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 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
}