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 NiceCrossbow extends NiceScopedWeapon;
simulated function PostBeginPlay(){
local AutoReloadAnimDesc reloadDesc;
autoReloadsDescriptions.Length = 0;
reloadDesc.canInterruptFrame = 0.349;
reloadDesc.trashStartFrame = 0.857;
reloadDesc.resumeFrame = 0.349;
reloadDesc.speedFrame = 0.143;
reloadDesc.animName = 'Fire';
autoReloadsDescriptions[0] = reloadDesc;
reloadDesc.animName = 'Fire_Iron';
autoReloadsDescriptions[1] = reloadDesc;
super.PostBeginPlay();
}
// Adjust a single FOV based on the current aspect ratio. Adjust FOV is the default NON-aspect ratio adjusted FOV to adjust
simulated function float CalcAspectRatioAdjustedFOV(float AdjustFOV){
local KFPlayerController KFPC;
local float ResX, ResY;
local float AspectRatio;
KFPC = KFPlayerController(Level.GetLocalPlayerController());
if(KFPC == none) return AdjustFOV;
ResX = float(GUIController(KFPC.Player.GUIController).ResX);
ResY = float(GUIController(KFPC.Player.GUIController).ResY);
AspectRatio = ResX / ResY;
if(KFPC.bUseTrueWideScreenFOV && AspectRatio >= 1.60) return CalcFOVForAspectRatio(AdjustFOV);
else return AdjustFOV;
}
simulated event Destroyed(){
PreTravelCleanUp();
Super.Destroyed();
}
defaultproperties
{ lenseMaterialID=2 scopePortalFOVHigh=22.000000 scopePortalFOV=12.000000 ZoomMatRef="KillingFloorWeapons.Xbow.CommandoCrossFinalBlend" ScriptedTextureFallbackRef="KF_Weapons_Trip_T.CBLens_cmb" CrosshairTexRef="KillingFloorWeapons.CommandoCross" reloadType=RTYPE_AUTO bHasScope=True ZoomedDisplayFOVHigh=35.000000 ForceZoomOutOnFireTime=0.400000 MagCapacity=1 ReloadRate=0.010000 ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_Crossbow" Weight=9.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=65.000000 TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_CrossBow' bIsTier2Weapon=True MeshRef="KF_Weapons_Trip.Crossbow_Trip" SkinRefs(0)="KF_Weapons_Trip_T.Rifles.crossbow_cmb" SelectSoundRef="KF_XbowSnd.Xbow_Select" HudImageRef="KillingFloorHUD.WeaponSelect.Crossbow_unselected" SelectedHudImageRef="KillingFloorHUD.WeaponSelect.Crossbow" PlayerIronSightFOV=32.000000 ZoomedDisplayFOV=60.000000 FireModeClass(0)=Class'NicePack.NiceCrossbowFire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.650000 CurrentRating=0.650000 Description="Recreational hunting weapon, equipped with powerful scope and firing trigger. Comes with special ammunition, designed to tear through low-resistance materials." DisplayFOV=65.000000 Priority=140 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=4 GroupOffset=1 PickupClass=Class'NicePack.NiceCrossbowPickup' PlayerViewOffset=(X=15.000000,Y=16.000000,Z=-12.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceCrossbowAttachment' IconCoords=(X1=253,Y1=146,X2=333,Y2=181) ItemName="Compound Crossbow" LightType=LT_None LightBrightness=0.000000 LightRadius=0.000000
}

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class NiceCrossbowAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceCrossbowPickup' AmmoPickupAmount=4 MaxAmmo=40 PickupClass=Class'NicePack.NiceCrossbowAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=4,Y1=350,X2=110,Y2=395) ItemName="An arrow"
}

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class NiceCrossbowAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=4 InventoryType=Class'NicePack.NiceCrossbowAmmo' PickupMessage="Bolts" StaticMesh=StaticMesh'KillingFloorStatics.XbowAmmo' CollisionRadius=25.000000
}

