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 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
}