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 NiceDamTypeSVD extends NiceDamageTypeVetSharpshooter;
defaultproperties
{ prReqMultiplier=0.400000 prReqPrecise=0.400000 MaxPenetrations=3 BigZedPenDmgReduction=0.750000 MediumZedPenDmgReduction=0.900000 PenDmgReduction=0.950000 HeadShotDamageMult=4.200000 bSniperWeapon=True WeaponClass=Class'NicePack.NiceSVD' DeathString="%k killed %o (SVD)." bRagdollBullet=True bBulletHit=True PawnDamageEmitter=Class'ROEffects.ROBloodPuff' LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore' LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall' FlashFog=(X=600.000000) KDamageImpulse=4000.000000 KDeathVel=170.000000 KDeathUpKick=10.000000 VehicleDamageScaling=0.700000
}

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class NiceDamTypeSVDS extends NiceDamageTypeVetSharpshooter;
defaultproperties
{ MaxPenetrations=1 BigZedPenDmgReduction=0.750000 MediumZedPenDmgReduction=0.900000 PenDmgReduction=0.950000 HeadShotDamageMult=4.200000 bSniperWeapon=True WeaponClass=Class'NicePack.NiceSVDS' DeathString="%k killed %o (SVD)." bRagdollBullet=True bBulletHit=True PawnDamageEmitter=Class'ROEffects.ROBloodPuff' LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore' LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall' FlashFog=(X=600.000000) KDamageImpulse=4000.000000 KDeathVel=170.000000 KDeathUpKick=10.000000 VehicleDamageScaling=0.700000
}

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class NiceDamTypeSVDm extends KFWeaponDamageType
abstract;
defaultproperties
{ HeadShotDamageMult=1.000000 bIsMeleeDamage=True WeaponClass=Class'NicePack.NiceSVD' DeathString="%k killed %o (SVD)." PawnDamageSounds(0)=Sound'KFPawnDamageSound.MeleeDamageSounds.axehitflesh' KDamageImpulse=1500.000000 KDeathVel=110.000000 KDeathUpKick=1.000000
}

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class NiceSVD extends NiceSVDS;
defaultproperties
{ lenseMaterialID=4 scopePortalFOVHigh=12.000000 scopePortalFOV=12.000000 reloadPreEndFrame=0.115000 reloadEndFrame=0.607000 reloadChargeEndFrame=0.870000 reloadMagStartFrame=0.251000 reloadChargeStartFrame=0.730000 MagazineBone="Bone_Magazine" ZoomedDisplayFOVHigh=32.000000 MagCapacity=10 ReloadRate=3.600000 ReloadAnimRate=1.250000 WeaponReloadAnim="Reload_AK47" Weight=8.000000 IdleAimAnim="Idle_Iron" TraderInfoTexture=Texture'ScrnWeaponPack_T.SVD.SVD_Trader' MeshRef="ScrnWeaponPack_A.SVD_mesh" SkinRefs(0)="ScrnWeaponPack_T.SVD.SVD_tex_1_cmb" SkinRefs(1)="KF_Weapons5_Trip_T.First_Sleeves.Steampunk_DJ_Scully_First_Person_Sleeves" SkinRefs(2)="ScrnWeaponPack_T.SVD.SVD_tex_2_cmb" SkinRefs(3)="ScrnWeaponPack_T.SVD.SVD_tex_3_cmb" SkinRefs(4)="ScrnWeaponPack_T.SVD.AlphaLens" SkinRefs(5)="ScrnWeaponPack_T.SVD.SVD_tex_4_cmb" HudImageRef="ScrnWeaponPack_T.SVD.SVD_Unselected" SelectedHudImageRef="ScrnWeaponPack_T.SVD.SVD_selected" PlayerIronSightFOV=22.000000 ZoomedDisplayFOV=32.000000 FireModeClass(0)=Class'NicePack.NiceSVDFire' FireModeClass(1)=Class'NicePack.NiceSVDFireB' Description="The Dragunov sniper rifle is a semi-automatic sniper rifle/designated marksman rifle. It's shots are extra powerful, but require more precision." Priority=190 PickupClass=Class'NicePack.NiceSVDPickup' PlayerViewOffset=(X=6.000000,Y=22.000000,Z=-12.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceSVDAttachment' ItemName="SVD (Dragunov)"
}

