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

View file

@ -0,0 +1,5 @@
class NiceDamTypeMoss12Z extends NiceDamageTypeVetEnforcer
abstract;
defaultproperties
{ MaxPenetrations=3 bIsPowerWeapon=True WeaponClass=Class'NicePack.NiceMoss12Z' DeathString="%k killed %o (Moss 12)." 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
}

View file

@ -0,0 +1,5 @@
class NiceMoss12Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceMoss12Pickup' AmmoPickupAmount=6 MaxAmmo=60 InitialAmount=16 PickupClass=Class'NicePack.NiceMoss12AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
}

View file

@ -0,0 +1,4 @@
class NiceMoss12AmmoPickup extends KFAmmoPickup;
defaultproperties
{ AmmoAmount=6 InventoryType=Class'NicePack.NiceMoss12Ammo' PickupMessage="12-Gauge Shells" StaticMesh=None
}

View file

@ -0,0 +1,9 @@
class NiceMoss12Attachment extends NiceAttachment;
simulated function DoFlashEmitter(){
if (mMuzFlash3rd == none){ mMuzFlash3rd = Spawn(mMuzFlashClass); AttachToBone(mMuzFlash3rd, 'tip');
}
if(mMuzFlash3rd != none) mMuzFlash3rd.SpawnParticle(1);
}
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar' mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer' MovementAnims(0)="JogF_Shotgun" MovementAnims(1)="JogB_Shotgun" MovementAnims(2)="JogL_Shotgun" MovementAnims(3)="JogR_Shotgun" TurnLeftAnim="TurnL_Shotgun" TurnRightAnim="TurnR_Shotgun" CrouchAnims(0)="CHwalkF_Shotgun" CrouchAnims(1)="CHwalkB_Shotgun" CrouchAnims(2)="CHwalkL_Shotgun" CrouchAnims(3)="CHwalkR_Shotgun" WalkAnims(0)="WalkF_Shotgun" WalkAnims(1)="WalkB_Shotgun" WalkAnims(2)="WalkL_Shotgun" WalkAnims(3)="WalkR_Shotgun" CrouchTurnRightAnim="CH_TurnR_Shotgun" CrouchTurnLeftAnim="CH_TurnL_Shotgun" IdleCrouchAnim="CHIdle_Shotgun" IdleWeaponAnim="Idle_Shotgun" IdleRestAnim="Idle_Shotgun" IdleChatAnim="Idle_Shotgun" IdleHeavyAnim="Idle_Shotgun" IdleRifleAnim="Idle_Shotgun" FireAnims(0)="Fire_Shotgun" FireAnims(1)="Fire_Shotgun" FireAnims(2)="Fire_Shotgun" FireAnims(3)="Fire_Shotgun" FireAltAnims(0)="Fire_Shotgun" FireAltAnims(1)="Fire_Shotgun" FireAltAnims(2)="Fire_Shotgun" FireAltAnims(3)="Fire_Shotgun" FireCrouchAnims(0)="CHFire_Shotgun" FireCrouchAnims(1)="CHFire_Shotgun" FireCrouchAnims(2)="CHFire_Shotgun" FireCrouchAnims(3)="CHFire_Shotgun" FireCrouchAltAnims(0)="CHFire_Shotgun" FireCrouchAltAnims(1)="CHFire_Shotgun" FireCrouchAltAnims(2)="CHFire_Shotgun" FireCrouchAltAnims(3)="CHFire_Shotgun" HitAnims(0)="HitF_Shotgun" HitAnims(1)="HitB_Shotgun" HitAnims(2)="HitL_Shotgun" HitAnims(3)="HitR_Shotgun" PostFireBlendStandAnim="Blend_Shotgun" PostFireBlendCrouchAnim="CHBlend_Shotgun" MeshRef="NicePackA.Moss12_3rd"
}

View file

@ -0,0 +1,4 @@
class NiceMoss12Fire extends NiceShotgunFire;
defaultproperties
{ ProjectileSpeed=3500.000000 FireSoundRef="NicePackSnd.SG_Fire" StereoFireSoundRef="NicePackSnd.SG_FireST" NoAmmoSoundRef="NicePackSnd.SG_DryFire" DamageType=Class'NicePack.NiceDamTypeMoss12Z' DamageMax=25 AmmoClass=Class'NicePack.NiceMoss12Ammo'
}

View file

@ -0,0 +1,4 @@
class NiceMoss12Pickup extends NiceWeaponPickup;
defaultproperties
{ bBackupWeapon=True Weight=6.000000 cost=200 AmmoCost=15 BuyClipSize=6 PowerValue=70 SpeedValue=40 RangeValue=15 Description="Lightened pump shotgun model. Shoots weaker rounds, but is easy to reload." ItemName="Moss 12" ItemShortName="Moss 12" AmmoItemName="12-gauge shells" CorrespondingPerkIndex=1 EquipmentCategoryID=2 InventoryType=Class'NicePack.NiceMoss12Z' PickupMessage="You got the Moss 12" PickupSound=Sound'NicePackSnd.Moss12.SG_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'NicePackSM.Moss12.KF_Moss12' CollisionRadius=35.000000 CollisionHeight=5.000000
}

View file

@ -0,0 +1,15 @@
class NiceMoss12Z extends NiceWeapon;
var() float ThrowGrenadeAnimRate;
var() name ThrowGrenadeAnim;
simulated function fillSubReloadStages(){
// Loading 8 shells during 175 frames tops, with first shell loaded at frame 16, with 17 frames between load moments
generateReloadStages(8, 175, 16, 17);
reloadStages[3] = 69.0 / 175.0;
reloadStages[4] = 87.0 / 175.0;
reloadStages[5] = 105.0 / 175.0;
reloadStages[6] = 123.0 / 175.0;
reloadStages[7] = 140.0 / 175.0;
}
defaultproperties
{ reloadType=RTYPE_SINGLE FirstPersonFlashlightOffset=(X=-25.000000,Y=-18.000000,Z=8.000000) MagCapacity=6 ReloadRate=0.444444 ReloadAnim="Reload" ReloadAnimRate=1.200000 bHoldToReload=True WeaponReloadAnim="Reload_Shotgun" Weight=6.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=65.000000 SleeveNum=0 TraderInfoTexture=Texture'NicePackT.Moss12.Trader_Moss12' MeshRef="NicePackA.Moss12Weapon" SkinRefs(0)="NicePackT.Moss12.Moss12_2048x2048" SelectSoundRef="NicePackSnd.SG_Select" HudImageRef="NicePackT.Moss12.Trader_Moss12_unselected" SelectedHudImageRef="NicePackT.Moss12.Trader_Moss12_selected" PlayerIronSightFOV=70.000000 ZoomedDisplayFOV=40.000000 FireModeClass(0)=Class'NicePack.NiceMoss12Fire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" AIRating=0.600000 CurrentRating=0.600000 Description="Lightened pump shotgun model. Shoots weaker rounds, but is easy to reload." DisplayFOV=65.000000 Priority=15 InventoryGroup=3 GroupOffset=1 PickupClass=Class'NicePack.NiceMoss12Pickup' PlayerViewOffset=(X=20.000000,Y=18.750000,Z=-7.500000) BobDamping=7.000000 AttachmentClass=Class'NicePack.NiceMoss12Attachment' IconCoords=(X1=169,Y1=172,X2=245,Y2=208) ItemName="Moss 12" TransientSoundVolume=1.000000
}