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 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
}