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class NiceCrossbowAttachment extends NiceAttachment;
defaultproperties
{ bDoFiringEffects=False MovementAnims(0)="JogF_Crossbow" MovementAnims(1)="JogB_Crossbow" MovementAnims(2)="JogL_Crossbow" MovementAnims(3)="JogR_Crossbow" TurnLeftAnim="TurnL_Crossbow" TurnRightAnim="TurnR_Crossbow" CrouchAnims(0)="CHwalkF_Crossbow" CrouchAnims(1)="CHwalkB_Crossbow" CrouchAnims(2)="CHwalkL_Crossbow" CrouchAnims(3)="CHwalkR_Crossbow" WalkAnims(0)="WalkF_Crossbow" WalkAnims(1)="WalkB_Crossbow" WalkAnims(2)="WalkL_Crossbow" WalkAnims(3)="WalkR_Crossbow" CrouchTurnRightAnim="CH_TurnR_Crossbow" CrouchTurnLeftAnim="CH_TurnL_Crossbow" IdleCrouchAnim="CHIdle_Crossbow" IdleWeaponAnim="Idle_Crossbow" IdleRestAnim="Idle_Crossbow" IdleChatAnim="Idle_Crossbow" IdleHeavyAnim="Idle_Crossbow" IdleRifleAnim="Idle_Crossbow" FireAnims(0)="Fire_Crossbow" FireAnims(1)="Fire_Crossbow" FireAnims(2)="Fire_Crossbow" FireAnims(3)="Fire_Crossbow" FireAltAnims(0)="Fire_Crossbow" FireAltAnims(1)="Fire_Crossbow" FireAltAnims(2)="Fire_Crossbow" FireAltAnims(3)="Fire_Crossbow" FireCrouchAnims(0)="CHFire_Crossbow" FireCrouchAnims(1)="CHFire_Crossbow" FireCrouchAnims(2)="CHFire_Crossbow" FireCrouchAnims(3)="CHFire_Crossbow" FireCrouchAltAnims(0)="CHFire_Crossbow" FireCrouchAltAnims(1)="CHFire_Crossbow" FireCrouchAltAnims(2)="CHFire_Crossbow" FireCrouchAltAnims(3)="CHFire_Crossbow" HitAnims(0)="HitF_Crossbow" HitAnims(1)="HitB_Crossbow" HitAnims(2)="HitL_Crossbow" HitAnims(3)="HitR_Crossbow" PostFireBlendStandAnim="Blend_Crossbow" PostFireBlendCrouchAnim="CHBlend_Crossbow" MeshRef="KF_Weapons3rd_Trip.Crossbow_3rd"
}

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class NiceCrossbowFire extends NiceFire;
defaultproperties
{ bProjectileFire=True ProjSpawnOffset=(X=25.000000) EffectiveRange=2500.000000 ProjectileSpeed=20000.000000 FireAimedAnim="Fire_Iron" maxVerticalRecoilAngle=100 maxHorizontalRecoilAngle=25 bRandomPitchFireSound=False FireSoundRef="KF_XbowSnd.Xbow_Fire" NoAmmoSoundRef="KF_XbowSnd.Xbow_DryFire" DamageType=Class'NicePack.NiceDamTypeCrossbow' DamageMax=300 Momentum=150000.000000 bWaitForRelease=True TransientSoundVolume=1.800000 FireForce="AssaultRifleFire" FireRate=0.000000 AmmoClass=Class'NicePack.NiceCrossbowAmmo' ShakeRotMag=(X=3.000000,Y=4.000000,Z=2.000000) ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000) ShakeOffsetMag=(X=3.000000,Y=3.000000,Z=3.000000) BotRefireRate=1.800000 aimerror=1.000000
}

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class NiceCrossbowPickup extends NiceWeaponPickup;
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
defaultproperties
{ Weight=9.000000 AmmoCost=10 BuyClipSize=1 PowerValue=64 SpeedValue=50 RangeValue=100 Description="Recreational hunting weapon, equipped with powerful scope and firing trigger. Comes with special ammunition, designed to tear through low-resistance materials." ItemName="Crossbow" ItemShortName="Crossbow" AmmoItemName="Crossbow Bolts" AmmoMesh=StaticMesh'KillingFloorStatics.XbowAmmo' CorrespondingPerkIndex=2 EquipmentCategoryID=3 MaxDesireability=0.790000 InventoryType=Class'NicePack.NiceCrossbow' PickupMessage="You got the Crossbow" PickupSound=Sound'KF_XbowSnd.Xbow_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups_Trip.Rifle.crossbow_pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
}

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class NiceDamTypeCrossbow extends NiceDamageTypeVetSharpshooter;
static function AwardKill(KFSteamStatsAndAchievements KFStatsAndAchievements, KFPlayerController Killer, KFMonster Killed )
{
local NiceMonster niceKilled;
niceKilled = NiceMonster(Killed);
if(KFStatsAndAchievements!=none && (Killed.BurnDown > 0 || (niceKilled != none && niceKilled.bOnFire == true) )) KFStatsAndAchievements.AddBurningCrossbowKill();
}
defaultproperties
{ MaxPenetrations=-1 BigZedPenDmgReduction=0.000000 MediumZedPenDmgReduction=1.000000 PenDmgReduction=1.000000 HeadShotDamageMult=4.000000 bSniperWeapon=True WeaponClass=Class'NicePack.NiceCrossbow' bThrowRagdoll=True bRagdollBullet=True PawnDamageEmitter=Class'ROEffects.ROBloodPuff' LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore' LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall' DamageThreshold=1 KDamageImpulse=2000.000000 KDeathVel=110.000000 KDeathUpKick=10.000000
}