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 NiceDamTypeWinchester extends NiceDamageTypeVetSharpshooter
abstract;
defaultproperties
{
stunMultiplier=1.500000
bIsProjectile=True
HeadShotDamageMult=2.500000
bSniperWeapon=True
WeaponClass=Class'NicePack.NiceWinchester'
DeathString="%k killed %o (Winchester)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
bBulletHit=True
PawnDamageEmitter=Class'ROEffects.ROBloodPuff'
LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore'
LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall'
FlashFog=(X=600.000000)
KDamageImpulse=2250.000000
KDeathVel=115.000000
KDeathUpKick=5.000000
VehicleDamageScaling=0.700000
}

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class NiceWinchester extends NiceWeapon;
simulated function fillSubReloadStages(){
// Loading 10 shells during 256 frames tops, with first shell loaded at frame 18, with 23 frames between load moments
generateReloadStages(10, 256, 18, 23);
}
defaultproperties
{
bChangeClipIcon=True
hudClipTexture=Texture'KillingFloorHUD.HUD.Hud_Single_Bullet'
reloadType=RTYPE_SINGLE
MagCapacity=10
ReloadRate=0.416667
ReloadAnim="Reload"
ReloadAnimRate=1.600000
bHoldToReload=True
WeaponReloadAnim="Reload_Winchester"
Weight=6.000000
bHasAimingMode=True
IdleAimAnim="AimIdle"
StandardDisplayFOV=70.000000
SleeveNum=2
TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_Winchester'
MeshRef="KF_Weapons_Trip.Winchester_Trip"
SkinRefs(0)="KF_Weapons_Trip_T.Rifles.winchester_cmb"
SelectSoundRef="KF_RifleSnd.Rifle_Select"
HudImageRef="KillingFloorHUD.WeaponSelect.winchester_unselected"
SelectedHudImageRef="KillingFloorHUD.WeaponSelect.Winchester"
PlayerIronSightFOV=70.000000
ZoomedDisplayFOV=50.000000
FireModeClass(0)=Class'NicePack.NiceWinchesterFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
AIRating=0.560000
CurrentRating=0.560000
bShowChargingBar=True
OldCenteredOffsetY=0.000000
OldPlayerViewOffset=(X=-8.000000,Y=5.000000,Z=-6.000000)
OldSmallViewOffset=(X=4.000000,Y=11.000000,Z=-12.000000)
OldPlayerViewPivot=(Pitch=800)
OldCenteredRoll=3000
Description="A rugged and reliable single-shot rifle."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=70.000000
Priority=85
CenteredOffsetY=-5.000000
CenteredRoll=3000
CenteredYaw=-1500
InventoryGroup=3
GroupOffset=3
PickupClass=Class'NicePack.NiceWinchesterPickup'
PlayerViewOffset=(X=8.000000,Y=14.000000,Z=-8.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceWinchesterAttachment'
ItemName="Winchester"
bUseDynamicLights=True
DrawScale=0.900000
TransientSoundVolume=50.000000
}

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class NiceWinchesterAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=InterfaceContent.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceWinchesterPickup'
AmmoPickupAmount=10
MaxAmmo=80
InitialAmount=20
PickupClass=Class'NicePack.NiceWinchesterAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=338,Y1=40,X2=393,Y2=79)
ItemName="Winchester bullets"
}

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class NiceWinchesterAmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=10
InventoryType=Class'NicePack.NiceWinchesterAmmo'
PickupMessage=".44 rounds"
StaticMesh=None
}

