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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757 changed files with 10788 additions and 4046 deletions
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class NiceDamTypeHuntingRifle extends NiceDamageTypeVetSharpshooter
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abstract;
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defaultproperties
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{
stunMultiplier=1.500000
MaxPenetrations=5
BigZedPenDmgReduction=0.750000
MediumZedPenDmgReduction=1.000000
HeadShotDamageMult=1.900000
bSniperWeapon=True
WeaponClass=Class'NicePack.NiceHuntingRifle'
DeathString="%k killed %o (Hunting Rifle)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
bBulletHit=True
PawnDamageEmitter=Class'ROEffects.ROBloodPuff'
LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore'
LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall'
FlashFog=(X=600.000000)
KDamageImpulse=2250.000000
KDeathVel=115.000000
KDeathUpKick=5.000000
VehicleDamageScaling=0.700000
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}
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class NiceHuntingRifle extends NiceScopedWeapon;
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defaultproperties
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{
lenseMaterialID=2
scopePortalFOVHigh=22.000000
scopePortalFOV=12.000000
ZoomMatRef="ScrnWeaponPack_T.BDHR.RifleCrossFinal"
ScriptedTextureFallbackRef="KF_Weapons_Trip_T.Rifles.CBLens_cmb"
CrosshairTexRef="ScrnWeaponPack_T.BDHR.BDHR.HRCross"
reloadPreEndFrame=0.180000
reloadEndFrame=0.590000
reloadChargeEndFrame=0.930000
reloadChargeStartFrame=0.610000
bHasScope=True
ZoomedDisplayFOVHigh=45.000000
MagCapacity=5
ReloadRate=3.200000
ReloadAnim="Reload"
ReloadAnimRate=1.400000
WeaponReloadAnim="Reload_M14"
Weight=6.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=65.000000
TraderInfoTexture=Texture'ScrnWeaponPack_T.BDHR.huntingrifle_Trader'
MeshRef="ScrnWeaponPack_A.hunt_rifle"
SkinRefs(0)="ScrnWeaponPack_T.BDHR.HR_Final"
SkinRefs(1)="KF_Weapons2_Trip_T.hands.BritishPara_Hands_1st_P"
SkinRefs(2)="KF_Weapons_Trip_T.Rifles.CBLens_cmb"
SelectSoundRef="KF_PumpSGSnd.SG_Select"
HudImageRef="ScrnWeaponPack_T.BDHR.HR_Unselected"
SelectedHudImageRef="ScrnWeaponPack_T.BDHR.HR_selected"
PlayerIronSightFOV=32.000000
ZoomedDisplayFOV=60.000000
FireModeClass(0)=Class'NicePack.NiceHuntingRifleFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.650000
CurrentRating=0.650000
Description="A rugged and reliable scoped rifle with great penetrative power."
DisplayFOV=65.000000
Priority=10
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=4
GroupOffset=3
PickupClass=Class'NicePack.NiceHuntingRiflePickup'
PlayerViewOffset=(X=15.000000,Y=16.000000,Z=-4.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceHuntingRifleAttachment'
IconCoords=(X1=253,Y1=146,X2=333,Y2=181)
ItemName="Hunting Rifle"
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}
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class NiceHuntingRifleAmmo extends NiceAmmo;
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#EXEC OBJ LOAD FILE=InterfaceContent.utx
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defaultproperties
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{
WeaponPickupClass=Class'NicePack.NiceHuntingRiflePickup'
AmmoPickupAmount=5
MaxAmmo=40
PickupClass=Class'NicePack.NiceHuntingRifleAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=338,Y1=40,X2=393,Y2=79)
ItemName="Rifle bullets"
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}
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class NiceHuntingRifleAmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=5
InventoryType=Class'NicePack.NiceHuntingRifleAmmo'
PickupMessage=".308 rounds"
StaticMesh=None
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}
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class NiceHuntingRifleAttachment extends NiceAttachment;
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defaultproperties
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{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdSTG'
