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/MP5M/NiceDamTypeMP5M.uc
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5
sources/Weapons/Playable/SMG/MP5M/NiceDamTypeMP5M.uc
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class NiceDamTypeMP5M extends NiceDamTypeMedicBullet
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abstract;
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defaultproperties
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{
HeadShotDamageMult=2.000000
WeaponClass=Class'NicePack.NiceMP5MMedicGun'
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}
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5
sources/Weapons/Playable/SMG/MP5M/NiceDamTypeMP5MDart.uc
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5
sources/Weapons/Playable/SMG/MP5M/NiceDamTypeMP5MDart.uc
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class NiceDamTypeMP5MDart extends NiceDamTypeMedicDart
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abstract;
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defaultproperties
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{
HeadShotDamageMult=2.000000
WeaponClass=Class'NicePack.NiceMP5MMedicGun'
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}
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4
sources/Weapons/Playable/SMG/MP5M/NiceMP5MAltFire.uc
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4
sources/Weapons/Playable/SMG/MP5M/NiceMP5MAltFire.uc
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class NiceMP5MAltFire extends NiceMedicDartFire;
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defaultproperties
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{
DamageType=Class'NicePack.NiceDamTypeMP5MDart'
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}
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4
sources/Weapons/Playable/SMG/MP5M/NiceMP5MAmmo.uc
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4
sources/Weapons/Playable/SMG/MP5M/NiceMP5MAmmo.uc
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class NiceMP5MAmmo extends NiceAmmo;
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defaultproperties
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{
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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}
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4
sources/Weapons/Playable/SMG/MP5M/NiceMP5MAmmoPickup.uc
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4
sources/Weapons/Playable/SMG/MP5M/NiceMP5MAmmoPickup.uc
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class NiceMP5MAmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=30
InventoryType=Class'NicePack.NiceMP5MAmmo'
PickupMessage="Rounds 9x19mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
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}
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4
sources/Weapons/Playable/SMG/MP5M/NiceMP5MAttachment.uc
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4
sources/Weapons/Playable/SMG/MP5M/NiceMP5MAttachment.uc
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class NiceMP5MAttachment extends NiceAttachment;
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defaultproperties
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{
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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}
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4
sources/Weapons/Playable/SMG/MP5M/NiceMP5MFire.uc
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4
sources/Weapons/Playable/SMG/MP5M/NiceMP5MFire.uc
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class NiceMP5MFire extends NiceHighROFFire;
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defaultproperties
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{
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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}
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45
sources/Weapons/Playable/SMG/MP5M/NiceMP5MMedicGun.uc
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45
sources/Weapons/Playable/SMG/MP5M/NiceMP5MMedicGun.uc
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class NiceMP5MMedicGun extends NiceMedicGun;
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var bool chargerOpen;
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var float chargerStartOpeningTiming, chargerOpenedTiming, chargeCloseTiming;
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var const string chargerStartOpeningTimeStr, chargerOpenedTimeStr, chargeCloseTimeStr;
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function NicePlainData.Data GetNiceData(){
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local NicePlainData.Data transferData;
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transferData = super.GetNiceData();
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class'NicePlainData'.static.SetBool(transferData, "MP5MChargerOpen", chargerOpen);
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return transferData;
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}
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function SetNiceData(NicePlainData.Data transferData, optional NiceHumanPawn newOwner){
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super.SetNiceData(transferData, newOwner);
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chargerOpen = class'NicePlainData'.static.GetBool(transferData, "MP5MChargerOpen", false);
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}
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simulated function PostBeginPlay(){
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local EventRecord record;
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// Setup reload events
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record.eventName = chargerStartOpeningTimeStr;
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record.eventFrame = chargerStartOpeningTiming;
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relEvents[relEvents.Length] = record;
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record.eventName = chargerOpenedTimeStr;
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record.eventFrame = chargerOpenedTiming;
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relEvents[relEvents.Length] = record;
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record.eventName = chargeCloseTimeStr;
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record.eventFrame = chargeCloseTiming;
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relEvents[relEvents.Length] = record;
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super.PostBeginPlay();
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}
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simulated function ReloadEvent(string eventName){
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local float magStart;
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// Calculate the point from which we should resume the magazine part
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if(bMagazineOut)
magStart = 0.605;
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else if(IsMagazineFull())
magStart = 0.868;
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else
magStart = 0.351;
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// Jump if needed
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if(eventName ~= chargerStartOpeningTimeStr && (bRoundInChamber || chargerOpen)){
ScrollAnim(magStart);
lastEventCheckFrame = magStart;
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}
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// Flag changes
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if(eventName ~= chargerOpenedTimeStr){
chargerOpen = true;
if(bMagazineOut || !IsMagazineFull()){
ScrollAnim(magStart);
lastEventCheckFrame = magStart;
}
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}
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if(eventName ~= chargeCloseTimeStr)
chargerOpen = false;
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}
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defaultproperties
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{
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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}
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4
sources/Weapons/Playable/SMG/MP5M/NiceMP5MPickup.uc
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4
sources/Weapons/Playable/SMG/MP5M/NiceMP5MPickup.uc
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class NiceMP5MPickup extends NiceWeaponPickup;
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defaultproperties
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{
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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}
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