hardcode removed / husk proj fix

This commit is contained in:
Shtoyan 2022-01-21 14:25:59 +04:00
commit 31a99d413b
653 changed files with 1294 additions and 1272 deletions

View file

@ -2,6 +2,6 @@ class NiceDamTypeFT extends NiceDamTypeFire
abstract;
defaultproperties
{
WeaponClass=Class'NicePack.NiceFlameThrower'
WeaponClass=class'NiceFlameThrower'
DeathString="%k incinerated %o (Flamethrower)."
}

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@ -3,6 +3,6 @@
class NiceFlameBurstFire extends ScrnFlameBurstFire ;
defaultproperties
{
AmmoClass=Class'NicePack.NiceFlameAmmo'
ProjectileClass=Class'NicePack.NiceFlameTendril'
AmmoClass=class'NiceFlameAmmo'
ProjectileClass=class'NiceFlameTendril'
}

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@ -109,6 +109,6 @@ simulated function Explode(vector HitLocation, vector HitNormal){
}
defaultproperties
{
AvoidMarkerClass=Class'NicePack.NiceAvoidMarkerFlame'
MyDamageType=Class'NicePack.NiceDamTypeFlameNade'
AvoidMarkerClass=class'NiceAvoidMarkerFlame'
MyDamageType=class'NiceDamTypeFlameNade'
}

View file

@ -72,5 +72,5 @@ simulated function HurtRadius( float DamageAmount, float DamageRadius, class<Dam
defaultproperties
{
Damage=16.000000
MyDamageType=Class'NicePack.NiceDamTypeFT'
MyDamageType=class'NiceDamTypeFT'
}

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@ -45,7 +45,7 @@ defaultproperties
MagCapacity=30
Weight=8.000000
bModeZeroCanDryFire=False
FireModeClass(0)=Class'NicePack.NiceFlameBurstFire'
PickupClass=Class'NicePack.NiceFlameThrowerPickup'
FireModeClass(0)=class'NiceFlameBurstFire'
PickupClass=class'NiceFlameThrowerPickup'
ItemName="FlameThrower NW"
}

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@ -6,6 +6,6 @@ defaultproperties
{
ItemName="FlameThrower NW"
ItemShortName="Flamer NW"
InventoryType=Class'NicePack.NiceFlameThrower'
InventoryType=class'NiceFlameThrower'
PickupMessage="You got the Flamethrower NW."
}

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@ -2,5 +2,5 @@ class NiceDamTypeFlareProjectileFire extends NiceDamTypeFire;
defaultproperties
{
HeadShotDamageMult=2.000000
WeaponClass=Class'NicePack.NiceFlareRevolver'
WeaponClass=class'NiceFlareRevolver'
}

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@ -1,7 +1,7 @@
class NiceDualFlareRevolver extends ScrnDualFlareRevolver;
function bool HandlePickupQuery( pickup Item )
{
if ( Item.InventoryType==Class'NicePack.NiceFlareRevolver' )
if ( Item.InventoryType==class'NiceFlareRevolver' )
{
if( LastHasGunMsgTime < Level.TimeSeconds && PlayerController(Instigator.Controller) != none )
{
@ -34,14 +34,14 @@ function DropFrom(vector StartLocation)
{
OtherAmmo = AmmoThrown / 2;
AmmoThrown -= OtherAmmo;
SinglePistol = Spawn(Class'NicePack.NiceFlareRevolver');
SinglePistol = Spawn(class'NiceFlareRevolver');
SinglePistol.SellValue = SellValue / 2;
SinglePistol.GiveTo(Instigator);
SinglePistol.Ammo[0].AmmoAmount = OtherAmmo;
SinglePistol.MagAmmoRemaining = MagAmmoRemaining / 2;
MagAmmoRemaining = Max(MagAmmoRemaining-SinglePistol.MagAmmoRemaining,0);
}
Pickup = Spawn(class'NicePack.NiceFlareRevolverPickup',,, StartLocation);
Pickup = Spawn(class'NiceFlareRevolverPickup',,, StartLocation);
if ( Pickup != none )
{
Pickup.InitDroppedPickupFor(self);
@ -60,7 +60,7 @@ function DropFrom(vector StartLocation)
}
simulated function bool PutDown()
{
if ( Instigator.PendingWeapon == none || Instigator.PendingWeapon.class == class'NicePack.NiceFlareRevolver' )
if ( Instigator.PendingWeapon == none || Instigator.PendingWeapon.class == class'NiceFlareRevolver' )
{
bIsReloading = false;
}
@ -69,8 +69,8 @@ simulated function bool PutDown()
defaultproperties
{
AppID=0
FireModeClass(0)=Class'NicePack.NiceDualFlareRevolverFire'
DemoReplacement=Class'NicePack.NiceFlareRevolver'
PickupClass=Class'NicePack.NiceDualFlareRevolverPickup'
FireModeClass(0)=class'NiceDualFlareRevolverFire'
DemoReplacement=class'NiceFlareRevolver'
PickupClass=class'NiceDualFlareRevolverPickup'
ItemName="Dual Flare revolvers NW"
}