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class NiceWinchesterAttachment extends NiceAttachment;
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdSTG'
mTracerClass=Class'KFMod.KFLargeTracer'
MovementAnims(0)="JogF_Winchester"
MovementAnims(1)="JogB_Winchester"
MovementAnims(2)="JogL_Winchester"
MovementAnims(3)="JogR_Winchester"
TurnLeftAnim="TurnL_Winchester"
TurnRightAnim="TurnR_Winchester"
CrouchAnims(0)="CHwalkF_Winchester"
CrouchAnims(1)="CHwalkB_Winchester"
CrouchAnims(2)="CHwalkL_Winchester"
CrouchAnims(3)="CHwalkR_Winchester"
WalkAnims(0)="WalkF_Winchester"
WalkAnims(1)="WalkB_Winchester"
WalkAnims(2)="WalkL_Winchester"
WalkAnims(3)="WalkR_Winchester"
CrouchTurnRightAnim="CH_TurnR_Winchester"
CrouchTurnLeftAnim="CH_TurnL_Winchester"
IdleCrouchAnim="CHIdle_Winchester"
IdleWeaponAnim="Idle_Winchester"
IdleRestAnim="Idle_Winchester"
IdleChatAnim="Idle_Winchester"
IdleHeavyAnim="Idle_Winchester"
IdleRifleAnim="Idle_Winchester"
FireAnims(0)="Fire_Winchester"
FireAnims(1)="Fire_Winchester"
FireAnims(2)="Fire_Winchester"
FireAnims(3)="Fire_Winchester"
FireAltAnims(0)="Fire_Winchester"
FireAltAnims(1)="Fire_Winchester"
FireAltAnims(2)="Fire_Winchester"
FireAltAnims(3)="Fire_Winchester"
FireCrouchAnims(0)="CHFire_Winchester"
FireCrouchAnims(1)="CHFire_Winchester"
FireCrouchAnims(2)="CHFire_Winchester"
FireCrouchAnims(3)="CHFire_Winchester"
FireCrouchAltAnims(0)="CHFire_Winchester"
FireCrouchAltAnims(1)="CHFire_Winchester"
FireCrouchAltAnims(2)="CHFire_Winchester"
FireCrouchAltAnims(3)="CHFire_Winchester"
HitAnims(0)="HitF_Winchester"
HitAnims(1)="HitB_Winchester"
HitAnims(2)="HitL_Winchester"
HitAnims(3)="HitR_Winchester"
PostFireBlendStandAnim="Blend_Winchester"
PostFireBlendCrouchAnim="CHBlend_Winchester"
MeshRef="KF_Weapons3rd_Trip.Winchester_3rd"
bHeavy=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
}

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class NiceWinchesterFire extends NiceFire;
defaultproperties
{
ProjectileSpeed=37950.000000
FireAimedAnim="AimFire"
RecoilRate=0.100000
maxVerticalRecoilAngle=200
maxHorizontalRecoilAngle=64
FireSoundRef="KF_RifleSnd.Rifle_Fire"
StereoFireSoundRef="KF_RifleSnd.Rifle_FireST"
NoAmmoSoundRef="KF_RifleSnd.Rifle_DryFire"
DamageType=Class'NicePack.NiceDamTypeWinchester'
DamageMin=156
DamageMax=156
Momentum=18000.000000
bPawnRapidFireAnim=True
bWaitForRelease=True
bModeExclusive=False
bAttachSmokeEmitter=True
TransientSoundVolume=1.800000
FireLoopAnim=
FireEndAnim=
FireAnimRate=1.600000
FireForce="ShockRifleFire"
FireRate=0.562500
AmmoClass=Class'NicePack.NiceWinchesterAmmo'
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=0.650000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'
aimerror=0.000000
}

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class NiceWinchesterPickup extends NiceWeaponPickup;
defaultproperties
{
Weight=6.000000
cost=200
BuyClipSize=10
PowerValue=50
SpeedValue=35
RangeValue=90
Description="A rugged and reliable single-shot rifle."
ItemName="Winchester"
ItemShortName="Winchester"
AmmoItemName="Winchester bullets"
CorrespondingPerkIndex=2
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceWinchester'
PickupMessage="You got Winchester"
PickupSound=Sound'KF_RifleSnd.RifleBase.Rifle_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups_Trip.Rifle.LeverAction_pickup'
CollisionRadius=30.000000
CollisionHeight=5.000000
}