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class NiceSVDAmmo extends NiceAmmo;
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceSVDPickup' AmmoPickupAmount=10 MaxAmmo=60 InitialAmount=15 IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=338,Y1=40,X2=393,Y2=79) ItemName="7.62x54mm"
}

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class NiceSVDAttachment extends NiceAttachment;
defaultproperties
{ bSecondaryModeNoEffects=True mMuzFlashClass=Class'ScrnWeaponPack.MuzzleFlash3rdSVD' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'ScrnWeaponPack.KFShellSpewerSVD' MovementAnims(0)="JogF_AK47" MovementAnims(1)="JogB_AK47" MovementAnims(2)="JogL_AK47" MovementAnims(3)="JogR_AK47" TurnLeftAnim="TurnL_AK47" TurnRightAnim="TurnR_AK47" CrouchAnims(0)="CHWalkF_AK47" CrouchAnims(1)="CHWalkB_AK47" CrouchAnims(2)="CHWalkL_AK47" CrouchAnims(3)="CHWalkR_AK47" WalkAnims(0)="WalkF_AK47" WalkAnims(1)="WalkB_AK47" WalkAnims(2)="WalkL_AK47" WalkAnims(3)="WalkR_AK47" CrouchTurnRightAnim="CH_TurnR_AK47" CrouchTurnLeftAnim="CH_TurnL_AK47" IdleCrouchAnim="CHIdle_AK47" IdleWeaponAnim="Idle_AK47" IdleRestAnim="Idle_AK47" IdleChatAnim="Idle_AK47" IdleHeavyAnim="Idle_AK47" IdleRifleAnim="Idle_AK47" FireAnims(0)="Fire_AK47" FireAnims(1)="Fire_AK47" FireAnims(2)="Fire_AK47" FireAnims(3)="Fire_AK47" FireAltAnims(0)="FastAttack2_Knife" FireAltAnims(1)="FastAttack2_Knife" FireAltAnims(2)="FastAttack2_Knife" FireAltAnims(3)="FastAttack2_Knife" FireCrouchAnims(0)="CHFire_AK47" FireCrouchAnims(1)="CHFire_AK47" FireCrouchAnims(2)="CHFire_AK47" FireCrouchAnims(3)="CHFire_AK47" FireCrouchAltAnims(0)="CHFastAttack2_Knife" FireCrouchAltAnims(1)="CHFastAttack2_Knife" FireCrouchAltAnims(2)="CHFastAttack2_Knife" FireCrouchAltAnims(3)="CHFastAttack2_Knife" HitAnims(0)="HitF_AK47" HitAnims(1)="HitB_AK47" HitAnims(2)="HitL_AK47" HitAnims(3)="HitR_AK47" PostFireBlendStandAnim="Blend_AK47" PostFireBlendCrouchAnim="CHBlend_AK47" MeshRef="ScrnWeaponPack_A.SVD_3rd" WeaponAmbientScale=2.000000 bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' LightBrightness=0.000000
}

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class NiceSVDFire extends NiceSVDSFire;
defaultproperties
{ ProjectileSpeed=41500.000000 FireAimedAnim="Fire_Iron" RecoilRate=0.150000 maxVerticalRecoilAngle=375 maxHorizontalRecoilAngle=150 DamageType=Class'NicePack.NiceDamTypeSVD' DamageMin=180 DamageMax=180 FireAnimRate=0.500000 TweenTime=0.025000 FireForce="AssaultRifleFire" FireRate=0.700000 AmmoClass=Class'NicePack.NiceSVDAmmo' BotRefireRate=1.200000
}

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class NiceSVDFireB extends KFMeleeFire;
simulated function bool AllowFire()
{
if(KFWeapon(Weapon).bIsReloading) return false;
if(KFPawn(Instigator).SecondaryItem!=none) return false;
if(KFPawn(Instigator).bThrowingNade) return false;
if ( KFWeapon(Weapon).bAimingRifle ) return false;
return Super.AllowFire();
}
defaultproperties
{ MeleeDamage=65 ProxySize=0.150000 weaponRange=90.000000 DamagedelayMin=0.160000 DamagedelayMax=0.160000 hitDamageClass=Class'NicePack.NiceDamTypeSVDm' MeleeHitSounds(0)=Sound'KF_AxeSnd.AxeImpactBase.Axe_HitFlesh4' HitEffectClass=Class'ScrnWeaponPack.SVDHitEffect' bWaitForRelease=True FireAnim="MeleeAttack" FireRate=1.100000 BotRefireRate=1.100000
}

