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 NiceDamTypeM99SniperRifle extends NiceDamageTypeVetSharpshooter
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abstract;
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static function AwardKill(KFSteamStatsAndAchievements KFStatsAndAchievements, KFPlayerController Killer, KFMonster Killed ){
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if(KFStatsAndAchievements != none){
if(Killed.IsA('NiceZombieScrake') || Killed.IsA('MeanZombieScrake'))
KFStatsAndAchievements.AddM99Kill();
if(Killed.IsA('NiceZombieHusk') || Killed.IsA('MeanZombieHusk'))
KFStatsAndAchievements.AddHuskAndZedOneShotKill(true, false);
else
KFStatsAndAchievements.AddHuskAndZedOneShotKill(false, true);
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}
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}
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defaultproperties
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{
prReqMultiplier=0.600000
prReqPrecise=0.600000
MaxPenetrations=-1
BigZedPenDmgReduction=0.750000
MediumZedPenDmgReduction=1.000000
PenDmgReduction=1.000000
HeadShotDamageMult=2.100000
bSniperWeapon=True
WeaponClass=Class'NicePack.NiceM99SniperRifle'
DeathString="%k put a bullet in %o's head."
FemaleSuicide="%o shot herself in the head."
MaleSuicide="%o shot himself in the head."
bThrowRagdoll=True
bRagdollBullet=True
bBulletHit=True
PawnDamageEmitter=Class'ROEffects.ROBloodPuff'
LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore'
LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall'
FlashFog=(X=600.000000)
DamageThreshold=1
KDamageImpulse=10000.000000
KDeathVel=300.000000
KDeathUpKick=100.000000
VehicleDamageScaling=0.650000
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}
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class NiceM99Ammo extends NiceAmmo;
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#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
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defaultproperties
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{
WeaponPickupClass=Class'NicePack.NiceM99Pickup'
AmmoPickupAmount=2
MaxAmmo=20
InitialAmount=5
PickupClass=Class'NicePack.NiceM99AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=4,Y1=350,X2=110,Y2=395)
ItemName="50 Cal Bullets"
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}
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class NiceM99AmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=2
InventoryType=Class'NicePack.NiceM99Ammo'
PickupMessage="50 Cal Bullets"
StaticMesh=StaticMesh'KillingFloorStatics.XbowAmmo'
CollisionRadius=25.000000
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}
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class NiceM99Attachment extends NiceAttachment;
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defaultproperties
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{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdPTRD'
MovementAnims(0)="JogF_M4203"
MovementAnims(1)="JogB_M4203"
MovementAnims(2)="JogL_M4203"
MovementAnims(3)="JogR_M4203"
TurnLeftAnim="TurnL_M4203"
TurnRightAnim="TurnR_M4203"
CrouchAnims(0)="CHWalkF_M4203"
CrouchAnims(1)="CHWalkB_M4203"
CrouchAnims(2)="CHWalkL_M4203"
CrouchAnims(3)="CHWalkR_M4203"
WalkAnims(0)="WalkF_M4203"
WalkAnims(1)="WalkB_M4203"
WalkAnims(2)="WalkL_M4203"
WalkAnims(3)="WalkR_M4203"
CrouchTurnRightAnim="CH_TurnR_M4203"
CrouchTurnLeftAnim="CH_TurnL_M4203"
IdleCrouchAnim="CHIdle_M4203"
IdleWeaponAnim="Idle_M4203"
IdleRestAnim="Idle_M4203"
IdleChatAnim="Idle_M4203"
IdleHeavyAnim="Idle_M4203"
IdleRifleAnim="Idle_M4203"
FireAnims(0)="Fire_M99"
FireAnims(1)="Fire_M99"
FireAnims(2)="Fire_M99"
FireAnims(3)="Fire_M99"
FireAltAnims(0)="Fire_M99"
FireAltAnims(1)="Fire_M99"
FireAltAnims(2)="Fire_M99"
FireAltAnims(3)="Fire_M99"
FireCrouchAnims(0)="CHFire_M99"
FireCrouchAnims(1)="CHFire_M99"
FireCrouchAnims(2)="CHFire_M99"
FireCrouchAnims(3)="CHFire_M99"
FireCrouchAltAnims(0)="CHFire_M99"
FireCrouchAltAnims(1)="CHFire_M99"
FireCrouchAltAnims(2)="CHFire_M99"
FireCrouchAltAnims(3)="CHFire_M99"
HitAnims(0)="HitF_M4203"
HitAnims(1)="HitB_M4203"
HitAnims(2)="HitL_M4203"
HitAnims(3)="HitR_M4203"
PostFireBlendStandAnim="Blend_M4203"
PostFireBlendCrouchAnim="CHBlend_M4203"
MeshRef="KF_Weapons3rd4_Trip.M99_Sniper_3rd"
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}
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class NiceM99Fire extends NiceFire;
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defaultproperties
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{
ProjectileSpeed=40000.000000
FireAimedAnim="Fire_Iron"
RecoilRate=0.100000
maxVerticalRecoilAngle=2000
maxHorizontalRecoilAngle=1000
bRandomPitchFireSound=False
FireSoundRef="KF_M99Snd.M99_Fire_M"
StereoFireSoundRef="KF_M99Snd.M99_Fire_S"
NoAmmoSoundRef="KF_SCARSnd.SCAR_DryFire"
