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 NiceSaiga12c extends NiceWeapon;
defaultproperties
{ reloadPreEndFrame=0.250000 reloadEndFrame=0.525000 reloadChargeEndFrame=0.788000 reloadMagStartFrame=0.444000 reloadChargeStartFrame=0.596000 MagazineBone="wpn_mag" MagCapacity=8 ReloadRate=3.133000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_AK47" bHasAimingMode=True IdleAimAnim="Iron_Idle" StandardDisplayFOV=65.000000 SleeveNum=2 TraderInfoTexture=Texture'ScrnWeaponPack_T.saiga.Saiga_Trader' bIsTier3Weapon=True MeshRef="ScrnWeaponPack_A.saigacmesh" SkinRefs(0)="ScrnWeaponPack_T.saiga.saiga" SkinRefs(1)="ScrnWeaponPack_T.saiga.saigaparts" SkinRefs(2)="KF_Weapons_Trip_T.hands.hands_1stP_military_cmb" SkinRefs(3)="ScrnWeaponPack_T.saiga.wpn_gilza1" SelectSoundRef="KF_PumpSGSnd.SG_Select" HudImageRef="ScrnWeaponPack_T.saiga.Saiga_Unselected" SelectedHudImageRef="ScrnWeaponPack_T.saiga.Saiga_selected" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=32.000000 FireModeClass(0)=Class'NicePack.NiceSaiga12cFire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 Description="12-gauge combat shotgun, visually patterned after the Kalashnikov series of assault rifles. Shoots small amount of high-damage projectiles." EffectOffset=(X=100.000000,Y=25.000000,Z=-100.000000) DisplayFOV=65.000000 Priority=160 InventoryGroup=4 GroupOffset=10 PickupClass=Class'NicePack.NiceSaiga12cPickup' PlayerViewOffset=(X=10.000000,Y=8.000000,Z=-4.000000) BobDamping=4.000000 AttachmentClass=Class'NicePack.NiceSaiga12cAttachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="Saiga-12s" DrawScale=0.850000 TransientSoundVolume=1.250000
}

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class NiceSaiga12cAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceSaiga12cPickup' AmmoPickupAmount=8 MaxAmmo=72 InitialAmount=18 PickupClass=Class'NicePack.NiceSaiga12cAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
}

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class NiceSaiga12cAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=8 InventoryType=Class'NicePack.NiceSaiga12cAmmo' PickupMessage="12-gauge" StaticMesh=None
}

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class NiceSaiga12cAttachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer' ShellEjectBoneName="wpn_scope" MovementAnims(0)="JogF_AK47" MovementAnims(1)="JogB_AK47" MovementAnims(2)="JogL_AK47" MovementAnims(3)="JogR_AK47" TurnLeftAnim="TurnL_AK47" TurnRightAnim="TurnR_AK47" CrouchAnims(0)="CHWalkF_AK47" CrouchAnims(1)="CHWalkB_AK47" CrouchAnims(2)="CHWalkL_AK47" CrouchAnims(3)="CHWalkR_AK47" WalkAnims(0)="WalkF_AK47" WalkAnims(1)="WalkB_AK47" WalkAnims(2)="WalkL_AK47" WalkAnims(3)="WalkR_AK47" CrouchTurnRightAnim="CH_TurnR_AK47" CrouchTurnLeftAnim="CH_TurnL_AK47" IdleCrouchAnim="CHIdle_AK47" IdleWeaponAnim="Idle_AK47" IdleRestAnim="Idle_AK47" IdleChatAnim="Idle_AK47" IdleHeavyAnim="Idle_AK47" IdleRifleAnim="Idle_AK47" FireAnims(0)="Fire_AK47" FireAnims(1)="Fire_AK47" FireAnims(2)="Fire_AK47" FireAnims(3)="Fire_AK47" FireAltAnims(0)="Fire_AK47" FireAltAnims(1)="Fire_AK47" FireAltAnims(2)="Fire_AK47" FireAltAnims(3)="Fire_AK47" FireCrouchAnims(0)="CHFire_AK47" FireCrouchAnims(1)="CHFire_AK47" FireCrouchAnims(2)="CHFire_AK47" FireCrouchAnims(3)="CHFire_AK47" FireCrouchAltAnims(0)="CHFire_AK47" FireCrouchAltAnims(1)="CHFire_AK47" FireCrouchAltAnims(2)="CHFire_AK47" FireCrouchAltAnims(3)="CHFire_AK47" HitAnims(0)="HitF_AK47" HitAnims(1)="HitB_AK47" HitAnims(2)="HitL_AK47" HitAnims(3)="HitR_AK47" PostFireBlendStandAnim="Blend_AK47" PostFireBlendCrouchAnim="CHBlend_AK47" MeshRef="ScrnWeaponPack_A.saigac3rd" bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000 DrawScale=0.650000
}

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class NiceSaiga12cFire extends NiceShotgunFire;
function InitEffects()
{
Super.InitEffects();
if(FlashEmitter != none) Weapon.AttachToBone(FlashEmitter, 'tip');
}
defaultproperties
{ ProjPerFire=4 KickMomentum=(X=-95.000000,Z=25.000000) ProjectileSpeed=3500.000000 FireAimedAnim="Fire" maxVerticalRecoilAngle=1300 maxHorizontalRecoilAngle=700 FireSoundRef="ScrnWeaponPack_SND.saiga.shot_mono" StereoFireSoundRef="ScrnWeaponPack_SND.saiga.shot_stereo" NoAmmoSoundRef="ScrnWeaponPack_SND.saiga.Saiga_empty" DamageType=Class'NicePack.NiceDamTypeSaiga12c' DamageMax=66 Momentum=60000.000000 bModeExclusive=False FireRate=0.600000 AmmoClass=Class'NicePack.NiceSaiga12cAmmo' BotRefireRate=0.250000 Spread=825.000000
}

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class NiceSaiga12cPickup extends NiceWeaponPickup;
defaultproperties
{ AmmoCost=50 BuyClipSize=8 PowerValue=87 SpeedValue=45 RangeValue=20 Description="12-gauge combat shotgun, visually patterned after the Kalashnikov series of assault rifles. Shoots small amount of high-damage projectiles." ItemName="Saiga-12s" ItemShortName="Saiga-12s" AmmoItemName="12-gauge" CorrespondingPerkIndex=1 EquipmentCategoryID=3 InventoryType=Class'NicePack.NiceSaiga12c' PickupMessage="You've got Saiga-12s" PickupSound=Sound'KF_AA12Snd.AA12_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'ScrnWeaponPack_SM.saiga_sm' CollisionRadius=35.000000 CollisionHeight=5.000000
}