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 NiceDamTypeKrissM extends NiceDamTypeMedicBullet
abstract;
defaultproperties
{ WeaponClass=Class'NicePack.NiceKrissMMedicGun'
}

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class NiceDamTypeKrissMDart extends NiceDamTypeMedicDart
abstract;
defaultproperties
{ HeadShotDamageMult=2.000000 WeaponClass=Class'NicePack.NiceKrissMMedicGun'
}

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class NiceKrissMAltFire extends NiceMedicDartFire;
defaultproperties
{ DamageType=Class'NicePack.NiceDamTypeKrissMDart' AmmoPerFire=75
}

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class NiceKrissMAmmo extends NiceAmmo;
defaultproperties
{ AmmoPickupAmount=33 MaxAmmo=528 InitialAmount=132 PickupClass=Class'NicePack.NiceKrissMAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="45. ACP bullets"
}

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class NiceKrissMAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=33 InventoryType=Class'NicePack.NiceKrissMAmmo' PickupMessage="Rounds 45. ACP" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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class NiceKrissMAttachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' MovementAnims(0)="JogF_Kriss" MovementAnims(1)="JogB_Kriss" MovementAnims(2)="JogL_Kriss" MovementAnims(3)="JogR_Kriss" TurnLeftAnim="TurnL_Kriss" TurnRightAnim="TurnR_Kriss" CrouchAnims(0)="CHWalkF_Kriss" CrouchAnims(1)="CHWalkB_Kriss" CrouchAnims(2)="CHWalkL_Kriss" CrouchAnims(3)="CHWalkR_Kriss" WalkAnims(0)="WalkF_Kriss" WalkAnims(1)="WalkB_Kriss" WalkAnims(2)="WalkL_Kriss" WalkAnims(3)="WalkR_Kriss" CrouchTurnRightAnim="CH_TurnR_Kriss" CrouchTurnLeftAnim="CH_TurnL_Kriss" IdleCrouchAnim="CHIdle_Kriss" IdleWeaponAnim="Idle_Kriss" IdleRestAnim="Idle_Kriss" IdleChatAnim="Idle_Kriss" IdleHeavyAnim="Idle_Kriss" IdleRifleAnim="Idle_Kriss" FireAnims(0)="Fire_Kriss" FireAnims(1)="Fire_Kriss" FireAnims(2)="Fire_Kriss" FireAnims(3)="Fire_Kriss" FireAltAnims(0)="Fire_Kriss" FireAltAnims(1)="Fire_Kriss" FireAltAnims(2)="Fire_Kriss" FireAltAnims(3)="Fire_Kriss" FireCrouchAnims(0)="CHFire_Kriss" FireCrouchAnims(1)="CHFire_Kriss" FireCrouchAnims(2)="CHFire_Kriss" FireCrouchAnims(3)="CHFire_Kriss" FireCrouchAltAnims(0)="CHFire_Kriss" FireCrouchAltAnims(1)="CHFire_Kriss" FireCrouchAltAnims(2)="CHFire_Kriss" FireCrouchAltAnims(3)="CHFire_Kriss" HitAnims(0)="HitF_Kriss" HitAnims(1)="HitB_Kriss" HitAnims(2)="HitL_Kriss" HitAnims(3)="HitR_Kriss" PostFireBlendStandAnim="Blend_Kriss" PostFireBlendCrouchAnim="CHBlend_Kriss" MeshRef="KF_Weapons3rd6_Trip.Kriss_3rd" WeaponAmbientScale=2.000000 bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}

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class NiceKrissMFire extends NiceHighROFFire;
defaultproperties
{ FireEndSoundRef="KF_KrissSND.Kriss_Fire_End" FireEndStereoSoundRef="KF_KrissSND.KF_WEP_KRISS_END_S" AmbientFireSoundRef="KF_KrissSND.Kriss_Fire_Loop" ProjectileSpeed=15200.000000 RecoilRate=0.100000 maxVerticalRecoilAngle=20 maxHorizontalRecoilAngle=10 RecoilVelocityScale=0.000000 ShellEjectClass=Class'KFMod.ShellEjectKriss' ShellEjectBoneName="Shell_eject" NoAmmoSoundRef="KF_MP7Snd.MP7_DryFire" DamageType=Class'NicePack.NiceDamTypeKrissM' DamageMin=35 DamageMax=35 Momentum=12500.000000 FireRate=0.040000 AmmoClass=Class'NicePack.NiceKrissMAmmo' 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 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stMP'
}

