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 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
}