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 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
}