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class NiceKrissMMedicGun extends NiceMedicGun;
defaultproperties
{ medicChargeRegenRate=20.000000 reloadPreEndFrame=0.150000 reloadEndFrame=0.580000 reloadChargeEndFrame=0.780000 reloadMagStartFrame=0.290000 reloadChargeStartFrame=0.680000 MagCapacity=33 ReloadRate=3.330000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_Kriss" Weight=4.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=55.000000 TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_KRISS' bIsTier3Weapon=True MeshRef="KF_Wep_Kriss.Kriss_Trip" SkinRefs(0)="Kf_Weapons9_Trip_T.Weapons.Medic_Kriss_cmb" SelectSoundRef="KF_KrissSND.KF_WEP_KRISS_Handling_Select" HudImageRef="KillingFloor2HUD.WeaponSelect.KRISS_unselected" SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.KRISS" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=45.000000 FireModeClass(0)=Class'NicePack.NiceKrissMFire' FireModeClass(1)=Class'NicePack.NiceKrissMAltFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="The KRISS Vector has a very high rate of fire and is equipped with the attachment for the Horzine medical darts." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=55.000000 Priority=120 InventoryGroup=3 GroupOffset=17 PickupClass=Class'NicePack.NiceKrissMPickup' PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-6.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceKrissMAttachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="KRISS Vector Medic Gun" TransientSoundVolume=1.250000
}

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class NiceKrissMPickup extends NiceWeaponPickup;
defaultproperties
{ Weight=4.000000 cost=750 BuyClipSize=33 PowerValue=50 SpeedValue=90 RangeValue=40 Description="The KRISS Vector has a very high rate of fire and is equipped with the attachment for the Horzine medical darts." ItemName="KRISS Vector Medic Gun" ItemShortName="KRISS Vector" AmmoItemName="45. ACP Ammo" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' EquipmentCategoryID=3 VariantClasses(0)=Class'KFMod.NeonKrissMPickup' InventoryType=Class'NicePack.NiceKrissMMedicGun' PickupMessage="You got the KRISS Vector Medic Gun" PickupSound=Sound'KF_KrissSND.Handling.KF_WEP_KRISS_Handling_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups6_Trip.Rifles.Kriss_Pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
}

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class NiceDamTypeM7A3M extends NiceDamTypeMedicBullet
abstract;
defaultproperties
{ HeadShotDamageMult=2.000000 WeaponClass=Class'NicePack.NiceM7A3MMedicGun'
}

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class NiceDamTypeM7A3MDart extends NiceDamTypeMedicDart
abstract;
defaultproperties
{ HeadShotDamageMult=2.000000 WeaponClass=Class'NicePack.NiceM7A3MMedicGun'
}

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class NiceM7A3MAltFire extends NiceMedicDartFire;
defaultproperties
{ DamageType=Class'NicePack.NiceDamTypeM7A3MDart'
}

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class NiceM7A3MAmmo extends NiceAmmo;
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceM7A3MPickup' AmmoPickupAmount=15 MaxAmmo=300 InitialAmount=75 PickupClass=Class'NicePack.NiceM7A3MAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="M7A3 bullets"
}

