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 NiceAxe extends NiceMeleeWeapon;
defaultproperties
{ weaponRange=80.000000 BloodSkinSwitchArray=0 BloodyMaterialRef="KF_Weapons_Trip_T.melee.axe_bloody_cmb" bSpeedMeUp=True Weight=5.000000 StandardDisplayFOV=75.000000 TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_Axe' bIsTier2Weapon=True MeshRef="KF_Weapons_Trip.Axe_Trip" SkinRefs(0)="KF_Weapons_Trip_T.melee.axe_cmb" SelectSoundRef="KF_AxeSnd.Axe_Select" HudImageRef="KillingFloorHUD.WeaponSelect.Axe_unselected" SelectedHudImageRef="KillingFloorHUD.WeaponSelect.Axe" FireModeClass(0)=Class'NicePack.NiceAxeFire' FireModeClass(1)=Class'NicePack.NiceAxeFireB' AIRating=0.300000 Description="A common two-handed fireman's axe." DisplayFOV=75.000000 Priority=55 GroupOffset=3 PickupClass=Class'NicePack.NiceAxePickup' BobDamping=8.000000 AttachmentClass=Class'NicePack.NiceAxeAttachment' IconCoords=(X1=169,Y1=39,X2=241,Y2=77) ItemName="Axe"
}

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class NiceAxeAttachment extends NiceMeleeAttachment;
defaultproperties
{ MovementAnims(0)="JogF_Axe" MovementAnims(1)="JogB_Axe" MovementAnims(2)="JogL_Axe" MovementAnims(3)="JogR_Axe" TurnLeftAnim="TurnL_Axe" TurnRightAnim="TurnR_Axe" CrouchAnims(0)="CHwalkF_Axe" CrouchAnims(1)="CHwalkB_Axe" CrouchAnims(2)="CHwalkL_Axe" CrouchAnims(3)="CHwalkR_Axe" CrouchTurnRightAnim="CH_TurnR_Axe" CrouchTurnLeftAnim="CH_TurnL_Axe" IdleCrouchAnim="CHIdle_Axe" IdleWeaponAnim="Idle_Axe" IdleRestAnim="Idle_Axe" IdleChatAnim="Idle_Axe" IdleHeavyAnim="Idle_Axe" IdleRifleAnim="Idle_Axe" FireAnims(0)="Attack1_Axe" FireAnims(1)="Attack2_Axe" FireAnims(2)="Attack3_Axe" FireAnims(3)="Attack3_Axe" FireAltAnims(0)="Attack1_Axe" FireAltAnims(1)="Attack2_Axe" FireAltAnims(2)="Attack3_Axe" FireAltAnims(3)="Attack3_Axe" FireCrouchAnims(0)="CHAttack1_Axe" FireCrouchAnims(1)="CHAttack2_Axe" FireCrouchAnims(2)="CHAttack3_Axe" FireCrouchAnims(3)="CHAttack3_Axe" FireCrouchAltAnims(0)="CHAttack1_Axe" FireCrouchAltAnims(1)="CHAttack2_Axe" FireCrouchAltAnims(2)="CHAttack3_Axe" FireCrouchAltAnims(3)="CHAttack3_Axe" HitAnims(0)="HitF_Axe" HitAnims(1)="HitB_Axe" HitAnims(2)="HitL_Axe" HitAnims(3)="HitR_Axe" PostFireBlendStandAnim="Blend_Axe" PostFireBlendCrouchAnim="CHBlend_Axe" MeshRef="KF_Weapons3rd_Trip.Axe_3rd"
}

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class NiceAxeFire extends NiceMeleeFire;
defaultproperties
{ weaponRange=90.000000 damageDelay=0.600000 FireAnims(0)="Fire" FireAnims(1)="Fire2" FireAnims(2)="fire3" FireAnims(3)="Fire4" HitEffectClass=Class'KFMod.AxeHitEffect' MeleeHitSoundRefs(0)="KF_AxeSnd.Axe_HitFlesh" WideDamageMinHitAngle=0.750000 DamageType=Class'NicePack.NiceDamTypeAxe' DamageMax=175 FireAnimRate=0.893333 FireRate=1.100000 BotRefireRate=0.850000
}

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class NiceAxeFireB extends NiceMeleeFire;
defaultproperties
{ weaponRange=90.000000 damageDelay=0.760000 FireAnims(0)="PowerAttack" HitEffectClass=Class'KFMod.AxeHitEffect' MeleeHitSoundRefs(0)="KF_AxeSnd.Axe_HitFlesh" DamageType=Class'NicePack.NiceDamTypeAxe' DamageMax=275 bWaitForRelease=True FireRate=1.333000 BotRefireRate=0.850000
}

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class NiceAxePickup extends NiceWeaponPickup;
defaultproperties
{ Weight=5.000000 cost=250 PowerValue=56 SpeedValue=32 RangeValue=-20 Description="A sturdy fireman's axe." ItemName="Axe" ItemShortName="Axe" CorrespondingPerkIndex=4 VariantClasses(0)=Class'KFMod.GoldenKatanaPickup' InventoryType=Class'NicePack.NiceAxe' PickupMessage="You got the Fire Axe." PickupSound=Sound'KF_AxeSnd.Axe_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups_Trip.melee.Axe_Pickup' CollisionRadius=27.000000 CollisionHeight=5.000000
}

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class NiceDamTypeAxe extends NiceDamageTypeVetBerserker;
defaultproperties
{ HeadShotDamageMult=1.300000 WeaponClass=Class'NicePack.NiceAxe' PawnDamageSounds(0)=SoundGroup'KF_AxeSnd.Axe_HitFlesh' VehicleDamageScaling=0.700000
}