mTracerClass=Class'KFMod.KFNewTracer'
MovementAnims(0)="WalkF_Winchester"
MovementAnims(1)="WalkB_Winchester"
MovementAnims(2)="WalkL_Winchester"
MovementAnims(3)="WalkL_Winchester"
TurnLeftAnim="TurnL_Winchester"
TurnRightAnim="TurnR_Winchester"
CrouchAnims(0)="CHwalkF_Winchester"
CrouchAnims(1)="CHwalkB_Winchester"
CrouchAnims(2)="CHwalkL_Winchester"
CrouchAnims(3)="CHwalkR_Winchester"
WalkAnims(0)="WalkF_Winchester"
WalkAnims(1)="WalkB_Winchester"
WalkAnims(2)="WalkL_Winchester"
WalkAnims(3)="WalkL_Winchester"
CrouchTurnRightAnim="CH_TurnR_Winchester"
CrouchTurnLeftAnim="CH_TurnL_Winchester"
IdleCrouchAnim="CHIdle_Winchester"
IdleWeaponAnim="IS_Idle_Winchester"
IdleRestAnim="IS_Idle_Winchester"
IdleChatAnim="IS_Idle_Winchester"
IdleHeavyAnim="IS_Idle_Winchester"
IdleRifleAnim="IS_Idle_Winchester"
FireAnims(0)="Claw"
FireAnims(1)="Claw"
FireAnims(2)="Claw"
FireAnims(3)="Claw"
FireAltAnims(0)="IS_Fire_Winchester"
FireAltAnims(1)="IS_Fire_Winchester"
FireAltAnims(2)="IS_Fire_Winchester"
FireAltAnims(3)="IS_Fire_Winchester"
FireCrouchAnims(0)="CHFire_Winchester"
FireCrouchAnims(1)="CHFire_Winchester"
FireCrouchAnims(2)="CHFire_Winchester"
FireCrouchAnims(3)="CHFire_Winchester"
FireCrouchAltAnims(0)="CHFire_Winchester"
FireCrouchAltAnims(1)="CHFire_Winchester"
FireCrouchAltAnims(2)="CHFire_Winchester"
FireCrouchAltAnims(3)="CHFire_Winchester"
HitAnims(0)="HitF_Winchester"
HitAnims(1)="HitB_Winchester"
HitAnims(2)="HitL_Winchester"
HitAnims(3)="HitR_Winchester"
PostFireBlendStandAnim="Blend_Winchester"
PostFireBlendCrouchAnim="CHBlend_Winchester"
MeshRef="ScrnWeaponPack_A.HuntingRifle3rd"
bHeavy=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
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}
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class NiceHuntingRifleFire extends NiceFire;
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defaultproperties
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{
ProjectileSpeed=35000.000000
zoomOutOnShot=True
FireAimedAnim="Fire_Iron"
RecoilRate=0.100000
maxVerticalRecoilAngle=200
maxHorizontalRecoilAngle=62
FireSoundRef="ScrnWeaponPack_SND.BDHR.awp1_mono"
StereoFireSoundRef="ScrnWeaponPack_SND.BDHR.awp1_stereo"
NoAmmoSoundRef="KF_RifleSnd.Rifle_DryFire"
DamageType=Class'NicePack.NiceDamTypeHuntingRifle'
DamageMin=300
DamageMax=300
Momentum=18000.000000
bWaitForRelease=True
bModeExclusive=False
bAttachSmokeEmitter=True
TransientSoundVolume=1.800000
FireLoopAnim=
FireEndAnim=
FireAnimRate=2.714000
FireForce="ShockRifleFire"
FireRate=0.700000
AmmoClass=Class'NicePack.NiceHuntingRifleAmmo'
ShakeRotMag=(X=100.000000,Y=100.000000,Z=500.000000)
ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
ShakeRotTime=2.000000
ShakeOffsetMag=(X=10.000000,Y=3.000000,Z=12.000000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=2.000000
BotRefireRate=0.650000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'
aimerror=0.000000
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}
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//=============================================================================
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// HuntingRifle Pickup.
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//=============================================================================
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class NiceHuntingRiflePickup extends NiceWeaponPickup;
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defaultproperties
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{
Weight=6.000000
cost=750
AmmoCost=35
BuyClipSize=5
PowerValue=55
SpeedValue=42
RangeValue=95
Description="A rugged and reliable scoped rifle with great penetrative power."
ItemName="Hunting Rifle"
ItemShortName="Hunter R."
AmmoItemName="Rifle bullets"
CorrespondingPerkIndex=2
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceHuntingRifle'
PickupMessage="You got the Hunting Rifle"
PickupSound=Sound'KF_RifleSnd.RifleBase.Rifle_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'ScrnWeaponPack_SM.HR_Pickup'
CollisionRadius=30.000000
CollisionHeight=5.000000
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}
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