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 NiceDamTypeMachete extends NiceDamageTypeVetBerserker;
defaultproperties
{ WeaponClass=Class'NicePack.NiceMachete' PawnDamageSounds(0)=SoundGroup'KF_AxeSnd.Axe_HitFlesh' KDamageImpulse=3000.000000 VehicleDamageScaling=0.500000
}

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class NiceMachete extends NiceMeleeWeapon;
defaultproperties
{ weaponRange=80.000000 BloodSkinSwitchArray=0 BloodyMaterialRef="KF_Weapons_Trip_T.melee.machete_bloody_cmb" bSpeedMeUp=True Weight=1.000000 StandardDisplayFOV=70.000000 TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_Machete' bIsTier2Weapon=True MeshRef="KF_Weapons_Trip.Machete_Trip" SkinRefs(0)="KF_Weapons_Trip_T.melee.Machete_cmb" SkinRefs(1)="KF_Weapons_Trip_T.hands.hands_1stP_military_cmb" SelectSoundRef="KF_MacheteSnd.Machete_Select" HudImageRef="KillingFloorHUD.WeaponSelect.machette_unselected" SelectedHudImageRef="KillingFloorHUD.WeaponSelect.machette" FireModeClass(0)=Class'NicePack.NiceMacheteFire' FireModeClass(1)=Class'NicePack.NiceMacheteFireB' AIRating=0.400000 CurrentRating=0.400000 Description="A machete - commonly used for hacking through brush, or the limbs of ZEDs." DisplayFOV=70.000000 Priority=50 GroupOffset=2 PickupClass=Class'NicePack.NiceMachetePickup' BobDamping=8.000000 AttachmentClass=Class'NicePack.NiceMacheteAttachment' IconCoords=(Y1=407,X2=118,Y2=442) ItemName="Machete"
}

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class NiceMacheteAttachment extends NiceMeleeAttachment;
defaultproperties
{ MovementAnims(0)="JogF_Pipe" MovementAnims(1)="JogB_Pipe" MovementAnims(2)="JogL_Pipe" MovementAnims(3)="JogR_Pipe" TurnLeftAnim="TurnL_Pipe" TurnRightAnim="TurnR_Pipe" CrouchAnims(0)="CHwalkF_Pipe" CrouchAnims(1)="CHwalkB_Pipe" CrouchAnims(2)="CHwalkL_Pipe" CrouchAnims(3)="CHwalkR_Pipe" CrouchTurnRightAnim="CH_TurnR_Pipe" CrouchTurnLeftAnim="CH_TurnL_Pipe" IdleCrouchAnim="CHIdle_Pipe" IdleWeaponAnim="Idle_Pipe" IdleRestAnim="Idle_Pipe" IdleChatAnim="Idle_Pipe" IdleHeavyAnim="Idle_Pipe" IdleRifleAnim="Idle_Pipe" FireAnims(0)="Attack1_Pipe" FireAnims(1)="Attack2_Pipe" FireAnims(2)="Attack3_Pipe" FireAnims(3)="Attack4_Pipe" FireAltAnims(0)="Attack1_Pipe" FireAltAnims(1)="Attack2_Pipe" FireAltAnims(2)="Attack3_Pipe" FireAltAnims(3)="Attack4_Pipe" FireCrouchAnims(0)="CHAttack1_Pipe" FireCrouchAnims(1)="CHAttack2_Pipe" FireCrouchAnims(2)="CHAttack3_Pipe" FireCrouchAnims(3)="CHAttack3_Pipe" FireCrouchAltAnims(0)="CHAttack1_Pipe" FireCrouchAltAnims(1)="CHAttack2_Pipe" FireCrouchAltAnims(2)="CHAttack2_Pipe" FireCrouchAltAnims(3)="CHAttack3_Pipe" HitAnims(0)="HitF_Pipe" HitAnims(1)="HitB_Pipe" HitAnims(2)="HitL_Pipe" HitAnims(3)="HitR_Pipe" PostFireBlendStandAnim="Blend_Pipe" PostFireBlendCrouchAnim="CHBlend_Pipe" MeshRef="KF_Weapons3rd_Trip.machete_3rd"
}

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class NiceMacheteFire extends NiceMeleeFire;
var name LastFireAnim;
/*function name GetCorrectAnim(bool bLoop, bool bAimed){
FireAnim = super.GetCorrectAnim(bLoop, bAimed);
if( LastFireAnim == FireAnims[1] && FireAnim == FireAnims[2]
|| LastFireAnim == FireAnims[2] && FireAnim == FireAnims[1]
|| LastFireAnim == FireAnims[2] && FireAnim == FireAnims[2])
FireAnim = FireAnims[0];
LastFireAnim = FireAnim;
return FireAnim;
}*/
defaultproperties
{
weaponRange=95.000000
damageDelay=0.570000
FireAnims(0)="Fire"
FireAnims(1)="Fire2"
FireAnims(2)="fire3"
FireAnims(3)="Fire4"
HitEffectClass=Class'KFMod.KnifeHitEffect'
MeleeHitSoundRefs(0)="KF_AxeSnd.Axe_HitFlesh"
DamageType=Class'NicePack.NiceDamTypeMachete'
DamageMax=70
FireAnimRate=0.893333
FireRate=0.710000
BotRefireRate=0.710000
}

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class NiceMacheteFireB extends NiceMeleeFire;
defaultproperties
{ weaponRange=95.000000 damageDelay=0.710000 FireAnims(0)="PowerAttack" HitEffectClass=Class'KFMod.KnifeHitEffect' MeleeHitSoundRefs(0)="KF_AxeSnd.Axe_HitFlesh" DamageType=Class'NicePack.NiceDamTypeMachete' DamageMax=130 bWaitForRelease=True FireRate=1.100000 BotRefireRate=0.710000
}

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class NiceMachetePickup extends NiceWeaponPickup;
defaultproperties
{ Weight=1.000000 cost=200 PowerValue=35 SpeedValue=56 RangeValue=-20 Description="A machete - commonly used for hacking through brush, or the limbs of ZEDs." ItemName="Machete" ItemShortName="Machete" CorrespondingPerkIndex=4 InventoryType=Class'NicePack.NiceMachete' PickupMessage="You got a machete." PickupSound=Sound'KF_MacheteSnd.Machete_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups_Trip.melee.machette_pickup' CollisionRadius=28.000000 CollisionHeight=5.000000
}