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class NiceM7A3MAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=15 InventoryType=Class'NicePack.NiceM7A3MAmmo' PickupMessage="Rounds 7.6x40mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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class NiceM7A3MAttachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' MovementAnims(0)="JogF_Kriss" MovementAnims(1)="JogB_Kriss" MovementAnims(2)="JogL_Kriss" MovementAnims(3)="JogR_Kriss" TurnLeftAnim="TurnL_Kriss" TurnRightAnim="TurnR_Kriss" CrouchAnims(0)="CHWalkF_Kriss" CrouchAnims(1)="CHWalkB_Kriss" CrouchAnims(2)="CHWalkL_Kriss" CrouchAnims(3)="CHWalkR_Kriss" WalkAnims(0)="WalkF_Kriss" WalkAnims(1)="WalkB_Kriss" WalkAnims(2)="WalkL_Kriss" WalkAnims(3)="WalkR_Kriss" CrouchTurnRightAnim="CH_TurnR_Kriss" CrouchTurnLeftAnim="CH_TurnL_Kriss" IdleCrouchAnim="CHIdle_Kriss" IdleWeaponAnim="Idle_Kriss" IdleRestAnim="Idle_Kriss" IdleChatAnim="Idle_Kriss" IdleHeavyAnim="Idle_Kriss" IdleRifleAnim="Idle_Kriss" FireAnims(0)="Fire_Kriss" FireAnims(1)="Fire_Kriss" FireAnims(2)="Fire_Kriss" FireAnims(3)="Fire_Kriss" FireAltAnims(0)="Fire_Kriss" FireAltAnims(1)="Fire_Kriss" FireAltAnims(2)="Fire_Kriss" FireAltAnims(3)="Fire_Kriss" FireCrouchAnims(0)="CHFire_Kriss" FireCrouchAnims(1)="CHFire_Kriss" FireCrouchAnims(2)="CHFire_Kriss" FireCrouchAnims(3)="CHFire_Kriss" FireCrouchAltAnims(0)="CHFire_Kriss" FireCrouchAltAnims(1)="CHFire_Kriss" FireCrouchAltAnims(2)="CHFire_Kriss" FireCrouchAltAnims(3)="CHFire_Kriss" HitAnims(0)="HitF_Kriss" HitAnims(1)="HitB_Kriss" HitAnims(2)="HitL_Kriss" HitAnims(3)="HitR_Kriss" PostFireBlendStandAnim="Blend_Kriss" PostFireBlendCrouchAnim="CHBlend_Kriss" MeshRef="KF_Weapons3rd4_Trip.M7A3_3rd" bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}

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class NiceM7A3MFire extends NiceFire;
defaultproperties
{ ProjectileSpeed=21250.000000 FireAimedAnim="Fire_Iron" RecoilRate=0.085000 maxVerticalRecoilAngle=120 maxHorizontalRecoilAngle=60 ShellEjectClass=Class'ROEffects.KFShellEjectSCAR' ShellEjectBoneName="Shell_eject" bAccuracyBonusForSemiAuto=True FireSoundRef="KF_M7A3Snd.M7A3_Fire_M" StereoFireSoundRef="KF_M7A3Snd.M7A3_Fire_S" NoAmmoSoundRef="KF_SCARSnd.SCAR_DryFire" DamageType=Class'NicePack.NiceDamTypeM7A3M' DamageMin=70 DamageMax=70 Momentum=7000.000000 bPawnRapidFireAnim=True TransientSoundVolume=1.800000 FireLoopAnim="Fire" TweenTime=0.050000 FireForce="AssaultRifleFire" FireRate=0.080000 AmmoClass=Class'NicePack.NiceM7A3MAmmo' ShakeRotMag=(X=30.000000,Y=30.000000,Z=240.000000) ShakeRotRate=(X=8500.000000,Y=8500.000000,Z=8500.000000) ShakeRotTime=2.500000 ShakeOffsetMag=(X=6.000000,Y=2.000000,Z=7.500000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.500000 BotRefireRate=0.990000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG' aimerror=42.000000
}

