Revert weapon conversion
This patch reverts first step of global weapon conversion that would have halted the release of the next version for too long.
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3c46801714
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757 changed files with 10788 additions and 4046 deletions
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class NiceDamTypeSA80LSW extends NiceDamageTypeVetEnforcerBullets
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abstract;
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defaultproperties
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{
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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}
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5
sources/Weapons/Playable/Heavy/SA80LSW/NiceSA80LSW.uc
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5
sources/Weapons/Playable/Heavy/SA80LSW/NiceSA80LSW.uc
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class NiceSA80LSW extends NiceScopedWeapon;
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#exec OBJ LOAD FILE=ScopeShaders.utx
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defaultproperties
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{
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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}
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class NiceSA80LSWAmmo extends NiceAmmo;
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defaultproperties
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{
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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}
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class NiceSA80LSWAmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=30
InventoryType=Class'NicePack.NiceSA80LSWAmmo'
PickupMessage="5.56x45"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
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}
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class NiceSA80LSWAttachment extends NiceAttachment;
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defaultproperties
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{
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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}
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class NiceSA80LSWFire extends NiceHeavyFire;
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defaultproperties
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{
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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}
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class NiceSA80LSWPickup extends NiceWeaponPickup;
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defaultproperties
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{
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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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}
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