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 NiceDamTypeHFR extends NiceDamTypeFire
abstract;
defaultproperties
{ WeaponClass=Class'NicePack.NiceHFR' DeathString="%k incinerated %o (Horzine Flame Rifle)."
}

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class NiceDamTypeHFRAssaultRifle extends NiceDamTypeFire
abstract;
defaultproperties
{ heatPart=0.500000 HeadShotDamageMult=6.000000 bCheckForHeadShots=True WeaponClass=Class'NicePack.NiceHFR' DeathString="%k killed %o (Horzine Flame Rifle)." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True PawnDamageEmitter=Class'ROEffects.ROBloodPuff' LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore' LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall' KDamageImpulse=5500.000000 KDeathVel=175.000000 KDeathUpKick=15.000000
}

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// Modification of the AAR525 weapons by: [B.R]HekuT
class NiceHFR extends KFWeapon;
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
#exec OBJ LOAD FILE=KillingFloorHUD.utx
#exec OBJ LOAD FILE=Inf_Weapons_Foley.uax
#exec OBJ LOAD FILE=KF_Weapons5_Scopes_Trip_T.utx
var() Material ZoomMat;
var() int lenseMaterialID;
var() float scopePortalFOVHigh;
var() float scopePortalFOV;
var() vector XoffsetScoped;
var() vector XoffsetHighDetail;
var() int scopePitch;
var() int scopeYaw;
var() int scopePitchHigh;
var() int scopeYawHigh;
var ScriptedTexture ScopeScriptedTexture;
var Shader ScopeScriptedShader;
var Material ScriptedTextureFallback;
var Combiner ScriptedScopeCombiner;
var Combiner ScriptedScopeStatic;
var texture TexturedScopeTexture;
var bool bInitializedScope;
var string ZoomMatRef;
var string ScriptedTextureFallbackRef;
static function PreloadAssets(Inventory Inv, optional bool bSkipRefCount)
{
super.PreloadAssets(Inv, bSkipRefCount);
default.ZoomMat = FinalBlend(DynamicLoadObject(default.ZoomMatRef, class'FinalBlend', true));
default.ScriptedTextureFallback = texture(DynamicLoadObject(default.ScriptedTextureFallbackRef, class'texture', true));
if ( M99SniperRifle(Inv) != none )
{ M99SniperRifle(Inv).ZoomMat = default.ZoomMat; M99SniperRifle(Inv).ScriptedTextureFallback = default.ScriptedTextureFallback;
}
}
static function bool UnloadAssets()
{
if ( super.UnloadAssets() )
{ default.ZoomMat = none; default.ScriptedTextureFallback = none;
}
return true;
}
exec function pfov(int thisFOV)
{
if( !class'ROEngine.ROLevelInfo'.static.RODebugMode() ) return;
scopePortalFOV = thisFOV;
}
exec function pPitch(int num)
{
if( !class'ROEngine.ROLevelInfo'.static.RODebugMode() ) return;
scopePitch = num;
scopePitchHigh = num;
}
exec function pYaw(int num)
{
if( !class'ROEngine.ROLevelInfo'.static.RODebugMode() ) return;
scopeYaw = num;
scopeYawHigh = num;
}
simulated exec function TexSize(int i, int j)
{
if( !class'ROEngine.ROLevelInfo'.static.RODebugMode() ) return;
ScopeScriptedTexture.SetSize(i, j);
}
simulated function bool ShouldDrawPortal()
{
if( bAimingRifle ) return true;
else return false;
}
simulated function PostBeginPlay()
{
super.PostBeginPlay();
KFScopeDetail = class'KFMod.KFWeapon'.default.KFScopeDetail;
UpdateScopeMode();
}
simulated function UpdateScopeMode()
{
if (Level.NetMode != NM_DedicatedServer && Instigator != none && Instigator.IsLocallyControlled() && Instigator.IsHumanControlled() )
