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 NiceCrossbow extends NiceScopedWeapon;
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simulated function PostBeginPlay(){
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local AutoReloadAnimDesc reloadDesc;
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autoReloadsDescriptions.Length = 0;
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reloadDesc.canInterruptFrame = 0.349;
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reloadDesc.trashStartFrame = 0.857;
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reloadDesc.resumeFrame = 0.349;
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reloadDesc.speedFrame = 0.143;
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reloadDesc.animName = 'Fire';
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autoReloadsDescriptions[0] = reloadDesc;
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reloadDesc.animName = 'Fire_Iron';
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autoReloadsDescriptions[1] = reloadDesc;
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super.PostBeginPlay();
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}
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// Adjust a single FOV based on the current aspect ratio. Adjust FOV is the default NON-aspect ratio adjusted FOV to adjust
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simulated function float CalcAspectRatioAdjustedFOV(float AdjustFOV){
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local KFPlayerController KFPC;
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local float ResX, ResY;
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local float AspectRatio;
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KFPC = KFPlayerController(Level.GetLocalPlayerController());
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if(KFPC == none)
return AdjustFOV;
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ResX = float(GUIController(KFPC.Player.GUIController).ResX);
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ResY = float(GUIController(KFPC.Player.GUIController).ResY);
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AspectRatio = ResX / ResY;
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if(KFPC.bUseTrueWideScreenFOV && AspectRatio >= 1.60)
return CalcFOVForAspectRatio(AdjustFOV);
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else
return AdjustFOV;
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}
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simulated event Destroyed(){
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PreTravelCleanUp();
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Super.Destroyed();
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}
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defaultproperties
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{
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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}
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class NiceCrossbowAmmo extends NiceAmmo;
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#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
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defaultproperties
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{
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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}
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class NiceCrossbowAmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=4
InventoryType=Class'NicePack.NiceCrossbowAmmo'
PickupMessage="Bolts"
StaticMesh=StaticMesh'KillingFloorStatics.XbowAmmo'
CollisionRadius=25.000000
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}
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class NiceCrossbowAttachment extends NiceAttachment;
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defaultproperties
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{
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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}
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class NiceCrossbowFire extends NiceFire;
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defaultproperties
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{
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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}
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class NiceCrossbowPickup extends NiceWeaponPickup;
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#exec OBJ LOAD FILE=KillingFloorWeapons.utx
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defaultproperties
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{
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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}
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class NiceDamTypeCrossbow extends NiceDamageTypeVetSharpshooter;
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static function AwardKill(KFSteamStatsAndAchievements KFStatsAndAchievements, KFPlayerController Killer, KFMonster Killed )
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{
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local NiceMonster niceKilled;
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niceKilled = NiceMonster(Killed);
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if(KFStatsAndAchievements!=none && (Killed.BurnDown > 0 || (niceKilled != none && niceKilled.bOnFire == true) ))
KFStatsAndAchievements.AddBurningCrossbowKill();
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}
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defaultproperties
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{
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
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}
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