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class NiceSVDPickup extends NiceWeaponPickup;
#exec OBJ LOAD FILE=ScrnWeaponPack_T.utx
#exec OBJ LOAD FILE=ScrnWeaponPack_A.ukx
defaultproperties
{ Weight=8.000000
cost=1250 AmmoCost=50 BuyClipSize=10 PowerValue=90 SpeedValue=40 RangeValue=100 Description="The Dragunov sniper rifle is a semi-automatic sniper rifle/designated marksman rifle. It's shots are extra powerful, but require more precision." ItemName="SVD (Dragunov) " ItemShortName="SVD" AmmoItemName="7.64x54mm" CorrespondingPerkIndex=2 EquipmentCategoryID=2 InventoryType=Class'NicePack.NiceSVD' PickupMessage="You've got the Dragunov Sniper Rifle (SVD)" PickupSound=Sound'ScrnWeaponPack_SND.SVD.SVD_pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'ScrnWeaponPack_SM.SVD_st' CollisionRadius=30.000000 CollisionHeight=5.000000
}

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class NiceSVDS extends NiceScopedWeapon;
defaultproperties
{ lenseMaterialID=3 scopePortalFOVHigh=10.000000 scopePortalFOV=10.000000 ZoomMatRef="ScrnWeaponPack_T.SVD.PSO1ScopeFinalBlend" ScriptedTextureFallbackRef="ScrnWeaponPack_T.SVD.AlphaLens" CrosshairTexRef="ScrnWeaponPack_T.SVD.PSO1Scope" reloadPreEndFrame=0.140000 reloadEndFrame=0.610000 reloadChargeEndFrame=0.920000 reloadMagStartFrame=0.354000 reloadChargeStartFrame=0.610000 MagazineBone="clip" bHasScope=True ZoomedDisplayFOVHigh=55.000000 MagCapacity=5 ReloadRate=3.500000 ReloadAnim="Reload" ReloadAnimRate=0.800000 WeaponReloadAnim="Reload_M14" Weight=7.000000 bHasAimingMode=True IdleAimAnim="Iron_Idle" StandardDisplayFOV=65.000000 TraderInfoTexture=Texture'ScrnWeaponPack_T.SVDS.SVD-cTrader' MeshRef="ScrnWeaponPack_A.SVDS_mesh" SkinRefs(0)="ScrnWeaponPack_T.SVDS.Svd_D_Sh" SkinRefs(1)="KF_Weapons2_Trip_T.hands.BritishPara_Hands_1st_P" SkinRefs(2)="KF_Weapons_Trip_T.Rifles.CBLens_cmb" SkinRefs(3)="ScrnWeaponPack_T.SVD.AlphaLens" SelectSoundRef="ScrnWeaponPack_SND.SVD.SVD_select" HudImageRef="ScrnWeaponPack_T.SVDS.SVD-cUnselected" SelectedHudImageRef="ScrnWeaponPack_T.SVDS.SVD-cSelected" PlayerIronSightFOV=32.000000 ZoomedDisplayFOV=50.000000 FireModeClass(0)=Class'NicePack.NiceSVDSFire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.650000 CurrentRating=0.650000 Description="The Dragunov sniper rifle with folding stock (formally Russian: Snayperskaya Vintovka Dragunova Skladnaya, SVDS) is a compact variant of the SVD, which was developed in the early 1990s. It features a tubular metal stock that folds to the right side of the receiver and a synthetic pistol grip." DisplayFOV=65.000000 Priority=150 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=4 GroupOffset=3 PickupClass=Class'NicePack.NiceSVDSPickup' PlayerViewOffset=(X=7.000000,Y=9.000000,Z=-4.000000) BobDamping=5.000000 AttachmentClass=Class'NicePack.NiceSVDSAttachment' IconCoords=(X1=253,Y1=146,X2=333,Y2=181) ItemName="SVDS"
}

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class NiceSVDSAmmo extends NiceAmmo;
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceSVDSPickup' AmmoPickupAmount=5 MaxAmmo=60 InitialAmount=15 PickupClass=Class'NicePack.NiceSVDSAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="7.62x54mm"
}