{ if( KFScopeDetail == KF_ModelScope ) { scopePortalFOV = default.scopePortalFOV; ZoomedDisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOV); if (bAimingRifle) { PlayerViewOffset = XoffsetScoped; }
if( ScopeScriptedTexture == none ) { ScopeScriptedTexture = ScriptedTexture(Level.ObjectPool.AllocateObject(class'ScriptedTexture')); }
ScopeScriptedTexture.FallBackMaterial = ScriptedTextureFallback; ScopeScriptedTexture.SetSize(512,512); ScopeScriptedTexture.Client = Self;
if( ScriptedScopeCombiner == none ) { ScriptedScopeCombiner = Combiner(Level.ObjectPool.AllocateObject(class'Combiner')); ScriptedScopeCombiner.Material1 = Texture'KF_Weapons5_Scopes_Trip_T.Scope.MilDot'; ScriptedScopeCombiner.FallbackMaterial = Shader'ScopeShaders.Zoomblur.LensShader'; ScriptedScopeCombiner.CombineOperation = CO_Multiply; ScriptedScopeCombiner.AlphaOperation = AO_Use_Mask; ScriptedScopeCombiner.Material2 = ScopeScriptedTexture; }
if( ScopeScriptedShader == none ) { ScopeScriptedShader = Shader(Level.ObjectPool.AllocateObject(class'Shader')); ScopeScriptedShader.Diffuse = ScriptedScopeCombiner; ScopeScriptedShader.SelfIllumination = ScriptedScopeCombiner; ScopeScriptedShader.FallbackMaterial = Shader'ScopeShaders.Zoomblur.LensShader'; }
bInitializedScope = true; } else if( KFScopeDetail == KF_ModelScopeHigh ) { scopePortalFOV = scopePortalFOVHigh; ZoomedDisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOVHigh); if (bAimingRifle) { PlayerViewOffset = XoffsetHighDetail; }
if( ScopeScriptedTexture == none ) { ScopeScriptedTexture = ScriptedTexture(Level.ObjectPool.AllocateObject(class'ScriptedTexture')); } ScopeScriptedTexture.FallBackMaterial = ScriptedTextureFallback; ScopeScriptedTexture.SetSize(1024,1024); ScopeScriptedTexture.Client = Self;
if( ScriptedScopeCombiner == none ) { ScriptedScopeCombiner = Combiner(Level.ObjectPool.AllocateObject(class'Combiner')); ScriptedScopeCombiner.Material1 = Texture'KF_Weapons5_Scopes_Trip_T.Scope.MilDot'; ScriptedScopeCombiner.FallbackMaterial = Shader'ScopeShaders.Zoomblur.LensShader'; ScriptedScopeCombiner.CombineOperation = CO_Multiply; ScriptedScopeCombiner.AlphaOperation = AO_Use_Mask; ScriptedScopeCombiner.Material2 = ScopeScriptedTexture; }
if( ScopeScriptedShader == none ) { ScopeScriptedShader = Shader(Level.ObjectPool.AllocateObject(class'Shader')); ScopeScriptedShader.Diffuse = ScriptedScopeCombiner; ScopeScriptedShader.SelfIllumination = ScriptedScopeCombiner; ScopeScriptedShader.FallbackMaterial = Shader'ScopeShaders.Zoomblur.LensShader'; }
bInitializedScope = true; } else if (KFScopeDetail == KF_TextureScope) { ZoomedDisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOV); PlayerViewOffset.X = default.PlayerViewOffset.X;
bInitializedScope = true; }
}
}
simulated event RenderTexture(ScriptedTexture Tex)
{
local rotator RollMod;
RollMod = Instigator.GetViewRotation();
if(Owner != none && Instigator != none && Tex != none && Tex.Client != none) Tex.DrawPortal(0,0,Tex.USize,Tex.VSize,Owner,(Instigator.Location + Instigator.EyePosition()), RollMod, scopePortalFOV );
}
/**
* Handles all the functionality for zooming in including
* setting the parameters for the weapon, pawn, and playercontroller
*
* @param bAnimateTransition whether or not to animate this zoom transition
*/
simulated function ZoomIn(bool bAnimateTransition)