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class NiceM7A3MMedicGun extends NiceMedicGun;
var localized string ReloadMessage;
var localized string EmptyMessage;
var Material ScopeGreen;
var Material ScopeRed;
var ScriptedTexture MyScriptedTexture;
var string MyMessage;
var Font MyFont;
var Font MyFont2;
var Font SmallMyFont;
var color MyFontColor;
var color MyFontColor2;
var int OldValue;
static function PreloadAssets(Inventory Inv, optional bool bSkipRefCount)
{
if(default.ScopeGreen == none) default.ScopeGreen = Material(DynamicLoadObject("KF_Weapons5_Scopes_Trip_T.M7A3.Scope_Finall", class'Material', true));
if(default.ScopeRed == none) default.ScopeRed = Material(DynamicLoadObject("KF_Weapons5_Scopes_Trip_T.M7A3.ScopeRed_Shader", class'Material', true));
if(default.MyScriptedTexture == none) default.MyScriptedTexture = ScriptedTexture(DynamicLoadObject("KF_Weapons5_Scopes_Trip_T.M7A3_Ammo_Script.AmmoNumber", class'ScriptedTexture', true));
if(default.MyFont == none) default.MyFont = Font(DynamicLoadObject("IJCFonts.DigitalBig", class'Font', true));
if(default.MyFont2 == none) default.MyFont2 = Font(DynamicLoadObject("IJCFonts.DigitalBig", class'Font', true));
if(default.SmallMyFont == none) default.SmallMyFont = Font(DynamicLoadObject("IJCFonts.DigitalMed", class'Font', true));
if(M7A3MMedicGun(Inv) != none){ M7A3MMedicGun(Inv).ScopeGreen = default.ScopeGreen; M7A3MMedicGun(Inv).ScopeRed = default.ScopeRed; M7A3MMedicGun(Inv).MyScriptedTexture = default.MyScriptedTexture; M7A3MMedicGun(Inv).MyFont = default.MyFont; M7A3MMedicGun(Inv).MyFont2 = default.MyFont2; M7A3MMedicGun(Inv).SmallMyFont = default.SmallMyFont;
}
super.PreloadAssets(Inv, bSkipRefCount);
}
static function bool UnloadAssets(){
if(super.UnloadAssets()){ default.ScopeGreen = none; default.ScopeRed = none; default.MyScriptedTexture = none; default.MyFont = none; default.MyFont2 = none; default.SmallMyFont = none; return true;
}
return false;
}
simulated final function SetTextColor(byte R, byte G, byte B){
MyFontColor.R = R;
MyFontColor.G = G;
MyFontColor.B = B;
MyFontColor.A = 255;
}
simulated final function SetTextColor2(byte R, byte G, byte B){
MyFontColor2.R = R;
MyFontColor2.G = G;
MyFontColor2.B = B;
MyFontColor2.A = 255;
}
simulated function RenderOverlays(Canvas Canvas){
if(medicCharge >= 50){ SetTextColor2(76,148,177); MyScriptedTexture.Revision ++;
}
else{ SetTextColor2(218,18,18); MyScriptedTexture.Revision ++;
}
if(AmmoAmount(0) <= 0){ if(OldValue != -5){ OldValue = -5; Skins[2] = ScopeRed; MyFont = SmallMyFont; SetTextColor(218,18,18); MyMessage = EmptyMessage; MyScriptedTexture.Revision ++; }
}
else if(bIsReloading){ if(OldValue != -4){ OldValue = -4; MyFont = SmallMyFont; SetTextColor(32,187,112); MyMessage = ReloadMessage; ++MyScriptedTexture.Revision; }
}
else if(OldValue != (MagAmmoRemaining + 1)){ OldValue = MagAmmoRemaining+1; Skins[2] = ScopeGreen; MyFont = Default.MyFont;
if(MagAmmoRemaining <= (MagCapacity/2)) SetTextColor(32,187,112); if(MagAmmoRemaining <= (MagCapacity / 3)){ SetTextColor(218,18,18); Skins[2] = ScopeRed; } if(MagAmmoRemaining >= (MagCapacity/2)) SetTextColor(76,148,177); MyMessage = String(MagAmmoRemaining);
MyScriptedTexture.Revision ++;
}
MyScriptedTexture.Client = Self;
Super.RenderOverlays(Canvas);
MyScriptedTexture.Client = None;
}
simulated function RenderTexture(ScriptedTexture Tex){
local int w, h;
// Ammo
Tex.TextSize( MyMessage, MyFont, w, h );
Tex.DrawText( ( Tex.USize / 2 ) - ( w / 2 ), ( Tex.VSize / 2 ) - ( h / 1.2 ),MyMessage, MyFont, MyFontColor );
// Health
Tex.TextSize( int(medicCharge), MyFont2, w, h );
Tex.DrawText( ( Tex.USize / 2 ) - ( w / 2 ), ( Tex.VSize / 2 ) - 8, int(medicCharge), MyFont2, MyFontColor2 );
}
defaultproperties
{ ReloadMessage="REL" EmptyMessage="Empty" MyFontColor=(B=177,G=148,R=76,A=255) MyFontColor2=(B=177,G=148,R=76,A=255) reloadPreEndFrame=0.148000 reloadEndFrame=0.519000 reloadChargeEndFrame=0.740000 reloadMagStartFrame=0.222000 reloadChargeStartFrame=0.531000 MagCapacity=30 ReloadRate=3.066000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_M7A3" Weight=5.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=55.000000 SleeveNum=3 TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_M7A3' bIsTier3Weapon=True MeshRef="KF_Wep_M7A3.M7A3" SkinRefs(0)="KF_Weapons5_Trip_T.Weapons.M7A3_cmb" SkinRefs(1)="KF_Weapons5_Scopes_Trip_T.M7A3_Ammo_Script.AmmoShader" SkinRefs(2)="KF_Weapons5_Scopes_Trip_T.M7A3.Scope_Finall" SelectSoundRef="KF_M7A3Snd.M7A3_Select" HudImageRef="KillingFloor2HUD.WeaponSelect.M7A3_unselected" SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.M7A3" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=45.000000 FireModeClass(0)=Class'NicePack.NiceM7A3MFire' FireModeClass(1)=Class'NicePack.NiceM7A3MAltFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="An advanced Horzine prototype assault rifle. Modified to fire healing darts." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=55.000000 Priority=100 InventoryGroup=4 GroupOffset=13 PickupClass=Class'NicePack.NiceM7A3MPickup' PlayerViewOffset=(X=20.000000,Y=15.000000,Z=-5.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceM7A3MAttachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="M7A3 Medic Gun" TransientSoundVolume=1.250000
}