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class NiceSVDSAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=5 InventoryType=Class'NicePack.NiceSVDSAmmo' PickupMessage="7x62mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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class NiceSVDSAttachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' ShellEjectBoneName="wpn_scope" MovementAnims(0)="JogF_AK47" MovementAnims(1)="JogB_AK47" MovementAnims(2)="JogL_AK47" MovementAnims(3)="JogR_AK47" TurnLeftAnim="TurnL_AK47" TurnRightAnim="TurnR_AK47" CrouchAnims(0)="CHWalkF_AK47" CrouchAnims(1)="CHWalkB_AK47" CrouchAnims(2)="CHWalkL_AK47" CrouchAnims(3)="CHWalkR_AK47" WalkAnims(0)="WalkF_AK47" WalkAnims(1)="WalkB_AK47" WalkAnims(2)="WalkL_AK47" WalkAnims(3)="WalkR_AK47" CrouchTurnRightAnim="CH_TurnR_AK47" CrouchTurnLeftAnim="CH_TurnL_AK47" IdleCrouchAnim="CHIdle_AK47" IdleWeaponAnim="Idle_AK47" IdleRestAnim="Idle_AK47" IdleChatAnim="Idle_AK47" IdleHeavyAnim="Idle_AK47" IdleRifleAnim="Idle_AK47" FireAnims(0)="Fire_AK47" FireAnims(1)="Fire_AK47" FireAnims(2)="Fire_AK47" FireAnims(3)="Fire_AK47" FireAltAnims(0)="IS_Fire_AK47" FireAltAnims(1)="IS_Fire_AK47" FireAltAnims(2)="IS_Fire_AK47" FireAltAnims(3)="IS_Fire_AK47" FireCrouchAnims(0)="CHFire_AK47" FireCrouchAnims(1)="CHFire_AK47" FireCrouchAnims(2)="CHFire_AK47" FireCrouchAnims(3)="CHFire_AK47" FireCrouchAltAnims(0)="CHFire_AK47" FireCrouchAltAnims(1)="CHFire_AK47" FireCrouchAltAnims(2)="CHFire_AK47" FireCrouchAltAnims(3)="CHFire_AK47" HitAnims(0)="HitF_AK47" HitAnims(1)="HitB_AK47" HitAnims(2)="HitL_AK47" HitAnims(3)="HitR_AK47" PostFireBlendStandAnim="Blend_AK47" PostFireBlendCrouchAnim="CHBlend_AK47" MeshRef="ScrnWeaponPack_A.SVDS_3rd" bHeavy=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}

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class NiceSVDSFire extends NiceFire;
defaultproperties
{ FireAimedAnim="Fire" RecoilRate=0.200000 maxVerticalRecoilAngle=500 maxHorizontalRecoilAngle=15 ShellEjectClass=Class'ScrnWeaponPack.KFShellEjectSVD' ShellEjectBoneName="Shell_eject" FireSoundRef="ScrnWeaponPack_SND.SVD.SVD_shot" StereoFireSoundRef="ScrnWeaponPack_SND.SVD.SVD_shot" NoAmmoSoundRef="ScrnWeaponPack_SND.SVD.SVD_empty" DamageType=Class'NicePack.NiceDamTypeSVDS' DamageMin=125 DamageMax=125 bWaitForRelease=True bModeExclusive=False TransientSoundVolume=3.800000 FireLoopAnim="Fire" FireForce="ShockRifleFire" FireRate=0.750000 AmmoClass=Class'NicePack.NiceSVDSAmmo' 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=0.550000 FlashEmitterClass=Class'ScrnWeaponPack.MuzzleFlash1rdSVD' aimerror=0.000000
}

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class NiceSVDSPickup extends NiceWeaponPickup;
#exec OBJ LOAD FILE=ScrnWeaponPack_T.utx
#exec OBJ LOAD FILE=ScrnWeaponPack_A.ukx
defaultproperties
{ Weight=7.000000 cost=1500 AmmoCost=10 BuyClipSize=5 PowerValue=80 SpeedValue=40 RangeValue=100 Description="The Dragunov sniper rifle with folding stock (formally Russian: Snayperskaya Vintovka Dragunova Skladnaya, SVDS) is a compact variant of the SVD, which was developed in the early 1990s. It features a tubular metal stock that folds to the right side of the receiver and a synthetic pistol grip." ItemName="SVDS" ItemShortName="SVDS" AmmoItemName="7.64x54mm" CorrespondingPerkIndex=2 EquipmentCategoryID=2 InventoryType=Class'NicePack.NiceSVDS' PickupMessage="You've got the Dragunov Sniper Rifle (SVDS)" PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'ScrnWeaponPack_SM.svd_c' CollisionRadius=30.000000 CollisionHeight=5.000000
}