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.
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3c46801714
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12d95e387e
757 changed files with 10788 additions and 4046 deletions
52
sources/Weapons/Playable/Shotguns/Boomstick/NiceBoomStick.uc
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52
sources/Weapons/Playable/Shotguns/Boomstick/NiceBoomStick.uc
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class NiceBoomStick extends NiceWeapon;
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#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
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var float glueTiming;
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var float firstShellTiming, secondShellTiming, jumpTiming;
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var const string firstShellStr, secondShellStr, jumpStr;
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simulated function PostBeginPlay(){
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local EventRecord record;
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local AutoReloadAnimDesc reloadDesc;
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// Setup animation timings
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autoReloadsDescriptions.Length = 0;
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reloadDesc.canInterruptFrame = 0.056;
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reloadDesc.trashStartFrame = secondShellTiming;
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reloadDesc.resumeFrame = 0.056;
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reloadDesc.speedFrame = 0.056;
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// Setup all possible fire animations
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reloadDesc.animName = 'Fire_Both';
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autoReloadsDescriptions[0] = reloadDesc;
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reloadDesc.animName = 'Fire_Both_Iron';
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autoReloadsDescriptions[1] = reloadDesc;
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reloadDesc.animName = 'Fire_Last';
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autoReloadsDescriptions[2] = reloadDesc;
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reloadDesc.animName = 'Fire_Last_Iron';
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autoReloadsDescriptions[3] = reloadDesc;
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// Setup reload events
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record.eventName = jumpStr;
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record.eventFrame = jumpTiming;
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relEvents[relEvents.Length] = record;
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record.eventName = firstShellStr;
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record.eventFrame = firstShellTiming;
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relEvents[relEvents.Length] = record;
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record.eventName = secondShellStr;
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record.eventFrame = secondShellTiming;
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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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if(eventName ~= jumpStr && GetMagazineAmmo() > 0)
SetAnimFrame(glueTiming);
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if(eventName ~= firstShellStr)
MagAmmoRemainingClient = Min(1, AmmoAmount(0));
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else if(eventName ~= secondShellStr)
MagAmmoRemainingClient = Min(2, AmmoAmount(0));
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ServerSetMagSize(MagAmmoRemainingClient, bRoundInChamber, Level.TimeSeconds);
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}
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simulated function AddAutoReloadedAmmo(){
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MagAmmoRemainingClient = Min(2, AmmoAmount(0));
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ServerSetMagSize(MagAmmoRemainingClient, bRoundInChamber, Level.TimeSeconds);
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}
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simulated function bool AltFireCanForceInterruptReload(){
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return (GetMagazineAmmo() > 0);
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}
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defaultproperties
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{
glueTiming=0.633330
firstShellTiming=0.555550
secondShellTiming=0.733330
jumpTiming=0.388880
firstShellStr="firstShell"
secondShellStr="secondShellStr"
jumpStr="jumpStr"
bChangeClipIcon=True
hudClipTexture=Texture'KillingFloorHUD.HUD.Hud_Single_Bullet'
reloadType=RTYPE_AUTO
ForceZoomOutOnFireTime=0.010000
ForceZoomOutOnAltFireTime=0.010000
MagCapacity=2
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Weight=6.000000
ReloadRate=2.250000
ReloadAnim="Reload"
ReloadAnimRate=1.100000
bHoldToReload=True
WeaponReloadAnim="Reload_HuntingShotgun"
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=55.000000
TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_Hunting_Shotgun'
bIsTier2Weapon=True
MeshRef="KF_Weapons_Trip.BoomStick_Trip"
SkinRefs(0)="KF_Weapons_Trip_T.Shotguns.boomstick_cmb"
SelectSoundRef="KF_DoubleSGSnd.2Barrel_Select"
HudImageRef="KillingFloorHUD.WeaponSelect.BoomStic_unselected"
SelectedHudImageRef="KillingFloorHUD.WeaponSelect.BoomStick"
PlayerIronSightFOV=70.000000
ZoomedDisplayFOV=40.000000
FireModeClass(0)=Class'NicePack.NiceBoomStickAltFire'
FireModeClass(1)=Class'NicePack.NiceBoomStickFire'
PutDownAnim="PutDown"
AIRating=0.900000
CurrentRating=0.900000
bSniping=False
Description="A double barreled shotgun used by big game hunters. It fires two slugs simultaneously and can bring down even the largest targets, quickly."