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class NiceM7A3MPickup extends NiceWeaponPickup;
defaultproperties
{ Weight=5.000000 cost=1250 AmmoCost=50 BuyClipSize=30 PowerValue=45 SpeedValue=60 RangeValue=55 Description="An advanced Horzine prototype assault rifle. Modified to fire healing darts." ItemName="M7A3 Medic Gun" ItemShortName="M7A3M" AmmoItemName="7.6x40mm Ammo" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' EquipmentCategoryID=3 InventoryType=Class'NicePack.NiceM7A3MMedicGun' PickupMessage="You got the M7A3 Medic Gun" PickupSound=Sound'KF_M7A3Snd.M7A3_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups4_Trip.Rifles.M7A3_Pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
}

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class NiceDamTypeMP5M extends NiceDamTypeMedicBullet
abstract;
defaultproperties
{ HeadShotDamageMult=2.000000 WeaponClass=Class'NicePack.NiceMP5MMedicGun'
}

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class NiceDamTypeMP5MDart extends NiceDamTypeMedicDart
abstract;
defaultproperties
{ HeadShotDamageMult=2.000000 WeaponClass=Class'NicePack.NiceMP5MMedicGun'
}

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class NiceMP5MAltFire extends NiceMedicDartFire;
defaultproperties
{ DamageType=Class'NicePack.NiceDamTypeMP5MDart'
}

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class NiceMP5MAmmo extends NiceAmmo;
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceMP5MPickup' AmmoPickupAmount=30 MaxAmmo=600 InitialAmount=150 PickupClass=Class'NicePack.NiceMP5MAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="MP5M bullets"
}

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class NiceMP5MAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=30 InventoryType=Class'NicePack.NiceMP5MAmmo' PickupMessage="Rounds 9x19mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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class NiceMP5MAttachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' ShellEjectBoneName="Shell_eject" MovementAnims(0)="JogF_MP5" MovementAnims(1)="JogB_MP5" MovementAnims(2)="JogL_MP5" MovementAnims(3)="JogR_MP5" TurnLeftAnim="TurnL_MP5" TurnRightAnim="TurnR_MP5" CrouchAnims(0)="CHWalkF_MP5" CrouchAnims(1)="CHWalkB_MP5" CrouchAnims(2)="CHWalkL_MP5" CrouchAnims(3)="CHWalkR_MP5" WalkAnims(0)="WalkF_MP5" WalkAnims(1)="WalkB_MP5" WalkAnims(2)="WalkL_MP5" WalkAnims(3)="WalkR_MP5" CrouchTurnRightAnim="CH_TurnR_MP5" CrouchTurnLeftAnim="CH_TurnL_MP5" IdleCrouchAnim="CHIdle_MP5" IdleWeaponAnim="Idle_MP5" IdleRestAnim="Idle_MP5" IdleChatAnim="Idle_MP5" IdleHeavyAnim="Idle_MP5" IdleRifleAnim="Idle_MP5" FireAnims(0)="Fire_MP5" FireAnims(1)="Fire_MP5" FireAnims(2)="Fire_MP5" FireAnims(3)="Fire_MP5" FireAltAnims(0)="Fire_MP5" FireAltAnims(1)="Fire_MP5" FireAltAnims(2)="Fire_MP5" FireAltAnims(3)="Fire_MP5" FireCrouchAnims(0)="CHFire_MP5" FireCrouchAnims(1)="CHFire_MP5" FireCrouchAnims(2)="CHFire_MP5" FireCrouchAnims(3)="CHFire_MP5" FireCrouchAltAnims(0)="CHFire_MP5" FireCrouchAltAnims(1)="CHFire_MP5" FireCrouchAltAnims(2)="CHFire_MP5" FireCrouchAltAnims(3)="CHFire_MP5" HitAnims(0)="HitF_MP5" HitAnims(1)="HitB_MP5" HitAnims(2)="HitL_MP5" HitAnims(3)="HitR_MP5" PostFireBlendStandAnim="Blend_MP5" PostFireBlendCrouchAnim="CHBlend_MP5" MeshRef="KF_Weapons3rd3_Trip.Mp5_3rd" WeaponAmbientScale=2.000000 bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}

