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 NiceDamTypeWinchester extends NiceDamageTypeVetSharpshooter
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abstract;
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defaultproperties
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{
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stunMultiplier=1.500000
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bIsProjectile=True
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HeadShotDamageMult=2.500000
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bSniperWeapon=True
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WeaponClass=Class'NicePack.NiceWinchester'
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DeathString="%k killed %o (Winchester)."
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FemaleSuicide="%o shot herself in the foot."
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MaleSuicide="%o shot himself in the foot."
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bRagdollBullet=True
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bBulletHit=True
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PawnDamageEmitter=Class'ROEffects.ROBloodPuff'
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LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore'
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LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall'
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FlashFog=(X=600.000000)
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KDamageImpulse=2250.000000
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KDeathVel=115.000000
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KDeathUpKick=5.000000
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VehicleDamageScaling=0.700000
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}
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class NiceWinchester extends NiceWeapon;
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simulated function fillSubReloadStages(){
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// Loading 10 shells during 256 frames tops, with first shell loaded at frame 18, with 23 frames between load moments
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generateReloadStages(10, 256, 18, 23);
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}
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defaultproperties
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{
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bChangeClipIcon=True
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hudClipTexture=Texture'KillingFloorHUD.HUD.Hud_Single_Bullet'
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reloadType=RTYPE_SINGLE
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MagCapacity=10
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ReloadRate=0.416667
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ReloadAnim="Reload"
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ReloadAnimRate=1.600000
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bHoldToReload=True
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WeaponReloadAnim="Reload_Winchester"
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Weight=6.000000
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bHasAimingMode=True
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IdleAimAnim="AimIdle"
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StandardDisplayFOV=70.000000
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SleeveNum=2
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TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_Winchester'
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MeshRef="KF_Weapons_Trip.Winchester_Trip"
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SkinRefs(0)="KF_Weapons_Trip_T.Rifles.winchester_cmb"
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SelectSoundRef="KF_RifleSnd.Rifle_Select"
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HudImageRef="KillingFloorHUD.WeaponSelect.winchester_unselected"
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SelectedHudImageRef="KillingFloorHUD.WeaponSelect.Winchester"
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PlayerIronSightFOV=70.000000
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ZoomedDisplayFOV=50.000000
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FireModeClass(0)=Class'NicePack.NiceWinchesterFire'
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FireModeClass(1)=Class'KFMod.NoFire'
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PutDownAnim="PutDown"
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AIRating=0.560000
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CurrentRating=0.560000
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bShowChargingBar=True
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OldCenteredOffsetY=0.000000
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OldPlayerViewOffset=(X=-8.000000,Y=5.000000,Z=-6.000000)
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OldSmallViewOffset=(X=4.000000,Y=11.000000,Z=-12.000000)
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OldPlayerViewPivot=(Pitch=800)
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OldCenteredRoll=3000
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Description="A rugged and reliable single-shot rifle."
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EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
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DisplayFOV=70.000000
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Priority=85
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CenteredOffsetY=-5.000000
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CenteredRoll=3000
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CenteredYaw=-1500
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InventoryGroup=3
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GroupOffset=3
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PickupClass=Class'NicePack.NiceWinchesterPickup'
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PlayerViewOffset=(X=8.000000,Y=14.000000,Z=-8.000000)
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BobDamping=6.000000
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AttachmentClass=Class'NicePack.NiceWinchesterAttachment'
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ItemName="Winchester"
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bUseDynamicLights=True
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DrawScale=0.900000
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TransientSoundVolume=50.000000
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}
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class NiceWinchesterAmmo extends NiceAmmo;
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#EXEC OBJ LOAD FILE=InterfaceContent.utx
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defaultproperties
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{
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WeaponPickupClass=Class'NicePack.NiceWinchesterPickup'
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AmmoPickupAmount=10
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MaxAmmo=80
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InitialAmount=20
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PickupClass=Class'NicePack.NiceWinchesterAmmoPickup'
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IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
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IconCoords=(X1=338,Y1=40,X2=393,Y2=79)
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ItemName="Winchester bullets"
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}
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class NiceWinchesterAmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
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AmmoAmount=10
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InventoryType=Class'NicePack.NiceWinchesterAmmo'
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PickupMessage=".44 rounds"
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StaticMesh=None
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}
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class NiceWinchesterAttachment extends NiceAttachment;
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defaultproperties
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{
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mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdSTG'
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mTracerClass=Class'KFMod.KFLargeTracer'
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MovementAnims(0)="JogF_Winchester"
