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 NiceDamTypeKSGShotgun extends NiceDamageTypeVetEnforcer
abstract;
defaultproperties
{ MaxPenetrations=3 BigZedPenDmgReduction=0.000000 MediumZedPenDmgReduction=0.250000 PenDmgReduction=0.900000 bIsPowerWeapon=True WeaponClass=Class'NicePack.NiceKSGShotgun' DeathString="%k killed %o (HSG 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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class NiceKSGAltFire extends NiceKSGFire;
defaultproperties
{ ProjPerFire=18 DamageMax=19 bWaitForRelease=False FireAnimRate=1.000000 FireRate=0.820000 Spread=1500.000000
}

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class NiceKSGAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceKSGPickup' AmmoPickupAmount=12 MaxAmmo=84 InitialAmount=15 PickupClass=Class'NicePack.NiceKSGAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
}

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class NiceKSGAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=12 InventoryType=Class'KFMod.ShotgunAmmo' PickupMessage="12-Gauge Drum" StaticMesh=None
}

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class NiceKSGAttachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar' mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer' 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_KSG" FireAnims(1)="Fire_KSG" FireAnims(2)="Fire_KSG" FireAnims(3)="Fire_KSG" FireAltAnims(0)="Fire_KSG" FireAltAnims(1)="Fire_KSG" FireAltAnims(2)="Fire_KSG" FireAltAnims(3)="Fire_KSG" FireCrouchAnims(0)="CHFire_KSG" FireCrouchAnims(1)="CHFire_KSG" FireCrouchAnims(2)="CHFire_KSG" FireCrouchAnims(3)="CHFire_KSG" FireCrouchAltAnims(0)="CHFire_KSG" FireCrouchAltAnims(1)="CHFire_KSG" FireCrouchAltAnims(2)="CHFire_KSG" FireCrouchAltAnims(3)="CHFire_KSG" HitAnims(0)="HitF_MP5" HitAnims(1)="HitB_MP5" HitAnims(2)="HitL_MP5" HitAnims(3)="HitR_MP5" PostFireBlendStandAnim="Blend_MP5" PostFireBlendCrouchAnim="CHBlend_MP5" MeshRef="KF_Weapons3rd4_Trip.KSG_3rd"
}

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class NiceKSGFire extends NiceShotgunFire;
defaultproperties
{ ProjPerFire=12 maxVerticalRecoilAngle=1000 maxHorizontalRecoilAngle=500 ShellEjectClass=Class'KFMod.KSGShellEject' ShellEjectBoneName="Shell_eject" FireSoundRef="KF_KSGSnd.KSG_Fire_M" StereoFireSoundRef="KF_KSGSnd.KSG_Fire_S" NoAmmoSoundRef="KF_AA12Snd.AA12_DryFire" DamageType=Class'NicePack.NiceDamTypeKSGShotgun' DamageMax=25 FireAnimRate=0.869565 FireRate=0.943000 AmmoClass=Class'NicePack.NiceKSGAmmo' BotRefireRate=0.250000 Spread=1000.000000
}

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class NiceKSGPickup extends NiceWeaponPickup;
defaultproperties
{ Weight=7.000000 cost=500 AmmoCost=15 BuyClipSize=12 PowerValue=70 SpeedValue=50 RangeValue=30 Description="An advanced Horzine prototype tactical shotgun. Features a large capacity ammo magazine and selectable tight/wide spread fire modes." ItemName="HSG-1 Shotgun" ItemShortName="HSG-1 Shotgun" AmmoItemName="12-gauge mag" CorrespondingPerkIndex=1 EquipmentCategoryID=3 VariantClasses(0)=Class'KFMod.NeonKSGPickup' InventoryType=Class'NicePack.NiceKSGShotgun' PickupMessage="You got the Horzine HSG-1 shotgun" PickupSound=Sound'KF_KSGSnd.KSG_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups4_Trip.Shotguns.KSG_Pickup' CollisionRadius=35.000000 CollisionHeight=5.000000
}

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class NiceKSGShotgun extends NiceWeapon;
defaultproperties
{ reloadPreEndFrame=0.126000 reloadEndFrame=0.650000 reloadChargeEndFrame=0.850000 reloadMagStartFrame=0.316000 reloadChargeStartFrame=0.820000 activeSlowdown=0.800000 activeSpeedup=1.300000 ForceZoomOutOnFireTime=0.010000 MagCapacity=12 ReloadRate=3.160000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_KSG" Weight=7.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=65.000000 TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_KSG' bIsTier2Weapon=True MeshRef="KF_Wep_KSG_Shotgun.KSG_Shotgun" SkinRefs(0)="KF_Weapons5_Trip_T.Weapons.KSG_SHDR" SelectSoundRef="KF_KSGSnd.KSG_Select" HudImageRef="KillingFloor2HUD.WeaponSelect.KSG_unselected" SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.KSG" PlayerIronSightFOV=70.000000 ZoomedDisplayFOV=40.000000 FireModeClass(0)=Class'NicePack.NiceKSGFire' FireModeClass(1)=Class'NicePack.NiceKSGAltFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="An advanced Horzine prototype tactical shotgun. Features a large capacity ammo magazine and selectable tight/wide spread fire modes." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=65.000000 Priority=100 InventoryGroup=3 GroupOffset=12 PickupClass=Class'NicePack.NiceKSGPickup' PlayerViewOffset=(X=15.000000,Y=20.000000,Z=-7.000000) BobDamping=4.500000 AttachmentClass=Class'NicePack.NiceKSGAttachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="HSG-1 Shotgun" TransientSoundVolume=1.250000
}