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
26
sources/Weapons/Playable/Pistols/9mm/Nice9mm.uc
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26
sources/Weapons/Playable/Pistols/9mm/Nice9mm.uc
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class Nice9mm extends NiceSingle;
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static function PreloadAssets(Inventory Inv, optional bool bSkipRefCount){
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super.PreloadAssets(Inv, bSkipRefCount);
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// A bit of a temporary hack.
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// There's currently no nice way to call preload assets function for a grenade, so just always load nails' resources
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//class'NicePack.NiceNail'.static.PreloadAssets();
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}
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defaultproperties
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{
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DualClass=Class'NicePack.NiceDual9mm'
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reloadPreEndFrame=0.117000
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reloadEndFrame=0.617000
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reloadChargeEndFrame=-1.000000
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reloadMagStartFrame=0.167000
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reloadChargeStartFrame=-1.000000
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HudImage=Texture'KillingFloorHUD.WeaponSelect.single_9mm_unselected'
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SelectedHudImage=Texture'KillingFloorHUD.WeaponSelect.single_9mm'
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FireModeClass(0)=Class'NicePack.Nice9mmFire'
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SelectSound=Sound'KF_9MMSnd.9mm_Select'
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Description="A 9mm Pistol. What it lacks in stopping power, it compensates for with a quick refire."
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PickupClass=Class'NicePack.Nice9mmPickup'
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AttachmentClass=Class'NicePack.Nice9mmAttachment'
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ItemName="Beretta"
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Mesh=SkeletalMesh'KF_Weapons_Trip.9mm_Trip'
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Skins(0)=Combiner'KF_Weapons_Trip_T.Pistols.Ninemm_cmb'
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}
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5
sources/Weapons/Playable/Pistols/9mm/Nice9mmAmmo.uc
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5
sources/Weapons/Playable/Pistols/9mm/Nice9mmAmmo.uc
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class Nice9mmAmmo extends NiceAmmo;
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#EXEC OBJ LOAD FILE=InterfaceContent.utx
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defaultproperties
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{
WeaponPickupClass=Class'NicePack.Nice9mmPickup'
AmmoPickupAmount=30
MaxAmmo=240
InitialAmount=60
PickupClass=Class'KFMod.SingleAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=413,Y1=82,X2=457,Y2=125)
ItemName="9mm bullets"
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}
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class Nice9mmAmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=30
InventoryType=Class'NicePack.Nice9mmAmmo'
RespawnTime=0.000000
PickupMessage="Rounds (9mm)"
StaticMesh=StaticMesh'KillingFloorStatics.DualiesAmmo'
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}
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class Nice9mmAttachment extends NiceSingleAttachment;
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defaultproperties
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{
Mesh=SkeletalMesh'KF_Weapons3rd_Trip.Single9mm_3rd'
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}
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4
sources/Weapons/Playable/Pistols/9mm/Nice9mmFire.uc
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4
sources/Weapons/Playable/Pistols/9mm/Nice9mmFire.uc
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class Nice9mmFire extends NiceSingleFire;
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defaultproperties
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{
ProjectileSpeed=21300.000000
maxVerticalRecoilAngle=75
maxHorizontalRecoilAngle=35
StereoFireSound=SoundGroup'KF_9MMSnd.9mm_FireST'
DamageType=Class'NicePack.NiceDamType9mm'
FireSound=SoundGroup'KF_9MMSnd.9mm_Fire'
NoAmmoSound=Sound'KF_9MMSnd.9mm_DryFire'
AmmoClass=Class'NicePack.Nice9mmAmmo'
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}
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4
sources/Weapons/Playable/Pistols/9mm/Nice9mmPickup.uc
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4
sources/Weapons/Playable/Pistols/9mm/Nice9mmPickup.uc
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class Nice9mmPickup extends NiceSinglePickup;
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defaultproperties
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{
bBackupWeapon=True
cost=100
Description="A 9mm Pistol. What it lacks in stopping power, it compensates for with a quick refire."
