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 NiceDamTypeMauler extends NiceDamageTypeVetSharpshooter
abstract;
static function ScoredNiceHeadshot(KFSteamStatsAndAchievements KFStatsAndAchievements, class<KFMonster> MonsterClass, int HL){
super.ScoredNiceHeadshot(KFStatsAndAchievements, MonsterClass, HL);
if(KFStatsAndAchievements != none) KFStatsAndAchievements.AddHeadshotsWithSPSOrM14(MonsterClass);
}
defaultproperties
{ stunMultiplier=1.250000 HeadShotDamageMult=4.000000 bSniperWeapon=True WeaponClass=Class'NicePack.NiceMaulerRifle' DeathString="%k killed %o (S.P. Mauler)." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True PawnDamageEmitter=Class'ROEffects.ROBloodPuff' LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore' LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall' KDamageImpulse=7500.000000 KDeathVel=175.000000 KDeathUpKick=25.000000
}

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class NiceMaulerAmmo extends NiceAmmo;
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceMaulerPickup' AmmoPickupAmount=10 MaxAmmo=80 InitialAmount=20 PickupClass=Class'NicePack.NiceMaulerAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="S.P. Mauler bullets"
}

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class NiceMaulerAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=10 InventoryType=Class'NicePack.NiceMaulerAmmo' PickupMessage="S.P. Mauler bullets" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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class NiceMaulerAttachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdSPSniper' mTracerClass=Class'NicePack.NiceMaulerTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' MovementAnims(0)="JogF_M14" MovementAnims(1)="JogB_M14" MovementAnims(2)="JogL_M14" MovementAnims(3)="JogR_M14" TurnLeftAnim="TurnL_M14" TurnRightAnim="TurnR_M14" CrouchAnims(0)="CHWalkF_M14" CrouchAnims(1)="CHWalkB_M14" CrouchAnims(2)="CHWalkL_M14" CrouchAnims(3)="CHWalkR_M14" WalkAnims(0)="WalkF_M14" WalkAnims(1)="WalkB_M14" WalkAnims(2)="WalkL_M14" WalkAnims(3)="WalkR_M14" CrouchTurnRightAnim="CH_TurnR_M14" CrouchTurnLeftAnim="CH_TurnL_M14" IdleCrouchAnim="CHIdle_M14" IdleWeaponAnim="Idle_M14" IdleRestAnim="Idle_M14" IdleChatAnim="Fire_spSinper" IdleHeavyAnim="Idle_M14" IdleRifleAnim="Idle_M14" FireAnims(0)="Fire_spSinper" FireAnims(1)="Fire_spSinper" FireAnims(2)="Fire_spSinper" FireAnims(3)="Fire_spSinper" FireAltAnims(0)="Fire_spSinper" FireAltAnims(1)="Fire_spSinper" FireAltAnims(2)="Fire_spSinper" FireAltAnims(3)="Fire_spSinper" FireCrouchAnims(0)="CHFire_spSinper" FireCrouchAnims(1)="CHFire_spSinper" FireCrouchAnims(2)="CHFire_spSinper" FireCrouchAnims(3)="CHFire_spSinper" FireCrouchAltAnims(0)="CHFire_spSinper" FireCrouchAltAnims(1)="CHFire_spSinper" FireCrouchAltAnims(2)="CHFire_spSinper" FireCrouchAltAnims(3)="CHFire_spSinper" HitAnims(0)="HitF_M14" HitAnims(1)="HitB_M14" HitAnims(2)="HitL_M14" HitAnims(3)="HitR_M14" PostFireBlendStandAnim="Blend_M14" PostFireBlendCrouchAnim="CHBlend_M14" MeshRef="NicePackA.spSniper_3rd" SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}

