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 NiceDamTypeHuntingRifle extends NiceDamageTypeVetSharpshooter
abstract;
defaultproperties
{ 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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class NiceHuntingRifle extends NiceScopedWeapon;
defaultproperties
{ 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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class NiceHuntingRifleAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=InterfaceContent.utx
defaultproperties
{ 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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class NiceHuntingRifleAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=5 InventoryType=Class'NicePack.NiceHuntingRifleAmmo' PickupMessage=".308 rounds" StaticMesh=None
}

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class NiceHuntingRifleAttachment extends NiceAttachment;
defaultproperties
{ 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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class NiceHuntingRifleFire extends NiceFire;
defaultproperties
{ 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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//=============================================================================
// HuntingRifle Pickup.
//=============================================================================
class NiceHuntingRiflePickup extends NiceWeaponPickup;
defaultproperties
{ 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
}