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
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class NiceDamTypeMoss12Z extends NiceDamageTypeVetEnforcer
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abstract;
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defaultproperties
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{
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
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}
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class NiceMoss12Ammo extends NiceAmmo;
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#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
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defaultproperties
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{
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)
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}
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class NiceMoss12AmmoPickup extends KFAmmoPickup;
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defaultproperties
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{
AmmoAmount=6
InventoryType=Class'NicePack.NiceMoss12Ammo'
PickupMessage="12-Gauge Shells"
StaticMesh=None
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}
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class NiceMoss12Attachment extends NiceAttachment;
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simulated function DoFlashEmitter(){
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if (mMuzFlash3rd == none){
mMuzFlash3rd = Spawn(mMuzFlashClass);
AttachToBone(mMuzFlash3rd, 'tip');
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}
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if(mMuzFlash3rd != none)
mMuzFlash3rd.SpawnParticle(1);
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}
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defaultproperties
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{
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"
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}
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class NiceMoss12Fire extends NiceShotgunFire;
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defaultproperties
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{
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'
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}
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class NiceMoss12Pickup extends NiceWeaponPickup;
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defaultproperties
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{
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
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}
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15
sources/Weapons/Playable/Shotguns/Moss12/NiceMoss12Z.uc
Normal file
15
sources/Weapons/Playable/Shotguns/Moss12/NiceMoss12Z.uc
Normal file
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class NiceMoss12Z extends NiceWeapon;
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var() float ThrowGrenadeAnimRate;
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var() name ThrowGrenadeAnim;
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simulated function fillSubReloadStages(){
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// Loading 8 shells during 175 frames tops, with first shell loaded at frame 16, with 17 frames between load moments
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generateReloadStages(8, 175, 16, 17);
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reloadStages[3] = 69.0 / 175.0;
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reloadStages[4] = 87.0 / 175.0;
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reloadStages[5] = 105.0 / 175.0;
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reloadStages[6] = 123.0 / 175.0;
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reloadStages[7] = 140.0 / 175.0;
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}
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defaultproperties
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{
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
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}
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