMV850Ammo' PickupMessage="Rounds 7.62x51mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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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
}

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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
}

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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
}

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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
}