{
super(BaseKFWeapon).ZoomIn(bAnimateTransition);
bAimingRifle = True;
if( KFHumanPawn(Instigator)!=none ) KFHumanPawn(Instigator).SetAiming(True);
if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none )
{ if( AimInSound != none ) { PlayOwnedSound(AimInSound, SLOT_Interact,,,,, false); }
}
}
/**
* Handles all the functionality for zooming out including
* setting the parameters for the weapon, pawn, and playercontroller
*
* @param bAnimateTransition whether or not to animate this zoom transition
*/
simulated function ZoomOut(bool bAnimateTransition)
{
super.ZoomOut(bAnimateTransition);
bAimingRifle = False;
if( KFHumanPawn(Instigator)!=none ) KFHumanPawn(Instigator).SetAiming(False);
if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none )
{ if( AimOutSound != none ) { PlayOwnedSound(AimOutSound, SLOT_Interact,,,,, false); } KFPlayerController(Instigator.Controller).TransitionFOV(KFPlayerController(Instigator.Controller).DefaultFOV,0.0);
}
}
simulated event OnZoomInFinished()
{
local name anim;
local float frame, rate;
GetAnimParams(0, anim, frame, rate);
if (ClientState == WS_ReadyToFire)
{ if (anim == IdleAnim) { PlayIdle(); }
}
if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none && KFScopeDetail == KF_TextureScope )
{ KFPlayerController(Instigator.Controller).TransitionFOV(PlayerIronSightFOV,0.0);
}
}
simulated event RenderOverlays(Canvas Canvas)
{
local int m;
local PlayerController PC;
if (Instigator == none) return;
PC = PlayerController(Instigator.Controller);
if(PC == none) return;
if(!bInitializedScope && PC != none )
{ UpdateScopeMode();
}
Canvas.DrawActor(none, false, true);
for (m = 0; m < NUM_FIRE_MODES; m++)
{ if (FireMode[m] != none) { FireMode[m].DrawMuzzleFlash(Canvas); }
}
SetLocation( Instigator.Location + Instigator.CalcDrawOffset(self) );
SetRotation( Instigator.GetViewRotation() + ZoomRotInterp);
PreDrawFPWeapon();
if(bAimingRifle && PC != none && (KFScopeDetail == KF_ModelScope || KFScopeDetail == KF_ModelScopeHigh)) { if (ShouldDrawPortal()) { if ( ScopeScriptedTexture != none ) { Skins[LenseMaterialID] = ScopeScriptedShader; ScopeScriptedTexture.Client = Self; ScopeScriptedTexture.Revision = (ScopeScriptedTexture.Revision +1); } }
bDrawingFirstPerson = true; Canvas.DrawBoundActor(self, false, false,DisplayFOV,PC.Rotation,rot(0,0,0),Instigator.CalcZoomedDrawOffset(self)); bDrawingFirstPerson = false;
}
else if( KFScopeDetail == KF_TextureScope && PC.DesiredFOV == PlayerIronSightFOV && bAimingRifle)
{ Skins[LenseMaterialID] = ScriptedTextureFallback;
SetZoomBlendColor(Canvas);
Canvas.Style = ERenderStyle.STY_Normal; Canvas.SetPos(0, 0); Canvas.DrawTile(ZoomMat, (Canvas.SizeX - Canvas.SizeY) / 2, Canvas.SizeY, 0.0, 0.0, 8, 8); Canvas.SetPos(Canvas.SizeX, 0); Canvas.DrawTile(ZoomMat, -(Canvas.SizeX - Canvas.SizeY) / 2, Canvas.SizeY, 0.0, 0.0, 8, 8);
Canvas.Style = 255; Canvas.SetPos((Canvas.SizeX - Canvas.SizeY) / 2,0); Canvas.DrawTile(ZoomMat, Canvas.SizeY, Canvas.SizeY, 0.0, 0.0, 1024, 1024);
Canvas.Font = Canvas.MedFont; Canvas.SetDrawColor(200,150,0);
Canvas.SetPos(Canvas.SizeX * 0.16, Canvas.SizeY * 0.43); Canvas.DrawText("Zoom: 3.0");
Canvas.SetPos(Canvas.SizeX * 0.16, Canvas.SizeY * 0.47);
} else { Skins[LenseMaterialID] = ScriptedTextureFallback; bDrawingFirstPerson = true; Canvas.DrawActor(self, false, false, DisplayFOV); bDrawingFirstPerson = false; }