DisplayFOV=55.000000
Priority=160
InventoryGroup=4
GroupOffset=2
PickupClass=Class'NicePack.NiceBoomStickPickup'
PlayerViewOffset=(X=8.000000,Y=14.000000,Z=-8.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceBoomStickAttachment'
ItemName="Hunting Shotgun"
bUseDynamicLights=True
TransientSoundVolume=1.000000
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}
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@ -0,0 +1,26 @@
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class NiceBoomStickAltFire extends NiceBoomStickFire;
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// Overload to force last shot to have a different animation with reload
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// NICETODO: uncomment this
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/*function name GetCorrectAnim(bool bLoop, bool bAimed){
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if(currentContext.sourceWeapon != none && currentContext.sourceWeapon.MagAmmoRemainingClient > 0)
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return super.GetCorrectAnim(bLoop, bAimed);
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if(bAimed)
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return 'Fire_Last_Iron';
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else
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return 'Fire_Last';
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return FireAnim;
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}*/
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defaultproperties
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{
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KickMomentum=(X=-50.000000,Z=22.000000)
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FireAimedAnim="Fire_Iron"
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maxVerticalRecoilAngle=1500
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FireSoundRef="KF_DoubleSGSnd.2Barrel_Fire"
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StereoFireSoundRef="KF_DoubleSGSnd.2Barrel_FireST"
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TransientSoundVolume=1.800000
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FireAnim="Fire"
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AmmoPerFire=1
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ShakeRotMag=(X=50.000000,Y=50.000000,Z=400.000000)
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ShakeRotTime=5.000000
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ShakeOffsetTime=3.000000
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}
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@ -0,0 +1,4 @@
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class NiceBoomStickAttachment extends NiceAttachment;
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defaultproperties
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{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar'
mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
MovementAnims(0)="JogF_HuntingShotgun"
MovementAnims(1)="JogB_HuntingShotgun"
MovementAnims(2)="JogL_HuntingShotgun"
MovementAnims(3)="JogR_HuntingShotgun"
TurnLeftAnim="TurnL_HuntingShotgun"
TurnRightAnim="TurnR_HuntingShotgun"
CrouchAnims(0)="CHwalkF_HuntingShotgun"
CrouchAnims(1)="CHwalkB_HuntingShotgun"
CrouchAnims(2)="CHwalkL_HuntingShotgun"
CrouchAnims(3)="CHwalkR_HuntingShotgun"
WalkAnims(0)="WalkF_HuntingShotgun"
WalkAnims(1)="WalkB_HuntingShotgun"
WalkAnims(2)="WalkL_HuntingShotgun"
WalkAnims(3)="WalkR_HuntingShotgun"
CrouchTurnRightAnim="CH_TurnR_HuntingShotgun"
CrouchTurnLeftAnim="CH_TurnL_HuntingShotgun"
IdleCrouchAnim="CHIdle_HuntingShotgun"
IdleWeaponAnim="Idle_HuntingShotgun"
IdleRestAnim="Idle_HuntingShotgun"
IdleChatAnim="Idle_HuntingShotgun"
IdleHeavyAnim="Idle_HuntingShotgun"
IdleRifleAnim="Idle_HuntingShotgun"
FireAnims(0)="Fire_HuntingShotgun"
FireAnims(1)="Fire_HuntingShotgun"
FireAnims(2)="Fire_HuntingShotgun"
FireAnims(3)="Fire_HuntingShotgun"
FireAltAnims(0)="Fire_HuntingShotgun"
FireAltAnims(1)="Fire_HuntingShotgun"
FireAltAnims(2)="Fire_HuntingShotgun"
FireAltAnims(3)="Fire_HuntingShotgun"
FireCrouchAnims(0)="CHFire_HuntingShotgun"
FireCrouchAnims(1)="CHFire_HuntingShotgun"
FireCrouchAnims(2)="CHFire_HuntingShotgun"
FireCrouchAnims(3)="CHFire_HuntingShotgun"
FireCrouchAltAnims(0)="CHFire_HuntingShotgun"
FireCrouchAltAnims(1)="CHFire_HuntingShotgun"
FireCrouchAltAnims(2)="CHFire_HuntingShotgun"
FireCrouchAltAnims(3)="CHFire_HuntingShotgun"
HitAnims(0)="HitF_HuntingShotgun"
HitAnims(1)="HitB_HuntingShotgun"
HitAnims(2)="HitL_HuntingShotgun"
HitAnims(3)="HitR_HuntingShotgun"
PostFireBlendStandAnim="Blend_HuntingShotgun"
PostFireBlendCrouchAnim="CHBlend_HuntingShotgun"
MeshRef="KF_Weapons3rd_Trip.HuntingShot_3rd"
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}
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class NiceBoomStickFire extends NiceShotgunFire;
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var Emitter Flash2Emitter;
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var name MuzzleBoneLeft;
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var name MuzzleBoneRight;
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simulated function InitEffects(){
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if((Level.NetMode == NM_DedicatedServer) || (AIController(Instigator.Controller) != none))
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return;
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if((FlashEmitterClass != none) && ((FlashEmitter == none) || FlashEmitter.bDeleteMe)){
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FlashEmitter = Weapon.Spawn(FlashEmitterClass);
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Weapon.AttachToBone(FlashEmitter, MuzzleBoneLeft);
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}
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if((FlashEmitterClass != none) && ((Flash2Emitter == none) || Flash2Emitter.bDeleteMe)){
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Flash2Emitter = Weapon.Spawn(FlashEmitterClass);
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Weapon.AttachToBone(Flash2Emitter, MuzzleBoneRight);
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}
