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 NiceDamTypeM99SniperRifle extends NiceDamageTypeVetSharpshooter
abstract;
static function AwardKill(KFSteamStatsAndAchievements KFStatsAndAchievements, KFPlayerController Killer, KFMonster Killed ){
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);
}
}
defaultproperties
{ 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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class NiceM99Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ 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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class NiceM99AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=2 InventoryType=Class'NicePack.NiceM99Ammo' PickupMessage="50 Cal Bullets" StaticMesh=StaticMesh'KillingFloorStatics.XbowAmmo' CollisionRadius=25.000000
}

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class NiceM99Attachment extends NiceAttachment;
defaultproperties
{ 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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class NiceM99Fire extends NiceFire;
defaultproperties
{ 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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class NiceM99Pickup extends NiceWeaponPickup;
defaultproperties
{ 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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class NiceM99SniperRifle extends NiceScopedWeapon;
#exec OBJ LOAD FILE=..\Textures\KF_Weapons5_Scopes_Trip_T.utx
simulated function PostBeginPlay(){
local AutoReloadAnimDesc reloadDesc;
autoReloadsDescriptions.Length = 0;
reloadDesc.canInterruptFrame = 0.43;
reloadDesc.trashStartFrame = 0.882;
reloadDesc.resumeFrame = 0.473;
reloadDesc.speedFrame = 0.129;
reloadDesc.animName = 'Fire';
autoReloadsDescriptions[0] = reloadDesc;
reloadDesc.animName = 'Fire_Iron';
autoReloadsDescriptions[1] = reloadDesc;
super.PostBeginPlay();
}
simulated function bool StartFire(int Mode){
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;
}
return false;
}
defaultproperties
{ 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
}