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
5
sources/Weapons/Playable/SMG/M7A3/NiceDamTypeM7A3M.uc
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5
sources/Weapons/Playable/SMG/M7A3/NiceDamTypeM7A3M.uc
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class NiceDamTypeM7A3M extends NiceDamTypeMedicBullet
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abstract;
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defaultproperties
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{
HeadShotDamageMult=2.000000
WeaponClass=Class'NicePack.NiceM7A3MMedicGun'
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}
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class NiceDamTypeM7A3MDart extends NiceDamTypeMedicDart
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abstract;
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defaultproperties
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{
HeadShotDamageMult=2.000000
WeaponClass=Class'NicePack.NiceM7A3MMedicGun'
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}
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4
sources/Weapons/Playable/SMG/M7A3/NiceM7A3MAltFire.uc
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4
sources/Weapons/Playable/SMG/M7A3/NiceM7A3MAltFire.uc
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class NiceM7A3MAltFire extends NiceMedicDartFire;
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defaultproperties
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{
DamageType=Class'NicePack.NiceDamTypeM7A3MDart'
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}
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4
sources/Weapons/Playable/SMG/M7A3/NiceM7A3MAmmo.uc
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4
sources/Weapons/Playable/SMG/M7A3/NiceM7A3MAmmo.uc
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class NiceM7A3MAmmo extends NiceAmmo;
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defaultproperties
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{
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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}
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4
sources/Weapons/Playable/SMG/M7A3/NiceM7A3MAmmoPickup.uc
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4
sources/Weapons/Playable/SMG/M7A3/NiceM7A3MAmmoPickup.uc
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class NiceM7A3MAmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=15
InventoryType=Class'NicePack.NiceM7A3MAmmo'
PickupMessage="Rounds 7.6x40mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
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}
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4
sources/Weapons/Playable/SMG/M7A3/NiceM7A3MAttachment.uc
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4
sources/Weapons/Playable/SMG/M7A3/NiceM7A3MAttachment.uc
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class NiceM7A3MAttachment extends NiceAttachment;
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defaultproperties
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{
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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}
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4
sources/Weapons/Playable/SMG/M7A3/NiceM7A3MFire.uc
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sources/Weapons/Playable/SMG/M7A3/NiceM7A3MFire.uc
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class NiceM7A3MFire extends NiceFire;
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defaultproperties
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{
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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}
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72
sources/Weapons/Playable/SMG/M7A3/NiceM7A3MMedicGun.uc
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72
sources/Weapons/Playable/SMG/M7A3/NiceM7A3MMedicGun.uc
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class NiceM7A3MMedicGun extends NiceMedicGun;
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var localized string ReloadMessage;
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var localized string EmptyMessage;
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var Material ScopeGreen;
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var Material ScopeRed;
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var ScriptedTexture MyScriptedTexture;
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var string MyMessage;
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var Font MyFont;
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var Font MyFont2;
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var Font SmallMyFont;
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var color MyFontColor;
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var color MyFontColor2;
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var int OldValue;
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static function PreloadAssets(Inventory Inv, optional bool bSkipRefCount)
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{
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if(default.ScopeGreen == none)
default.ScopeGreen = Material(DynamicLoadObject("KF_Weapons5_Scopes_Trip_T.M7A3.Scope_Finall", class'Material', true));
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if(default.ScopeRed == none)
default.ScopeRed = Material(DynamicLoadObject("KF_Weapons5_Scopes_Trip_T.M7A3.ScopeRed_Shader", class'Material', true));
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if(default.MyScriptedTexture == none)
default.MyScriptedTexture = ScriptedTexture(DynamicLoadObject("KF_Weapons5_Scopes_Trip_T.M7A3_Ammo_Script.AmmoNumber", class'ScriptedTexture', true));
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if(default.MyFont == none)
default.MyFont = Font(DynamicLoadObject("IJCFonts.DigitalBig", class'Font', true));
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if(default.MyFont2 == none)
default.MyFont2 = Font(DynamicLoadObject("IJCFonts.DigitalBig", class'Font', true));
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if(default.SmallMyFont == none)
default.SmallMyFont = Font(DynamicLoadObject("IJCFonts.DigitalMed", class'Font', true));
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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;
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}
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super.PreloadAssets(Inv, bSkipRefCount);
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}
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static function bool UnloadAssets(){
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if(super.UnloadAssets()){
default.ScopeGreen = none;
default.ScopeRed = none;
default.MyScriptedTexture = none;
default.MyFont = none;
default.MyFont2 = none;
default.SmallMyFont = none;
return true;
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}
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return false;
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}
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simulated final function SetTextColor(byte R, byte G, byte B){
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MyFontColor.R = R;
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MyFontColor.G = G;
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MyFontColor.B = B;
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MyFontColor.A = 255;
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}
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simulated final function SetTextColor2(byte R, byte G, byte B){
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MyFontColor2.R = R;
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MyFontColor2.G = G;
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MyFontColor2.B = B;
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MyFontColor2.A = 255;
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}
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simulated function RenderOverlays(Canvas Canvas){
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if(medicCharge >= 50){
SetTextColor2(76,148,177);
MyScriptedTexture.Revision ++;
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}
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else{
SetTextColor2(218,18,18);
MyScriptedTexture.Revision ++;
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}
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if(AmmoAmount(0) <= 0){
if(OldValue != -5){
OldValue = -5;
Skins[2] = ScopeRed;
MyFont = SmallMyFont;
SetTextColor(218,18,18);
MyMessage = EmptyMessage;
MyScriptedTexture.Revision ++;
}
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}
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else if(bIsReloading){
if(OldValue != -4){
OldValue = -4;
MyFont = SmallMyFont;
SetTextColor(32,187,112);
MyMessage = ReloadMessage;
++MyScriptedTexture.Revision;
}
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}
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else if(OldValue != (MagAmmoRemaining + 1)){
OldValue = MagAmmoRemaining+1;
Skins[2] = ScopeGreen;
MyFont = Default.MyFont;
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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);
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MyScriptedTexture.Revision ++;
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}
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MyScriptedTexture.Client = Self;
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Super.RenderOverlays(Canvas);
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MyScriptedTexture.Client = None;
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}
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simulated function RenderTexture(ScriptedTexture Tex){
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local int w, h;
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// Ammo
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Tex.TextSize( MyMessage, MyFont, w, h );
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Tex.DrawText( ( Tex.USize / 2 ) - ( w / 2 ), ( Tex.VSize / 2 ) - ( h / 1.2 ),MyMessage, MyFont, MyFontColor );
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// Health
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Tex.TextSize( int(medicCharge), MyFont2, w, h );
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Tex.DrawText( ( Tex.USize / 2 ) - ( w / 2 ), ( Tex.VSize / 2 ) - 8, int(medicCharge), MyFont2, MyFontColor2 );
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}
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defaultproperties
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{
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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}
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4
sources/Weapons/Playable/SMG/M7A3/NiceM7A3MPickup.uc
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4
sources/Weapons/Playable/SMG/M7A3/NiceM7A3MPickup.uc
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class NiceM7A3MPickup extends NiceWeaponPickup;
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defaultproperties
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{
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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}
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