ItemName="Beretta"
ItemShortName="Beretta"
InventoryType=Class'NicePack.Nice9mm'
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}
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5
sources/Weapons/Playable/Pistols/9mm/NiceDamType9mm.uc
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5
sources/Weapons/Playable/Pistols/9mm/NiceDamType9mm.uc
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class NiceDamType9mm extends NiceWeaponDamageType
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abstract;
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defaultproperties
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{
HeadShotDamageMult=1.000000
WeaponClass=Class'NicePack.Nice9mm'
DeathString="%k killed %o (Beretta)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
bBulletHit=True
FlashFog=(X=600.000000)
KDamageImpulse=750.000000
KDeathVel=100.000000
VehicleDamageScaling=0.700000
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}
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4
sources/Weapons/Playable/Pistols/9mm/NiceDual9mm.uc
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4
sources/Weapons/Playable/Pistols/9mm/NiceDual9mm.uc
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class NiceDual9mm extends NiceDualies;
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defaultproperties
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{
SingleClass=Class'NicePack.Nice9mm'
HudImage=Texture'KillingFloorHUD.WeaponSelect.dual_9mm_unselected'
SelectedHudImage=Texture'KillingFloorHUD.WeaponSelect.dual_9mm'
Weight=1.000000
FireModeClass(0)=Class'NicePack.NiceDual9mmFire'
SelectSound=Sound'KFPlayerSound.getweaponout'
Description="A pair of 9mm pistols. What they lack in stopping power, they compensate for with a quick refire."
PickupClass=Class'NicePack.NiceDual9mmPickup'
AttachmentClass=Class'NicePack.NiceDual9mmAttachment'
ItemName="Dual Berettas"
Mesh=SkeletalMesh'KF_Weapons_Trip.Dual9mm'
Skins(0)=Combiner'KF_Weapons_Trip_T.Pistols.Ninemm_cmb'
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}
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5
sources/Weapons/Playable/Pistols/9mm/NiceDual9mmAmmo.uc
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5
sources/Weapons/Playable/Pistols/9mm/NiceDual9mmAmmo.uc
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class NiceDual9mmAmmo extends NiceAmmo;
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#EXEC OBJ LOAD FILE=InterfaceContent.utx
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defaultproperties
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{
WeaponPickupClass=Class'NicePack.NiceDual9mmPickup'
AmmoPickupAmount=15
MaxAmmo=240
InitialAmount=60
PickupClass=Class'NicePack.NiceDual9mmAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=413,Y1=82,X2=457,Y2=125)
ItemName="Dual 9mm bullets"
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}
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class NiceDual9mmAmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=15
InventoryType=Class'NicePack.NiceDual9mmAmmo'
PickupMessage="Rounds (9mm)"
StaticMesh=StaticMesh'KillingFloorStatics.DualiesAmmo'
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}
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class NiceDual9mmAttachment extends NiceDualiesAttachment;
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defaultproperties
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{
Mesh=SkeletalMesh'KF_Weapons3rd_Trip.Single9mm_3rd'
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}
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4
sources/Weapons/Playable/Pistols/9mm/NiceDual9mmFire.uc
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4
sources/Weapons/Playable/Pistols/9mm/NiceDual9mmFire.uc
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class NiceDual9mmFire extends NiceDualiesFire;
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defaultproperties
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{
ProjectileSpeed=19000.000000
maxVerticalRecoilAngle=75
maxHorizontalRecoilAngle=35
StereoFireSound=SoundGroup'KF_9MMSnd.9mm_FireST'
DamageType=Class'NicePack.NiceDamType9mm'
FireSound=SoundGroup'KF_9MMSnd.9mm_Fire'
NoAmmoSound=Sound'KF_9MMSnd.9mm_DryFire'
AmmoClass=Class'NicePack.NiceDual9mmAmmo'
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}
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class NiceDual9mmPickup extends NiceDualiesPickup;
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defaultproperties
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{
bBackupWeapon=True
cost=200
ItemName="Dual Berettas"
ItemShortName="Dual Berettas"
InventoryType=Class'NicePack.NiceDual9mm'
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}
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