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if((SmokeEmitterClass != none) && ((SmokeEmitter == none) || SmokeEmitter.bDeleteMe))
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SmokeEmitter = Weapon.Spawn(SmokeEmitterClass);
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}
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simulated function DestroyEffects(){
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super.DestroyEffects();
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if(Flash2Emitter != none)
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Flash2Emitter.Destroy();
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}//MEANTODO
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/*function FlashMuzzleFlash(){
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if(currentContext.sourceWeapon == none)
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return;
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if(currentContext.sourceWeapon.MagAmmoRemainingClient == 2){
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if(Flash2Emitter != none)
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Flash2Emitter.Trigger(Weapon, Instigator);
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}
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else if(FlashEmitter != none)
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FlashEmitter.Trigger(Weapon, Instigator);
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}*/
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defaultproperties
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{
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MuzzleBoneLeft="Tip_Left"
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MuzzleBoneRight="Tip_Right"
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FireIncompleteAnim="Fire_Last"
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FireIncompleteAimedAnim="Fire_Last_Iron"
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bCanFireIncomplete=True
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ProjPerFire=10
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KickMomentum=(X=-105.000000,Z=55.000000)
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FireAimedAnim="Fire_Both_Iron"
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RecoilRate=0.070000
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maxVerticalRecoilAngle=3200
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FireSoundRef="KF_DoubleSGSnd.2Barrel_Fire_Dual"
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StereoFireSoundRef="KF_DoubleSGSnd.2Barrel_Fire_DualST"
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NoAmmoSoundRef="KF_DoubleSGSnd.2Barrel_DryFire"
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DamageType=Class'NicePack.NiceDamTypeDBShotgun'
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DamageMax=63
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TransientSoundVolume=1.900000
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FireAnim="Fire_Both"
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FireRate=0.000000
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AmmoClass=Class'NicePack.NiceDBShotgunAmmo'
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AmmoPerFire=2
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ShakeRotMag=(X=75.000000,Y=75.000000,Z=600.000000)
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ShakeRotTime=6.000000
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ShakeOffsetTime=3.500000
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BotRefireRate=2.500000
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aimerror=2.000000
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Spread=3000.000000
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}
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class NiceBoomStickPickup extends NiceWeaponPickup;
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var int SingleShotCount;
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defaultproperties
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{
cost=500
BuyClipSize=2
PowerValue=90
SpeedValue=30
RangeValue=12
Description="A double barreled shotgun used by big game hunters."
ItemName="Hunting Shotgun"
ItemShortName="Hunting Shotgun"
AmmoItemName="12-gauge Hunting shells"
CorrespondingPerkIndex=1
EquipmentCategoryID=3
InventoryType=Class'NicePack.NiceBoomStick'
PickupMessage="You got the Hunting Shotgun"
PickupSound=Sound'KF_DoubleSGSnd.2Barrel_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups_Trip.Shotgun.boomstick_pickup'
CollisionRadius=35.000000
CollisionHeight=5.000000
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}
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class NiceDBShotgunAmmo extends NiceAmmo;
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#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
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defaultproperties
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{
WeaponPickupClass=Class'NicePack.NiceBoomStickPickup'
AmmoPickupAmount=6
MaxAmmo=64
InitialAmount=16
PickupClass=Class'NicePack.NiceDBShotgunAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
ItemName="Shotgun Ammo"
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}
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class NiceDBShotgunAmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=6
InventoryType=Class'NicePack.NiceDBShotgunAmmo'
PickupMessage="12 Gauge Premium Slugs"
StaticMesh=None
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}
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class NiceDamTypeDBShotgun extends NiceDamageTypeVetEnforcer
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abstract;
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defaultproperties
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{
MaxPenetrations=4
MediumZedPenDmgReduction=1.000000
PenDmgReduction=0.800000
bIsPowerWeapon=True
WeaponClass=Class'NicePack.NiceBoomStick'
DeathString="%k killed %o (Hunting 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
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}
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