DamageType=Class'NicePack.NiceDamTypeM99SniperRifle'
DamageMin=750
DamageMax=750
Momentum=150000.000000
bWaitForRelease=True
TransientSoundVolume=1.800000
FireAnimRate=0.850000
FireForce="AssaultRifleFire"
FireRate=0.000000
AmmoClass=Class'NicePack.NiceM99Ammo'
ShakeRotMag=(X=5.000000,Y=7.000000,Z=3.000000)
ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
ShakeOffsetMag=(X=5.000000,Y=5.000000,Z=5.000000)
BotRefireRate=3.570000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stPTRD'
aimerror=0.000000
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}
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class NiceM99Pickup extends NiceWeaponPickup;
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defaultproperties
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{
cost=1250
AmmoCost=60
BuyClipSize=1
PowerValue=95
SpeedValue=30
RangeValue=100
Description="M99 50 Caliber Single Shot Sniper Rifle - The ultimate in long range accuracy and knock down power. But to land a proper shot with it one needs to be extra precise and aim at his target for at least a solid second."
ItemName="M99 AMR"
ItemShortName="M99 AMR"
AmmoItemName="50 Cal Bullets"
CorrespondingPerkIndex=2
EquipmentCategoryID=3
MaxDesireability=0.790000
InventoryType=Class'NicePack.NiceM99SniperRifle'
PickupMessage="You got the M99 Sniper Rifle"
PickupSound=Sound'KF_M99Snd.M99_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups4_Trip.Rifles.M99_Sniper_Pickup'
CollisionRadius=25.000000
CollisionHeight=10.000000
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}
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class NiceM99SniperRifle extends NiceScopedWeapon;
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#exec OBJ LOAD FILE=..\Textures\KF_Weapons5_Scopes_Trip_T.utx
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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 = 0.43;
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reloadDesc.trashStartFrame = 0.882;
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reloadDesc.resumeFrame = 0.473;
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reloadDesc.speedFrame = 0.129;
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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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simulated function bool StartFire(int Mode){
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if(super.StartFire(Mode)){
if(Instigator != none && PlayerController(Instigator.Controller) != none &&
KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements) != none){
KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements).OnShotM99();
}
return true;
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}
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return false;
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}
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defaultproperties
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{
lenseMaterialID=2
scopePortalFOVHigh=20.000000
scopePortalFOV=13.330000
ZoomMatRef="KF_Weapons5_Scopes_Trip_T.M99.MilDotFinalBlend"
ScriptedTextureFallbackRef="KF_Weapons_Trip_T.CBLens_cmb"
CrosshairTexRef="KF_Weapons5_Scopes_Trip_T.Scope.MilDot"
bChangeClipIcon=True
hudClipTexture=Texture'KillingFloorHUD.HUD.Hud_Single_Bullet'
reloadType=RTYPE_AUTO
bHasScope=True
ZoomedDisplayFOVHigh=18.000000
ForceZoomOutOnFireTime=0.400000
MagCapacity=1
ReloadRate=0.010000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=55.000000
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_M99'
bIsTier3Weapon=True
MeshRef="KF_Wep_M99_Sniper.M99_Sniper"
SkinRefs(0)="KF_Weapons5_Trip_T.Weapons.M99_cmb"
SelectSoundRef="KF_M99Snd.M99_Select"
HudImageRef="KillingFloor2HUD.WeaponSelect.M99_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.M99"
PlayerIronSightFOV=30.000000
ZoomTime=0.285000
ZoomedDisplayFOV=30.000000
FireModeClass(0)=Class'NicePack.NiceM99Fire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
PutDownAnimRate=2.000000
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="M99 50 Caliber Single Shot Sniper Rifle - The ultimate in long range accuracy and knock down power. But to land a proper shot with it one needs to be extra precise and aim at his target for at least a solid second."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=55.000000
Priority=190
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
MinReloadPct=0.800000
InventoryGroup=4
GroupOffset=14
PickupClass=Class'NicePack.NiceM99Pickup'
PlayerViewOffset=(X=15.000000,Y=15.000000,Z=-2.500000)
BobDamping=4.500000
AttachmentClass=Class'NicePack.NiceM99Attachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="M99AMR"
LightType=LT_None
LightBrightness=0.000000
LightRadius=0.000000
TransientSoundVolume=1.250000
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}
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