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MovementAnims(1)="JogB_Winchester"
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MovementAnims(2)="JogL_Winchester"
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MovementAnims(3)="JogR_Winchester"
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TurnLeftAnim="TurnL_Winchester"
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TurnRightAnim="TurnR_Winchester"
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CrouchAnims(0)="CHwalkF_Winchester"
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CrouchAnims(1)="CHwalkB_Winchester"
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CrouchAnims(2)="CHwalkL_Winchester"
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CrouchAnims(3)="CHwalkR_Winchester"
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WalkAnims(0)="WalkF_Winchester"
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WalkAnims(1)="WalkB_Winchester"
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WalkAnims(2)="WalkL_Winchester"
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WalkAnims(3)="WalkR_Winchester"
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CrouchTurnRightAnim="CH_TurnR_Winchester"
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CrouchTurnLeftAnim="CH_TurnL_Winchester"
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IdleCrouchAnim="CHIdle_Winchester"
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IdleWeaponAnim="Idle_Winchester"
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IdleRestAnim="Idle_Winchester"
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IdleChatAnim="Idle_Winchester"
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IdleHeavyAnim="Idle_Winchester"
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IdleRifleAnim="Idle_Winchester"
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FireAnims(0)="Fire_Winchester"
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FireAnims(1)="Fire_Winchester"
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FireAnims(2)="Fire_Winchester"
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FireAnims(3)="Fire_Winchester"
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FireAltAnims(0)="Fire_Winchester"
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FireAltAnims(1)="Fire_Winchester"
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FireAltAnims(2)="Fire_Winchester"
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FireAltAnims(3)="Fire_Winchester"
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FireCrouchAnims(0)="CHFire_Winchester"
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FireCrouchAnims(1)="CHFire_Winchester"
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FireCrouchAnims(2)="CHFire_Winchester"
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FireCrouchAnims(3)="CHFire_Winchester"
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FireCrouchAltAnims(0)="CHFire_Winchester"
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FireCrouchAltAnims(1)="CHFire_Winchester"
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FireCrouchAltAnims(2)="CHFire_Winchester"
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FireCrouchAltAnims(3)="CHFire_Winchester"
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HitAnims(0)="HitF_Winchester"
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HitAnims(1)="HitB_Winchester"
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HitAnims(2)="HitL_Winchester"
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HitAnims(3)="HitR_Winchester"
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PostFireBlendStandAnim="Blend_Winchester"
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PostFireBlendCrouchAnim="CHBlend_Winchester"
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MeshRef="KF_Weapons3rd_Trip.Winchester_3rd"
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bHeavy=True
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SplashEffect=Class'ROEffects.BulletSplashEmitter'
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CullDistance=5000.000000
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}
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class NiceWinchesterFire extends NiceFire;
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defaultproperties
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{
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ProjectileSpeed=37950.000000
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FireAimedAnim="AimFire"
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RecoilRate=0.100000
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maxVerticalRecoilAngle=200
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maxHorizontalRecoilAngle=64
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FireSoundRef="KF_RifleSnd.Rifle_Fire"
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StereoFireSoundRef="KF_RifleSnd.Rifle_FireST"
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NoAmmoSoundRef="KF_RifleSnd.Rifle_DryFire"
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DamageType=Class'NicePack.NiceDamTypeWinchester'
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DamageMin=156
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DamageMax=156
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Momentum=18000.000000
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bPawnRapidFireAnim=True
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bWaitForRelease=True
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bModeExclusive=False
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bAttachSmokeEmitter=True
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TransientSoundVolume=1.800000
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FireLoopAnim=
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FireEndAnim=
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FireAnimRate=1.600000
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FireForce="ShockRifleFire"
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FireRate=0.562500
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AmmoClass=Class'NicePack.NiceWinchesterAmmo'
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ShakeRotMag=(X=100.000000,Y=100.000000,Z=500.000000)
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ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
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ShakeRotTime=2.000000
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ShakeOffsetMag=(X=10.000000,Y=3.000000,Z=12.000000)
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ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
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ShakeOffsetTime=2.000000
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BotRefireRate=0.650000
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FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'
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aimerror=0.000000
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}
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class NiceWinchesterPickup extends NiceWeaponPickup;
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defaultproperties
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{
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Weight=6.000000
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cost=200
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BuyClipSize=10
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PowerValue=50
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SpeedValue=35
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RangeValue=90
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Description="A rugged and reliable single-shot rifle."
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ItemName="Winchester"
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ItemShortName="Winchester"
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AmmoItemName="Winchester bullets"
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CorrespondingPerkIndex=2
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EquipmentCategoryID=2
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InventoryType=Class'NicePack.NiceWinchester'
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PickupMessage="You got Winchester"
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PickupSound=Sound'KF_RifleSnd.RifleBase.Rifle_Pickup'
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PickupForce="AssaultRiflePickup"
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StaticMesh=StaticMesh'KF_pickups_Trip.Rifle.LeverAction_pickup'
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CollisionRadius=30.000000
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CollisionHeight=5.000000
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}
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