}
simulated function float CalcAspectRatioAdjustedFOV(float AdjustFOV)
{
local KFPlayerController KFPC;
local float ResX, ResY;
local float AspectRatio;
KFPC = KFPlayerController(Level.GetLocalPlayerController());
if( KFPC == none )
{ return AdjustFOV;
}
ResX = float(GUIController(KFPC.Player.GUIController).ResX);
ResY = float(GUIController(KFPC.Player.GUIController).ResY);
AspectRatio = ResX / ResY;
if ( KFPC.bUseTrueWideScreenFOV && AspectRatio >= 1.60 ) //1.6 = 16/10 which is 16:10 ratio and 16:9 comes to 1.77
{ return CalcFOVForAspectRatio(AdjustFOV);
}
else
{ return AdjustFOV;
}
}
simulated function AdjustIngameScope()
{
local PlayerController PC;
if(Instigator == none || PlayerController(Instigator.Controller) == none) return;
PC = PlayerController(Instigator.Controller);
if( !bHasScope ) return;
switch (KFScopeDetail)
{ case KF_ModelScope: if( bAimingRifle ) DisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOV); if ( PC.DesiredFOV == PlayerIronSightFOV && bAimingRifle ) { if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none ) { KFPlayerController(Instigator.Controller).TransitionFOV(KFPlayerController(Instigator.Controller).DefaultFOV,0.0);
} } break;
case KF_TextureScope: if( bAimingRifle ) DisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOV); if ( bAimingRifle && PC.DesiredFOV != PlayerIronSightFOV ) { if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none ) { KFPlayerController(Instigator.Controller).TransitionFOV(PlayerIronSightFOV,0.0); } } break;
case KF_ModelScopeHigh: if( bAimingRifle ) { if( ZoomedDisplayFOVHigh > 0 ) { DisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOVHigh); } else { DisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOV); } } if ( bAimingRifle && PC.DesiredFOV == PlayerIronSightFOV ) { if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none ) { KFPlayerController(Instigator.Controller).TransitionFOV(KFPlayerController(Instigator.Controller).DefaultFOV,0.0); } } break;
}
UpdateScopeMode();
}
simulated event Destroyed()
{
if (ScopeScriptedTexture != none)
{ ScopeScriptedTexture.Client = none; Level.ObjectPool.FreeObject(ScopeScriptedTexture); ScopeScriptedTexture=none;
}
if (ScriptedScopeCombiner != none)
{ ScriptedScopeCombiner.Material2 = none; Level.ObjectPool.FreeObject(ScriptedScopeCombiner); ScriptedScopeCombiner = none;
}
if (ScopeScriptedShader != none)
{ ScopeScriptedShader.Diffuse = none; ScopeScriptedShader.SelfIllumination = none; Level.ObjectPool.FreeObject(ScopeScriptedShader); ScopeScriptedShader = none;
}
Super.Destroyed();
}
simulated function PreTravelCleanUp()
{
if (ScopeScriptedTexture != none)
{ ScopeScriptedTexture.Client = none; Level.ObjectPool.FreeObject(ScopeScriptedTexture); ScopeScriptedTexture=none;
}
if (ScriptedScopeCombiner != none)
{ ScriptedScopeCombiner.Material2 = none; Level.ObjectPool.FreeObject(ScriptedScopeCombiner); ScriptedScopeCombiner = none;
}
if (ScopeScriptedShader != none)
{ ScopeScriptedShader.Diffuse = none; ScopeScriptedShader.SelfIllumination = none; Level.ObjectPool.FreeObject(ScopeScriptedShader); ScopeScriptedShader = none;
}
}
state PendingClientWeaponSet
{
simulated function Timer()
{ if ( Pawn(Owner) != none && !bIsReloading ) { ClientWeaponSet(bPendingSwitch); }
