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 NiceAA12Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceAA12Pickup' AmmoPickupAmount=20 MaxAmmo=100 InitialAmount=25 PickupClass=Class'NicePack.NiceAA12AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
}

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class NiceAA12AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=20 InventoryType=Class'NicePack.NiceAA12Ammo' PickupMessage="12-Gauge Drum" StaticMesh=None
}

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class NiceAA12Attachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar' mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer' MovementAnims(0)="JogF_AA12" MovementAnims(1)="JogB_AA12" MovementAnims(2)="JogL_AA12" MovementAnims(3)="JogR_AA12" TurnLeftAnim="TurnL_AA12" TurnRightAnim="TurnR_AA12" CrouchAnims(0)="CHWalkF_AA12" CrouchAnims(1)="CHWalkB_AA12" CrouchAnims(2)="CHWalkL_AA12" CrouchAnims(3)="CHWalkR_AA12" WalkAnims(0)="WalkF_AA12" WalkAnims(1)="WalkB_AA12" WalkAnims(2)="WalkL_AA12" WalkAnims(3)="WalkR_AA12" CrouchTurnRightAnim="CH_TurnR_AA12" CrouchTurnLeftAnim="CH_TurnL_AA12" IdleCrouchAnim="CHIdle_AA12" IdleWeaponAnim="Idle_AA12" IdleRestAnim="Idle_AA12" IdleChatAnim="Idle_AA12" IdleHeavyAnim="Idle_AA12" IdleRifleAnim="Idle_AA12" FireAnims(0)="Fire_AA12" FireAnims(1)="Fire_AA12" FireAnims(2)="Fire_AA12" FireAnims(3)="Fire_AA12" FireAltAnims(0)="Fire_AA12" FireAltAnims(1)="Fire_AA12" FireAltAnims(2)="Fire_AA12" FireAltAnims(3)="Fire_AA12" FireCrouchAnims(0)="CHFire_AA12" FireCrouchAnims(1)="CHFire_AA12" FireCrouchAnims(2)="CHFire_AA12" FireCrouchAnims(3)="CHFire_AA12" FireCrouchAltAnims(0)="CHFire_AA12" FireCrouchAltAnims(1)="CHFire_AA12" FireCrouchAltAnims(2)="CHFire_AA12" FireCrouchAltAnims(3)="CHFire_AA12" HitAnims(0)="HitF_AA12" HitAnims(1)="HitB_AA12" HitAnims(2)="HitL_AA12" HitAnims(3)="HitR_AA12" PostFireBlendStandAnim="Blend_AA12" PostFireBlendCrouchAnim="CHBlend_AA12" MeshRef="KF_Weapons3rd2_Trip.AA12_3rd"
}

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class NiceAA12AutoShotgun extends NiceWeapon;
// Use alt fire to switch fire modes
simulated function AltFire(float F){
DoToggle();
}
exec function SwitchModes(){
DoToggle();
}
defaultproperties
{ reloadPreEndFrame=0.473000 reloadEndFrame=0.828000 reloadChargeEndFrame=-1.000000 reloadMagStartFrame=0.591000 reloadChargeStartFrame=-1.000000 MagCapacity=20
Weight=6.000000 ReloadRate=3.133000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_AA12" bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=65.000000 TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_AA12' bIsTier3Weapon=True MeshRef="KF_Weapons2_Trip.AA12_Trip" SkinRefs(0)="KF_Weapons2_Trip_T.Special.AA12_cmb" SelectSoundRef="KF_AA12Snd.AA12_Select" HudImageRef="KillingFloor2HUD.WeaponSelect.AA12_unselected" SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.AA12" PlayerIronSightFOV=80.000000 ZoomedDisplayFOV=45.000000 FireModeClass(0)=Class'NicePack.NiceAA12Fire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="An advanced fully automatic shotgun." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=65.000000 Priority=200 InventoryGroup=4 GroupOffset=10 PickupClass=Class'NicePack.NiceAA12Pickup' PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-2.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceAA12Attachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="AA12 Shotgun" TransientSoundVolume=1.250000
}

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class NiceAA12Fire extends NiceShotgunFire;
defaultproperties
{ ProjPerFire=5 KickMomentum=(X=-35.000000,Z=5.000000) maxVerticalRecoilAngle=1000 maxHorizontalRecoilAngle=500 ShellEjectClass=Class'ROEffects.KFShellEjectShotty' ShellEjectBoneName="Shell_eject" FireSoundRef="KF_AA12Snd.AA12_Fire" StereoFireSoundRef="KF_AA12Snd.AA12_FireST" NoAmmoSoundRef="KF_AA12Snd.AA12_DryFire" DamageType=Class'NicePack.NiceDamTypeAA12Shotgun' DamageMax=48 Momentum=60000.000000 bWaitForRelease=False FireAnimRate=1.000000 FireRate=0.200000 AmmoClass=Class'NicePack.NiceAA12Ammo' ShakeRotMag=(Z=250.000000) ShakeRotTime=3.000000 ShakeOffsetMag=(Z=6.000000) ShakeOffsetTime=1.250000 BotRefireRate=0.250000
}

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class NiceAA12Pickup extends NiceWeaponPickup;
defaultproperties
{ cost=1250 AmmoCost=80 BuyClipSize=20 PowerValue=85 SpeedValue=65 RangeValue=20 Description="An advanced fully automatic shotgun." ItemName="AA12 Shotgun" ItemShortName="AA12 Shotgun" AmmoItemName="12-gauge drum" CorrespondingPerkIndex=1 EquipmentCategoryID=3 VariantClasses(0)=Class'KFMod.GoldenAA12Pickup' InventoryType=Class'NicePack.NiceAA12AutoShotgun' PickupMessage="You got the AA12 auto shotgun." PickupSound=Sound'KF_AA12Snd.AA12_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups2_Trip.Shotguns.AA12_Pickup' CollisionRadius=35.000000 CollisionHeight=5.000000
}

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class NiceDamTypeAA12Shotgun extends NiceDamageTypeVetEnforcer
abstract;
defaultproperties
{ MaxPenetrations=5 PenDmgReduction=0.900000 bIsPowerWeapon=True WeaponClass=Class'NicePack.NiceAA12AutoShotgun' DeathString="%k killed %o (AA12 Shotgun)." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True bBulletHit=True FlashFog=(X=600.000000) KDamageImpulse=10000.000000 KDeathVel=300.000000 KDeathUpKick=100.000000 VehicleDamageScaling=0.700000
}