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:
parent
3c46801714
commit
12d95e387e
757 changed files with 10788 additions and 4046 deletions
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class NiceDamTypeSVD extends NiceDamageTypeVetSharpshooter;
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defaultproperties
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{
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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}
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class NiceDamTypeSVDS extends NiceDamageTypeVetSharpshooter;
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defaultproperties
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{
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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}
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class NiceDamTypeSVDm extends KFWeaponDamageType
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abstract;
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defaultproperties
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{
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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}
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4
sources/Weapons/Playable/SniperWeapons/SVD/NiceSVD.uc
Normal file
4
sources/Weapons/Playable/SniperWeapons/SVD/NiceSVD.uc
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class NiceSVD extends NiceSVDS;
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defaultproperties
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{
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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}
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class NiceSVDAmmo extends NiceAmmo;
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defaultproperties
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{
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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}
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class NiceSVDAttachment extends NiceAttachment;
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defaultproperties
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{
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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}
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class NiceSVDFire extends NiceSVDSFire;
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defaultproperties
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{
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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}
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13
sources/Weapons/Playable/SniperWeapons/SVD/NiceSVDFireB.uc
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13
sources/Weapons/Playable/SniperWeapons/SVD/NiceSVDFireB.uc
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class NiceSVDFireB extends KFMeleeFire;
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simulated function bool AllowFire()
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{
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if(KFWeapon(Weapon).bIsReloading)
return false;
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if(KFPawn(Instigator).SecondaryItem!=none)
return false;
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if(KFPawn(Instigator).bThrowingNade)
return false;
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if ( KFWeapon(Weapon).bAimingRifle )
return false;
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return Super.AllowFire();
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}
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defaultproperties
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{
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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}
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class NiceSVDPickup extends NiceWeaponPickup;
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#exec OBJ LOAD FILE=ScrnWeaponPack_T.utx
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#exec OBJ LOAD FILE=ScrnWeaponPack_A.ukx
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defaultproperties
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{
Weight=8.000000
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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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}
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4
sources/Weapons/Playable/SniperWeapons/SVD/NiceSVDS.uc
Normal file
4
sources/Weapons/Playable/SniperWeapons/SVD/NiceSVDS.uc
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class NiceSVDS extends NiceScopedWeapon;
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defaultproperties
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{
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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}
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class NiceSVDSAmmo extends NiceAmmo;
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defaultproperties
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{
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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}
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class NiceSVDSAmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=5
InventoryType=Class'NicePack.NiceSVDSAmmo'
PickupMessage="7x62mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
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}
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class NiceSVDSAttachment extends NiceAttachment;
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defaultproperties
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{
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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}
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class NiceSVDSFire extends NiceFire;
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defaultproperties
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{
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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}
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class NiceSVDSPickup extends NiceWeaponPickup;
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#exec OBJ LOAD FILE=ScrnWeaponPack_T.utx
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#exec OBJ LOAD FILE=ScrnWeaponPack_A.ukx
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defaultproperties
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{
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
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}
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