if ( IsInState('PendingClientWeaponSet') ) { SetTimer(0.1, false); }
}
simulated function BeginState()
{ SetTimer(0.1, false);
}
simulated function EndState()
{
}
}
simulated function SetZoomBlendColor(Canvas c)
{
local Byte val;
local Color clr;
local Color fog;
clr.R = 255;
clr.G = 255;
clr.B = 255;
clr.A = 255;
if( Instigator.Region.Zone.bDistanceFog )
{ fog = Instigator.Region.Zone.DistanceFogColor; val = 0; val = Max( val, fog.R); val = Max( val, fog.G); val = Max( val, fog.B); if( val > 128 ) { val -= 128; clr.R -= val; clr.G -= val; clr.B -= val; }
}
c.DrawColor = clr;
}
function bool RecommendRangedAttack()
{
return true;
}
function float SuggestAttackStyle()
{
return -1.0;
}
function bool RecommendLongRangedAttack()
{
return true;
}
simulated function AnimEnd(int channel)
{
if(!FireMode[1].IsInState('FireLoop'))
{ Super.AnimEnd(channel);
}
}
simulated function WeaponTick(float dt)
{
Super.WeaponTick(dt);
}
simulated function bool StartFire(int Mode)
{
if( Mode == 0 ) return super.StartFire(Mode);
if( !super.StartFire(Mode) ) return false;
if( AmmoAmount(0) <= 0 )
{ return false;
}
AnimStopLooping();
if( !FireMode[Mode].IsInState('FireLoop') && (AmmoAmount(0) > 0) )
{ FireMode[Mode].StartFiring(); return true;
}
else
{ return false;
}
return true;
}
defaultproperties
{ lenseMaterialID=3 scopePortalFOVHigh=22.000000 scopePortalFOV=12.000000 ZoomMatRef="KillingFloorWeapons.Xbow.CommandoCrossFinalBlend" ScriptedTextureFallbackRef="NicePackT.HFR.CBLens_cmb" bHasScope=True ZoomedDisplayFOVHigh=35.000000 MagCapacity=10 ReloadRate=3.000000 ReloadAnim="Reload" ReloadAnimRate=0.600000 WeaponReloadAnim="Reload_M4" bSteadyAim=True Weight=7.000000 bHasAimingMode=True IdleAimAnim="Idle" StandardDisplayFOV=60.000000 bModeZeroCanDryFire=True SleeveNum=0 TraderInfoTexture=Texture'NicePackT.HFR.AAR525S_Trader' bIsTier2Weapon=True MeshRef="NicePackA.HFR" SkinRefs(0)="KF_Weapons_Trip_T.hands.hands_1stP_military_cmb" SkinRefs(1)="NicePackT.HFR.AAR525S_TEX_cmb" SkinRefs(2)="KF_Weapons_Trip_T.Rifles.crossbow_cmb" SelectSoundRef="KF_AK47Snd.AK47_Select" HudImageRef="NicePackT.HFR.AAR525S_unselected" SelectedHudImageRef="NicePackT.HFR.AAR525S_selected" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=32.000000 FireModeClass(0)=Class'NicePack.NiceHFRPFire' FireModeClass(1)=Class'NicePack.NiceHFRBurstFire' PutDownAnim="PutDown" AIRating=0.700000 CurrentRating=0.700000 Description="Advanced horzine flame rifle." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=60.000000 Priority=145 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=4 GroupOffset=8 PickupClass=Class'NicePack.NiceHFRPickup' PlayerViewOffset=(X=18.000000,Y=15.000000,Z=-6.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceHFRAttachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="Horzine flame rifle" DrawScale=0.900000 TransientSoundVolume=1.250000
}

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class NiceHFRAmmo extends KFAmmunition;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ AmmoPickupAmount=15 MaxAmmo=100 InitialAmount=40 PickupClass=Class'NicePack.NiceHFRAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="Fire balloon"
}

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class NiceHFRAmmoPickup extends KFAmmoPickup;
defaultproperties