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class NiceMP5MFire extends NiceHighROFFire;
defaultproperties
{ FireEndSoundRef="KF_MP5Snd.MP5_Fire_Loop_End_M" FireEndStereoSoundRef="KF_MP5Snd.MP5_Fire_Loop_End_S" AmbientFireSoundRef="KF_MP5Snd.MP5_Fire_Loop" ProjectileSpeed=21250.000000 RecoilRate=0.075000 maxVerticalRecoilAngle=160 maxHorizontalRecoilAngle=80 RecoilVelocityScale=0.000000 ShellEjectClass=Class'ROEffects.KFShellEjectMP5SMG' ShellEjectBoneName="Shell_eject" NoAmmoSoundRef="KF_MP7Snd.MP7_DryFire" DamageType=Class'NicePack.NiceDamTypeMP5M' DamageMin=35 DamageMax=35 Momentum=5500.000000 FireRate=0.075000 AmmoClass=Class'NicePack.NiceMP5MAmmo' ShakeRotMag=(X=25.000000,Y=25.000000,Z=125.000000) ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000) ShakeRotTime=3.000000 ShakeOffsetMag=(X=4.000000,Y=2.500000,Z=5.000000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.250000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stMP'
}

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class NiceMP5MMedicGun extends NiceMedicGun;
var bool chargerOpen;
var float chargerStartOpeningTiming, chargerOpenedTiming, chargeCloseTiming;
var const string chargerStartOpeningTimeStr, chargerOpenedTimeStr, chargeCloseTimeStr;
function NicePlainData.Data GetNiceData(){
local NicePlainData.Data transferData;
transferData = super.GetNiceData();
class'NicePlainData'.static.SetBool(transferData, "MP5MChargerOpen", chargerOpen);
return transferData;
}
function SetNiceData(NicePlainData.Data transferData, optional NiceHumanPawn newOwner){
super.SetNiceData(transferData, newOwner);
chargerOpen = class'NicePlainData'.static.GetBool(transferData, "MP5MChargerOpen", false);
}
simulated function PostBeginPlay(){
local EventRecord record;
// Setup reload events
record.eventName = chargerStartOpeningTimeStr;
record.eventFrame = chargerStartOpeningTiming;
relEvents[relEvents.Length] = record;
record.eventName = chargerOpenedTimeStr;
record.eventFrame = chargerOpenedTiming;
relEvents[relEvents.Length] = record;
record.eventName = chargeCloseTimeStr;
record.eventFrame = chargeCloseTiming;
relEvents[relEvents.Length] = record;
super.PostBeginPlay();
}
simulated function ReloadEvent(string eventName){
local float magStart;
// Calculate the point from which we should resume the magazine part
if(bMagazineOut) magStart = 0.605;
else if(IsMagazineFull()) magStart = 0.868;
else magStart = 0.351;
// Jump if needed
if(eventName ~= chargerStartOpeningTimeStr && (bRoundInChamber || chargerOpen)){ ScrollAnim(magStart); lastEventCheckFrame = magStart;
}
// Flag changes
if(eventName ~= chargerOpenedTimeStr){ chargerOpen = true; if(bMagazineOut || !IsMagazineFull()){ ScrollAnim(magStart); lastEventCheckFrame = magStart; }
}
if(eventName ~= chargeCloseTimeStr) chargerOpen = false;
}
defaultproperties
{ chargerOpen=True chargerStartOpeningTiming=0.010000 chargerOpenedTiming=0.175000 chargeCloseTiming=0.895000 chargerStartOpeningTimeStr="openChargerS" chargerOpenedTimeStr="openChargerE" chargeCloseTimeStr="closeCharger" reloadPreEndFrame=0.544000 reloadEndFrame=0.728000 reloadChargeEndFrame=0.895000 MagazineBone="Empty_Magazine" MagCapacity=30 ReloadRate=3.040000 ReloadAnim="Reload" ReloadAnimRate=1.250000 WeaponReloadAnim="Reload_MP5" Weight=4.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=55.000000 SleeveNum=2 TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_Mp5Medic' bIsTier2Weapon=True MeshRef="KF_Wep_MP5.MP5_Trip" SkinRefs(0)="KF_Weapons4_Trip_T.Weapons.MP5_cmb" SkinRefs(1)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr" SelectSoundRef="KF_MP5Snd.WEP_MP5_Foley_Select" HudImageRef="KillingFloor2HUD.WeaponSelect.Mp5Medic_unselected" SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.Mp5Medic" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=45.000000 FireModeClass(0)=Class'NicePack.NiceMP5MFire' FireModeClass(1)=Class'NicePack.NiceMP5MAltFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="MP5 sub machine gun. Modified to fire healing darts. Better damage and healing than MP7M with a larger mag." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=55.000000 Priority=80 InventoryGroup=3 GroupOffset=4 PickupClass=Class'NicePack.NiceMP5MPickup' PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-6.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceMP5MAttachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="MP5M Medic Gun" TransientSoundVolume=1.250000
}