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class NiceMaulerFire extends NiceFire;
defaultproperties
{ ProjectileSpeed=37950.000000 FireAimedAnim="Fire_Iron" RecoilRate=0.120000 maxVerticalRecoilAngle=125 maxHorizontalRecoilAngle=87 ShellEjectClass=Class'ROEffects.KFShellEjectEBR' ShellEjectBoneName="Shell_eject" FireSoundRef="KF_SP_LongmusketSnd.KFO_Sniper_Fire_M" StereoFireSoundRef="KF_SP_LongmusketSnd.KFO_Sniper_Fire_S" NoAmmoSoundRef="KF_M14EBRSnd.M14EBR_DryFire" DamageType=Class'NicePack.NiceDamTypeMauler' DamageMin=121 DamageMax=121 Momentum=13000.000000 bWaitForRelease=True TransientSoundVolume=1.800000 FireLoopAnim="Fire" FireAnimRate=1.600000 TweenTime=0.025000 FireForce="AssaultRifleFire" FireRate=0.587500 AmmoClass=Class'NicePack.NiceMaulerAmmo' 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=0.990000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSPSniper' aimerror=42.000000
}

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class NiceMaulerPickup extends NiceWeaponPickup;
defaultproperties
{ Weight=6.000000 cost=750 AmmoCost=50 BuyClipSize=10 PowerValue=60 SpeedValue=10 RangeValue=95 Description="A finely crafted rifle with relatively low impact damage, but able to deal devastating blows with precise aiming." ItemName="Silver-Plated Mauler" ItemShortName="S.P. Mauler" AmmoItemName="S.P. Mauler bullets" CorrespondingPerkIndex=2 EquipmentCategoryID=3 InventoryType=Class'NicePack.NiceMaulerRifle' PickupMessage="You got the Silver-Plated Mauler" PickupSound=Sound'NicePackSnd.Silver.KFO_Sniper_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'NicePackSM.Silver.SniperRifle' CollisionRadius=25.000000 CollisionHeight=5.000000
}

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class NiceMaulerRifle extends NiceWeapon
config(user);
#exec OBJ LOAD FILE=NicePackSM.usx
defaultproperties
{ reloadPreEndFrame=0.200000 reloadEndFrame=0.550000 reloadChargeEndFrame=0.894000 reloadMagStartFrame=0.280000 reloadChargeStartFrame=0.647000 MagCapacity=10 ReloadRate=2.866000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_spSinper" Weight=6.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=55.000000 SleeveNum=0 TraderInfoTexture=Texture'NicePackT.Silver.Trader_Sniper' bIsTier2Weapon=True MeshRef="NicePackA.SniperRifle" SkinRefs(1)="NicePackT.Silver.Sniper_cmb" SkinRefs(2)="NicePackT.Silver.sniperrifle_scope_shader" SelectSoundRef="NicePackSnd.Silver.KFO_Sniper_Select" HudImageRef="KF_IJC_HUD.WeaponSelect.Sniper_unselected" SelectedHudImageRef="KF_IJC_HUD.WeaponSelect.Sniper" PlayerIronSightFOV=60.000000 ZoomedDisplayFOV=25.000000 FireModeClass(0)=Class'NicePack.NiceMaulerFire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="A finely crafted rifle with relatively low impact damage, but able to deal devastating blows with precise aiming." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=55.000000 Priority=155 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=3 GroupOffset=18 PickupClass=Class'NicePack.NiceMaulerPickup' PlayerViewOffset=(X=25.000000,Y=17.000000,Z=-8.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceMaulerAttachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="S.P. Mauler" TransientSoundVolume=1.250000
}

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class NiceMaulerTracer extends KFNewTracer;
defaultproperties
{ Begin Object Class=SpriteEmitter Name=SpriteEmitter13 UseDirectionAs=PTDU_Right RespawnDeadParticles=False UseAbsoluteTimeForSizeScale=True UseRegularSizeScale=False ScaleSizeXByVelocity=True AutomaticInitialSpawning=False ExtentMultiplier=(X=0.200000) ColorMultiplierRange=(X=(Min=0.000000,Max=0.000000)) MaxParticles=100 StartSizeRange=(X=(Min=30.000000,Max=30.000000),Y=(Min=3.000000,Max=3.000000)) ScaleSizeByVelocityMultiplier=(X=0.001000) DrawStyle=PTDS_Brighten Texture=Texture'Effects_Tex_Steampunk.Steampunk_Tracer' LifetimeRange=(Min=0.100000,Max=0.100000) StartVelocityRange=(Z=(Min=10000.000000,Max=10000.000000)) End Object Emitters(0)=SpriteEmitter'NicePack.NiceMaulerTracer.SpriteEmitter13'
}