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 NiceDamTypeShotgun extends NiceDamageTypeVetEnforcer
abstract;
defaultproperties
{ /*MaxPenetrations=3 bIsPowerWeapon=True*/
MaxPenetrations=4
MediumZedPenDmgReduction=1.000000
PenDmgReduction=0.800000
bIsPowerWeapon=True WeaponClass=Class'NicePack.NiceShotgun' DeathString="%k killed %o (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 NiceShotgun extends NiceWeapon;
simulated function fillSubReloadStages(){
// Loading 8 shells during 173 frames tops, with first shell loaded at frame 15, with 18 frames between load moments
generateReloadStages(8, 173, 15, 18);
// Make corrections, based on notify sound positioning
/*reloadStages[0] = 16.0 / 173.0;
reloadStages[2] = 50.0 / 173.0;
reloadStages[7] = 140.0 / 173.0;*/
}
defaultproperties
{ bChangeClipIcon=True hudClipTexture=Texture'KillingFloorHUD.HUD.Hud_Single_Bullet' reloadType=RTYPE_SINGLE FirstPersonFlashlightOffset=(X=-25.000000,Y=-18.000000,Z=8.000000) ForceZoomOutOnFireTime=0.010000 MagCapacity=8 ReloadRate=0.666667 ReloadAnim="Reload" ReloadAnimRate=1.000000 bHoldToReload=True WeaponReloadAnim="Reload_Shotgun" Weight=4.000000 bTorchEnabled=True bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=65.000000 TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_Combat_Shotgun' MeshRef="KF_Weapons_Trip.Shotgun_Trip" SkinRefs(0)="KF_Weapons_Trip_T.Shotguns.shotgun_cmb" SelectSoundRef="KF_PumpSGSnd.SG_Select" HudImageRef="KillingFloorHUD.WeaponSelect.combat_shotgun_unselected" SelectedHudImageRef="KillingFloorHUD.WeaponSelect.combat_shotgun" PlayerIronSightFOV=70.000000 ZoomedDisplayFOV=40.000000 FireModeClass(0)=Class'NicePack.NiceShotgunFire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" AIRating=0.600000 CurrentRating=0.600000 bShowChargingBar=True Description="A rugged tactical pump action shotgun common to police divisions the world over. It accepts a maximum of 8 shells and can fire in rapid succession." DisplayFOV=65.000000 Priority=135 InventoryGroup=3 GroupOffset=2 PickupClass=Class'NicePack.NiceShotgunPickup' PlayerViewOffset=(X=20.000000,Y=18.750000,Z=-7.500000) BobDamping=7.000000 AttachmentClass=Class'NicePack.NiceShotgunAttachment' IconCoords=(X1=169,Y1=172,X2=245,Y2=208) ItemName="Shotgun" TransientSoundVolume=1.000000
}

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class NiceShotgunAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceShotgunPickup' AmmoPickupAmount=4 MaxAmmo=32 InitialAmount=8 PickupClass=Class'NicePack.NiceShotgunAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
}

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class NiceShotgunAmmoPickup extends KFAmmoPickup;
defaultproperties
{ AmmoAmount=4 InventoryType=Class'NicePack.NiceShotgunAmmo' PickupMessage="12-Gauge Shells" StaticMesh=None
}

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class NiceShotgunAttachment extends NiceAttachment;
var Actor TacShine;
var Effects TacShineCorona;
var bool bBeamEnabled;
simulated event ThirdPersonEffects(){
if(FiringMode == 1) return;
super.ThirdPersonEffects();
}
simulated function Destroyed()
{
if(TacShineCorona != none) TacShineCorona.Destroy();
if (TacShine != none) TacShine.Destroy();
super.Destroyed();
}
simulated function UpdateTacBeam( float Dist ){
local vector Sc;
if(!bBeamEnabled){ if(TacShine == none){ TacShine = Spawn(Class'Single'.Default.TacShineClass,Owner,,,); AttachToBone(TacShine,'FlashLight'); TacShine.RemoteRole = ROLE_none; } else TacShine.bHidden = False; if(TacShineCorona == none){ TacShineCorona = Spawn(class 'KFTacLightCorona',Owner,,,); AttachToBone(TacShineCorona,'FlashLight'); TacShineCorona.RemoteRole = ROLE_none; } TacShineCorona.bHidden = False; bBeamEnabled = True;
}
Sc = TacShine.DrawScale3D;
Sc.Y = FClamp(Dist/90.f,0.02,1.f);
if(TacShine.DrawScale3D != Sc) TacShine.SetDrawScale3D(Sc);
}
simulated function TacBeamGone(){
if(bBeamEnabled){ if(TacShine != none) TacShine.bHidden = True; if(TacShineCorona != none) TacShineCorona.bHidden = True; bBeamEnabled = False;
}
}
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="KF_Weapons3rd_Trip.Shotgun_3rd"
}

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class NiceShotgunFire extends NiceFire;
defaultproperties
{ bProjectileFire=True ProjPerFire=10//7 ProjSpawnOffset=(X=25.000000,Y=5.000000,Z=-6.000000) EffectiveRange=700.000000 KickMomentum=(X=-85.000000,Z=15.000000) LowGravKickMomentumScale=10.000000 ProjectileSpeed=18200.000000 bulletClass=Class'NicePack.NiceShotgunPellet' FireAimedAnim="Fire_Iron" RecoilRate=0.050000 maxVerticalRecoilAngle=1500 maxHorizontalRecoilAngle=900 bRandomPitchFireSound=False FireSoundRef="KF_PumpSGSnd.SG_Fire" StereoFireSoundRef="KF_PumpSGSnd.SG_FireST" NoAmmoSoundRef="KF_PumpSGSnd.SG_DryFire" DamageType=Class'NicePack.NiceDamTypeShotgun' DamageMax=63//56 Momentum=50000.000000 bWaitForRelease=True bAttachSmokeEmitter=True TransientSoundVolume=2.000000 TransientSoundRadius=500.000000 FireEndAnim= FireAnimRate=0.950000 FireForce="FlakCannonFire" FireRate=0.965000 AmmoClass=Class'NicePack.NiceShotgunAmmo' ShakeRotMag=(X=50.000000,Y=50.000000,Z=400.000000) ShakeRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000) ShakeRotTime=5.000000 ShakeOffsetMag=(X=6.000000,Y=2.000000,Z=10.000000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=3.000000 BotRefireRate=1.500000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar' aimerror=1.000000 Spread=3000.0//1125.000000 SpreadStyle=SS_Random
}

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class NiceShotgunPellet extends NiceBullet;
defaultproperties
{ movementAcceleration=(Z=-1200.000000) regularImpact=(decalClass=Class'KFMod.ShotgunDecal')
}

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class NiceShotgunPickup extends NiceWeaponPickup;
defaultproperties
{ bBackupWeapon=True Weight=6.000000 cost=200 AmmoCost=15 BuyClipSize=8 PowerValue=70 SpeedValue=40 RangeValue=15 Description="A rugged tactical pump action shotgun common to police divisions the world over. It accepts a maximum of 8 shells and can fire in rapid succession." ItemName="Shotgun" ItemShortName="Shotgun" AmmoItemName="12-gauge shells" CorrespondingPerkIndex=1 EquipmentCategoryID=2 VariantClasses(0)=Class'KFMod.CamoShotgunPickup' InventoryType=Class'NicePack.NiceShotgun' PickupMessage="You got the Shotgun" PickupSound=Sound'KF_PumpSGSnd.SG_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups_Trip.Shotgun.shotgun_pickup' CollisionRadius=35.000000 CollisionHeight=5.000000
}