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class NiceMP5MPickup extends NiceWeaponPickup;
defaultproperties
{ Weight=4.000000 cost=250 AmmoCost=10 BuyClipSize=30 PowerValue=30 SpeedValue=85 RangeValue=45 Description="MP5 sub machine gun. Modified to fire healing darts. Better damage and healing than MP7M with a larger mag." ItemName="MP5M Medic Gun" ItemShortName="MP5M" AmmoItemName="9x19mm Ammo" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' EquipmentCategoryID=3 VariantClasses(0)=Class'KFMod.CamoMP5MPickup' InventoryType=Class'NicePack.NiceMP5MMedicGun' PickupMessage="You got the MP5M Medic Gun" PickupSound=Sound'KF_MP5Snd.foley.WEP_MP5_Foley_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups3_Trip.Rifles.Mp5_Pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
}

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class NiceDamTypeMP7M extends NiceDamTypeMedicBullet
abstract;
defaultproperties
{ bPenetrationHSOnly=True MaxPenetrations=1 HeadShotDamageMult=2.250000 WeaponClass=Class'NicePack.NiceMP7MMedicGun'
}

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class NiceDamTypeMP7MDart extends NiceDamTypeMedicDart
abstract;
defaultproperties
{ HeadShotDamageMult=3.000000 WeaponClass=Class'NicePack.NiceMP7MMedicGun'
}

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class NiceMP7MAltFire extends NiceMedicDartFire;
defaultproperties
{ DamageType=Class'NicePack.NiceDamTypeMP7MDart' AmmoPerFire=35
}

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class NiceMP7MAmmo extends NiceAmmo;
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceMP7MPickup' MaxAmmo=400 InitialAmount=100 PickupClass=Class'NicePack.NiceMP7MAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="MP7M bullets"
}

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class NiceMP7MAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=40 InventoryType=Class'NicePack.NiceMP7MAmmo' PickupMessage="Rounds 4.6x30mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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class NiceMP7MAttachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' MovementAnims(0)="JogF_MP7" MovementAnims(1)="JogB_MP7" MovementAnims(2)="JogL_MP7" MovementAnims(3)="JogR_MP7" TurnLeftAnim="TurnL_MP7" TurnRightAnim="TurnR_MP7" CrouchAnims(0)="CHWalkF_MP7" CrouchAnims(1)="CHWalkB_MP7" CrouchAnims(2)="CHWalkL_MP7" CrouchAnims(3)="CHWalkR_MP7" WalkAnims(0)="WalkF_MP7" WalkAnims(1)="WalkB_MP7" WalkAnims(2)="WalkL_MP7" WalkAnims(3)="WalkR_MP7" CrouchTurnRightAnim="CH_TurnR_MP7" CrouchTurnLeftAnim="CH_TurnL_MP7" IdleCrouchAnim="CHIdle_MP7" IdleWeaponAnim="Idle_MP7" IdleRestAnim="Idle_MP7" IdleChatAnim="Idle_MP7" IdleHeavyAnim="Idle_MP7" IdleRifleAnim="Idle_MP7" FireAnims(0)="Fire_MP7" FireAnims(1)="Fire_MP7" FireAnims(2)="Fire_MP7" FireAnims(3)="Fire_MP7" FireAltAnims(0)="Fire_MP7" FireAltAnims(1)="Fire_MP7" FireAltAnims(2)="Fire_MP7" FireAltAnims(3)="Fire_MP7" FireCrouchAnims(0)="CHFire_MP7" FireCrouchAnims(1)="CHFire_MP7" FireCrouchAnims(2)="CHFire_MP7" FireCrouchAnims(3)="CHFire_MP7" FireCrouchAltAnims(0)="CHFire_MP7" FireCrouchAltAnims(1)="CHFire_MP7" FireCrouchAltAnims(2)="CHFire_MP7" FireCrouchAltAnims(3)="CHFire_MP7" HitAnims(0)="HitF_MP7" HitAnims(1)="HitB_MP7" HitAnims(2)="HitL_MP7" HitAnims(3)="HitR_MP7" PostFireBlendStandAnim="Blend_MP7" PostFireBlendCrouchAnim="CHBlend_MP7" MeshRef="KF_Weapons3rd2_Trip.mp7_3rd" WeaponAmbientScale=2.000000 bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}