{ AmmoAmount=15 InventoryType=Class'NicePack.NiceHFRAmmo' PickupMessage="Fire balloon" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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class NiceHFRAttachment extends KFWeaponAttachment;
defaultproperties
{ mTracerClass=Class'KFMod.SPSniperTracer' MovementAnims(0)="JogF_M4203" MovementAnims(1)="JogB_M4203" MovementAnims(2)="JogL_M4203" MovementAnims(3)="JogR_M4203" TurnLeftAnim="TurnL_M4203" TurnRightAnim="TurnR_M4203" CrouchAnims(0)="CHWalkF_M4203" CrouchAnims(1)="CHWalkB_M4203" CrouchAnims(2)="CHWalkL_M4203" CrouchAnims(3)="CHWalkR_M4203" WalkAnims(0)="WalkF_M4203" WalkAnims(1)="WalkB_M4203" WalkAnims(2)="WalkL_M4203" WalkAnims(3)="WalkR_M4203" CrouchTurnRightAnim="CH_TurnR_M4203" CrouchTurnLeftAnim="CH_TurnL_M4203" IdleCrouchAnim="CHIdle_M4203" IdleWeaponAnim="Idle_M4203" IdleRestAnim="Idle_M4203" IdleChatAnim="Idle_M4203" IdleHeavyAnim="Idle_M4203" IdleRifleAnim="Idle_M4203" FireAnims(0)="Fire_M4203" FireAnims(1)="Fire_M4203" FireAnims(2)="Fire_M4203" FireAnims(3)="Fire_M4203" FireAltAnims(0)="Reload_Secondary_M4203" FireAltAnims(1)="Reload_Secondary_M4203" FireAltAnims(2)="Reload_Secondary_M4203" FireAltAnims(3)="Reload_Secondary_M4203" FireCrouchAnims(0)="CHFire_M4203" FireCrouchAnims(1)="CHFire_M4203" FireCrouchAnims(2)="CHFire_M4203" FireCrouchAnims(3)="CHFire_M4203" FireCrouchAltAnims(0)="Reload_Secondary_M4203" FireCrouchAltAnims(1)="Reload_Secondary_M4203" FireCrouchAltAnims(2)="Reload_Secondary_M4203" FireCrouchAltAnims(3)="Reload_Secondary_M4203" HitAnims(0)="HitF_M4203" HitAnims(1)="HitB_M4203" HitAnims(2)="HitL_M4203" HitAnims(3)="HitR_M4203" PostFireBlendStandAnim="Blend_M4203" PostFireBlendCrouchAnim="CHBlend_M4203" MeshRef="NicePackA.HFR_3rd" WeaponAmbientScale=2.000000 SplashEffect=Class'ROEffects.BulletSplashEmitter'
}

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class NiceHFRBurstFire extends FlameBurstFire;
defaultproperties
{ FireLoopAnim="Fire_Flame" AmmoClass=Class'NicePack.NiceHFRAmmo' ProjectileClass=Class'NicePack.NiceHFRTendril'
}

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class NiceHFRFlame extends HitFlame;
var float LastFlameSpawnTime;
var () float FlameSpawnInterval;
var Emitter SecondaryFlame;
state Ticking
{
simulated function Tick( float dt )
{ if( LifeSpan < 2.0 ) { mRegenRange[0] *= LifeSpan * 0.5; mRegenRange[1] = mRegenRange[0]; SoundVolume = byte(float(SoundVolume) * (LifeSpan * 0.5)); }
if (Level.TimeSeconds - LastFlameSpawnTime > FlameSpawnInterval) { if( SecondaryFlame != none ) { SecondaryFlame.Kill(); } SecondaryFlame = Spawn(class'NicePack.NiceHFRFlameB',self); }
}
}
simulated function Destroyed()
{
if( SecondaryFlame != none )
{ SecondaryFlame.Kill();
}
}
defaultproperties
{ FlameSpawnInterval=0.500000 mParticleType=PT_Stream mLifeRange(0)=1.000000 mLifeRange(1)=1.500000 mRegenRange(0)=60.000000 mRegenRange(1)=60.000000 mMassRange(0)=0.500000 mMassRange(1)=1.000000 mSizeRange(0)=4.000000 mSizeRange(1)=8.000000 mGrowthRate=-52.000000 mAttenKa=0.000000 mAttenKb=0.000000 mRandTextures=True mAttraction=100.000000 Physics=PHYS_Trailer AmbientSound=Sound'Amb_Destruction.Fire.Kessel_Fire_Small_Barrel' Skins(0)=Texture'KFX.KFFlames' Style=STY_Additive SoundVolume=255 TransientSoundVolume=0.000000 TransientSoundRadius=50.000000 bNotOnDedServer=False
}

