Revert weapon conversion
This patch reverts first step of global weapon conversion that would have halted the release of the next version for too long.
This commit is contained in:
parent
3c46801714
commit
12d95e387e
757 changed files with 10788 additions and 4046 deletions
6
sources/Weapons/Playable/Heavy/XMV/NiceDamTypeXMV850M.uc
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6
sources/Weapons/Playable/Heavy/XMV/NiceDamTypeXMV850M.uc
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class NiceDamTypeXMV850M extends NiceDamageTypeVetEnforcerBullets
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abstract;
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defaultproperties
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{
WeaponClass=Class'NicePack.NiceXMV850M'
DeathString="%k killed %o (XMV850 Minigun)."
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//stunMultiplier=0.5
bRagdollBullet=True
KDamageImpulse=51500.000000
KDeathVel=275.000000
KDeathUpKick=45.000000
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}
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5
sources/Weapons/Playable/Heavy/XMV/NiceXMV850Ammo.uc
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5
sources/Weapons/Playable/Heavy/XMV/NiceXMV850Ammo.uc
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class NiceXMV850Ammo extends NiceAmmo;
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#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
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defaultproperties
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{
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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}
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class NiceXMV850AmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=80
InventoryType=Class'NicePack.NiceXMV850Ammo'
PickupMessage="Rounds 7.62x51mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
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}
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19
sources/Weapons/Playable/Heavy/XMV/NiceXMV850Attachment.uc
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19
sources/Weapons/Playable/Heavy/XMV/NiceXMV850Attachment.uc
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class NiceXMV850Attachment extends NiceAttachment;
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var byte NetBarrelSpeed;
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var int BarrelTurn;
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var float BarrelSpeed;
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replication
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{
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reliable if(Role == ROLE_Authority)
NetBarrelSpeed;
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}
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simulated event Tick(float dt){
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local Rotator bt;
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super.Tick(dt);
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if(Role == ROLE_Authority)
NetBarrelSpeed = byte(BarrelSpeed * float(255));
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else
BarrelSpeed = float(NetBarrelSpeed) / 255.00;
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if(Level.NetMode != NM_DedicatedServer){
BarrelTurn += int(BarrelSpeed * float(655360) * dt);
bt.Roll = BarrelTurn;
SetBoneRotation('Barrels', bt);
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}
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}
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defaultproperties
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{
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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}
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15
sources/Weapons/Playable/Heavy/XMV/NiceXMV850Fire.uc
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15
sources/Weapons/Playable/Heavy/XMV/NiceXMV850Fire.uc
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class NiceXMV850Fire extends NiceHeavyFire;
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simulated function HandleRecoil(float Rec)
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{
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local float truncatedContLenght;
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local float recoilMod;
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truncatedContLenght = FMin(currentContLenght, 20.0);
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recoilMod = 1.0 - (truncatedContLenght / 20.0);
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super.HandleRecoil(Rec * recoilMod);
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}
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defaultproperties
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{
ProjectileSpeed=42650.000000
maxBonusContLenght=5
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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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}
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55
sources/Weapons/Playable/Heavy/XMV/NiceXMV850M.uc
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55
sources/Weapons/Playable/Heavy/XMV/NiceXMV850M.uc
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class NiceXMV850M extends NiceHeavyGun;
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var float DesiredSpeed;
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var float BarrelSpeed;
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var int BarrelTurn;
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var Sound BarrelSpinSound, BarrelStopSound, BarrelStartSound;
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var String BarrelSpinSoundRef, BarrelStopSoundRef, BarrelStartSoundRef;
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static function PreloadAssets(Inventory Inv, optional bool bSkipRefCount){
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local NiceXMV850M W;
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super.PreloadAssets(Inv, bSkipRefCount);
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if(default.BarrelSpinSound == none && default.BarrelSpinSoundRef != "")
default.BarrelSpinSound = sound(DynamicLoadObject(default.BarrelSpinSoundRef, class'sound', true));
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if(default.BarrelStopSound == none && default.BarrelStopSoundRef != "")
default.BarrelStopSound = sound(DynamicLoadObject(default.BarrelStopSoundRef, class'sound', true));
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if(default.BarrelStartSound == none && default.BarrelStartSoundRef != "")
default.BarrelStartSound = sound(DynamicLoadObject(default.BarrelStartSoundRef, class'sound', true));
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W = NiceXMV850M(Inv);
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if(W != none){
W.BarrelSpinSound = default.BarrelSpinSound;
W.BarrelStopSound = default.BarrelStopSound;
W.BarrelStartSound = default.BarrelStartSound;
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}
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}
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static function bool UnloadAssets(){
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if(super.UnloadAssets()){
default.BarrelSpinSound = none;
default.BarrelStopSound = none;
default.BarrelStartSound = none;
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}
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return true;
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}
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// XMV uses custom hands
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simulated function HandleSleeveSwapping(){}
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simulated event WeaponTick(float dt){
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local Rotator bt;
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super.WeaponTick(dt);
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bt.Roll = BarrelTurn;
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SetBoneRotation('Barrels', bt);
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DesiredSpeed = 0.50;
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}
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simulated event Tick(float dt){
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local float OldBarrelTurn;
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super.Tick(dt);
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if(FireMode[0].IsFiring()){
BarrelSpeed = BarrelSpeed + FClamp(DesiredSpeed - BarrelSpeed, -0.20 * dt, 0.40 * dt);
BarrelTurn += int(BarrelSpeed * float(655360) * dt);
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}
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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;
}
}
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}
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if(BarrelSpeed > 0){
AmbientSound = BarrelSpinSound;
SoundPitch = byte(float(32) + float(96) * BarrelSpeed);
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}
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if(NiceXMV850Attachment(ThirdPersonActor) != none)
NiceXMV850Attachment(ThirdPersonActor).BarrelSpeed = BarrelSpeed;
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}
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simulated function AltFire(float F){
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ToggleLaser();
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}
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simulated function ToggleLaser(){
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if(!Instigator.IsLocallyControlled())
return;
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// Will redo this bit later, but so far it'll have to do
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if(LaserType == 0)
LaserType = 3;
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else
LaserType = 0;
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ApplyLaserState();
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}
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defaultproperties
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{
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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}
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9
sources/Weapons/Playable/Heavy/XMV/NiceXMV850Pickup.uc
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9
sources/Weapons/Playable/Heavy/XMV/NiceXMV850Pickup.uc
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class NiceXMV850Pickup extends NiceWeaponPickup;
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#EXEC OBJ LOAD FILE=HMG_T.utx
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#EXEC OBJ LOAD FILE=HMG_S.uax
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#EXEC OBJ LOAD FILE=HMG_A.ukx
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defaultproperties
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{
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
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}
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