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class NiceMP7MFire extends NiceHighROFFire;
defaultproperties
{ FireEndSoundRef="KF_MP7Snd.MP7_tail" FireEndStereoSoundRef="KF_MP7Snd.MP7_tailST" AmbientFireSoundRef="KF_MP7Snd.MP7_FireLoop" ProjectileSpeed=36750.000000 RecoilRate=0.060000 maxVerticalRecoilAngle=70 maxHorizontalRecoilAngle=35 RecoilVelocityScale=0.000000 ShellEjectClass=Class'ROEffects.KFShellEjectMP' ShellEjectBoneName="Shell_eject" NoAmmoSoundRef="KF_MP7Snd.MP7_DryFire" DamageType=Class'NicePack.NiceDamTypeMP7M' DamageMin=20 DamageMax=20 Momentum=5500.000000 FireRate=0.063000 AmmoClass=Class'NicePack.NiceMP7MAmmo' ShakeRotMag=(X=25.000000,Y=25.000000,Z=125.000000) ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000) ShakeRotTime=3.000000 ShakeOffsetMag=(X=4.000000,Y=2.500000,Z=5.000000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.250000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stMP' Spread=0.012000 SpreadStyle=SS_Random
}

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class NiceMP7MMedicGun extends NiceMedicGun;
defaultproperties
{ medicChargeRegenRate=7.000000 reloadPreEndFrame=0.074000 reloadEndFrame=0.574000 reloadChargeEndFrame=0.809000 reloadMagStartFrame=0.117000 reloadChargeStartFrame=0.681000 MagCapacity=40 ReloadRate=3.166000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_MP7" Weight=3.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=55.000000 SleeveNum=2 TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_MP7m' bIsTier2Weapon=True MeshRef="KF_Weapons2_Trip.MP7_Trip" SkinRefs(0)="KF_Weapons2_Trip_T.Special.MP_7_cmb" SkinRefs(1)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr" SelectSoundRef="KF_MP7Snd.MP7_Select" HudImageRef="KillingFloor2HUD.WeaponSelect.MP7m_unselected" SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.MP7m" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=45.000000 FireModeClass(0)=Class'NicePack.NiceMP7MFire' FireModeClass(1)=Class'NicePack.NiceMP7MAltFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="An advanced prototype submachine gun. Modified to fire healing darts." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=55.000000 Priority=90 InventoryGroup=3 GroupOffset=5 PickupClass=Class'NicePack.NiceMP7MPickup' PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-6.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceMP7MAttachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="MP7M Medic Gun" TransientSoundVolume=1.250000
}

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class NiceMP7MPickup extends NiceWeaponPickup;
defaultproperties
{ bBackupWeapon=True Weight=3.000000 cost=200 BuyClipSize=40 PowerValue=22 SpeedValue=95 RangeValue=45 Description="Prototype sub machine gun. Modified to fire healing darts." ItemName="MP7M Medic Gun" ItemShortName="MP7M" AmmoItemName="4.6x30mm Ammo" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' EquipmentCategoryID=3 InventoryType=Class'NicePack.NiceMP7MMedicGun' PickupMessage="You got the MP7M Medic Gun" PickupSound=Sound'KF_MP7Snd.MP7_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups2_Trip.Supers.MP7_Pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
}