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class NiceHFRFlameB extends Emitter;
defaultproperties
{ Begin Object Class=SpriteEmitter Name=SpriteEmitter0 UseColorScale=True FadeOut=True SpinParticles=True UseSizeScale=True UseRegularSizeScale=False UniformSize=True UseRandomSubdivision=True ColorScale(1)=(RelativeTime=0.300000,Color=(B=255,G=255,R=255)) ColorScale(2)=(RelativeTime=0.750000,Color=(B=255,G=255,R=255)) ColorScale(3)=(RelativeTime=1.000000) ColorMultiplierRange=(Z=(Min=0.670000,Max=2.000000)) FadeOutStartTime=0.501500 MaxParticles=15 StartLocationShape=PTLS_Sphere SphereRadiusRange=(Max=1.000000) SpinsPerSecondRange=(X=(Max=0.070000)) StartSpinRange=(X=(Max=1.000000)) SizeScale(0)=(RelativeTime=1.000000,RelativeSize=1.250000) StartSizeRange=(X=(Min=1.000000,Max=15.000000),Y=(Min=0.000000,Max=0.000000),Z=(Min=0.000000,Max=0.000000)) ScaleSizeByVelocityMultiplier=(X=0.000000,Y=0.000000,Z=0.000000) ScaleSizeByVelocityMax=0.000000 Texture=Texture'KillingFloorWeapons.FlameThrower.FlameThrowerFire' TextureUSubdivisions=1 TextureVSubdivisions=1 SecondsBeforeInactive=30.000000 LifetimeRange=(Min=0.450000,Max=0.850000) StartVelocityRange=(X=(Min=-10.000000,Max=10.000000),Y=(Min=-10.000000,Max=10.000000),Z=(Min=2.000000,Max=25.000000)) MaxAbsVelocity=(X=100.000000,Y=100.000000,Z=100.000000) End Object Emitters(0)=SpriteEmitter'NicePack.NiceHFRFlameB.SpriteEmitter0'
LightType=LT_Pulse LightHue=30 LightSaturation=100 LightBrightness=300.000000 LightRadius=4.000000 bNoDelete=False bDynamicLight=True bNetTemporary=True Physics=PHYS_Trailer
}

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class NiceHFRPFire extends KFFire;
defaultproperties
{ FireAimedAnim="Fire_Iron" RecoilRate=0.120000 maxVerticalRecoilAngle=500 bAccuracyBonusForSemiAuto=True bRandomPitchFireSound=False FireSoundRef="KF_SP_LongmusketSnd.KFO_Sniper_Fire_M" StereoFireSoundRef="KF_SP_LongmusketSnd.KFO_Sniper_Fire_S" NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire" DamageType=Class'NicePack.NiceDamTypeHFRAssaultRifle' DamageMax=50 Momentum=8500.000000 bWaitForRelease=True TransientSoundVolume=1.200000 TransientSoundRadius=500.000000 FireLoopAnim="Fire" FireAnimRate=0.909000 TweenTime=0.025000 FireForce="AssaultRifleFire" FireRate=0.600000 AmmoClass=Class'NicePack.NiceHFRAmmo' AmmoPerFire=1 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.MuzzleFlash1stSPSniper' aimerror=42.000000 Spread=0.015000 SpreadStyle=SS_Random
}

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class NiceHFRPickup extends KFWeaponPickup;
defaultproperties
{ Weight=7.000000 AmmoCost=30 BuyClipSize=15 PowerValue=100 SpeedValue=100 RangeValue=40 Description="Advanced horzine flame rifle." ItemName="Horzine flame rifle" ItemShortName="HFR" AmmoItemName="Fire balloon" AmmoMesh=StaticMesh'KillingFloorStatics.FT_AmmoMesh' CorrespondingPerkIndex=5 EquipmentCategoryID=3 InventoryType=Class'NicePack.NiceHFR' PickupMessage="You got the HFR." PickupSound=Sound'KF_AK47Snd.AK47_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'NicePackSM.HFR.AAR525_Black_Pickup' CollisionRadius=30.000000 CollisionHeight=5.000000
}

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class NiceHFRTendril extends FlameTendril;
defaultproperties
{ Damage=36.000000 MyDamageType=Class'NicePack.NiceDamTypeHFR'
}