View file

@ -1,5 +1,5 @@
class NiceDualFlareRevolverAmmo extends ScrnDualFlareRevolverAmmo;
defaultproperties
{
PickupClass=Class'NicePack.NiceDualFlareRevolverAmmoPickup'
PickupClass=class'NiceDualFlareRevolverAmmoPickup'
}

View file

@ -1,5 +1,5 @@
class NiceDualFlareRevolverAmmoPickup extends ScrnDualFlareRevolverAmmoPickup;
defaultproperties
{
InventoryType=Class'NicePack.NiceDualFlareRevolverAmmo'
InventoryType=class'NiceDualFlareRevolverAmmo'
}

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@ -1,6 +1,6 @@
class NiceDualFlareRevolverFire extends ScrnDualFlareRevolverFire;
defaultproperties
{
AmmoClass=Class'NicePack.NiceDualFlareRevolverAmmo'
ProjectileClass=Class'NicePack.NiceFlareRevolverProjectile'
AmmoClass=class'NiceDualFlareRevolverAmmo'
ProjectileClass=class'NiceFlareRevolverProjectile'
}

View file

@ -3,5 +3,5 @@ defaultproperties
{
ItemName="Dual Flare Revolvers NW"
ItemShortName="Dual Flare Rev. NW"
InventoryType=Class'NicePack.NiceDualFlareRevolver'
InventoryType=class'NiceDualFlareRevolver'
}

View file

@ -1,7 +1,7 @@
class NiceFlareRevolver extends ScrnFlareRevolver;
simulated function bool PutDown()
{
if ( Instigator.PendingWeapon.class == class'NicePack.NiceDualFlareRevolver' )
if ( Instigator.PendingWeapon.class == class'NiceDualFlareRevolver' )
{
bIsReloading = false;
}
@ -24,7 +24,7 @@ function GiveTo( pawn Other, optional Pickup Pickup )
defaultproperties
{
AppID=0
FireModeClass(0)=Class'NicePack.NiceFlareRevolverFire'
PickupClass=Class'NicePack.NiceFlareRevolverPickup'
FireModeClass(0)=class'NiceFlareRevolverFire'
PickupClass=class'NiceFlareRevolverPickup'
ItemName="Flare Revolver NW"
}

View file

@ -1,5 +1,5 @@
class NiceFlareRevolverAmmo extends ScrnFlareRevolverAmmo;
defaultproperties
{
PickupClass=Class'NicePack.NiceFlareRevolverAmmoPickup'
PickupClass=class'NiceFlareRevolverAmmoPickup'
}

View file

@ -1,5 +1,5 @@
class NiceFlareRevolverAmmoPickup extends ScrnFlareRevolverAmmoPickup;
defaultproperties
{
InventoryType=Class'NicePack.NiceFlareRevolverAmmo'
InventoryType=class'NiceFlareRevolverAmmo'
}

View file

@ -1,6 +1,6 @@
class NiceFlareRevolverFire extends ScrnFlareRevolverFire;
defaultproperties
{
AmmoClass=Class'NicePack.NiceFlareRevolverAmmo'
ProjectileClass=Class'NicePack.NiceFlareRevolverProjectile'
AmmoClass=class'NiceFlareRevolverAmmo'
ProjectileClass=class'NiceFlareRevolverProjectile'
}

View file

@ -57,8 +57,8 @@ function bool CheckCanCarry(KFHumanPawn Hm) {
}
defaultproperties
{
DualInventoryType=Class'NicePack.NiceDualFlareRevolver'
DualInventoryType=class'NiceDualFlareRevolver'
ItemName="Flare Revolver NW"
ItemShortName="Flare Rev. NW"
InventoryType=Class'NicePack.NiceFlareRevolver'
InventoryType=class'NiceFlareRevolver'
}

View file

@ -92,11 +92,11 @@ simulated function HurtRadius( float DamageAmount, float DamageRadius, class<Dam
Instigator,
Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dirs,
(damageScale * Momentum * dirs),
DamageType//Class'NicePack.NiceDamTypeFlareProjectileFire'
DamageType//class'NiceDamTypeFlareProjectileFire'
);
if (Vehicle(Victims) != none && Vehicle(Victims).Health > 0)
Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController,
DamageType,//Class'NicePack.NiceDamTypeFlareProjectileFire',
DamageType,//class'NiceDamTypeFlareProjectileFire',
Momentum, HitLocation);
if( Role == ROLE_Authority && KFMonsterVictim != none && KFMonsterVictim.Health <= 0 )
@ -146,6 +146,6 @@ simulated function HurtRadius( float DamageAmount, float DamageRadius, class<Dam
}
defaultproperties
{
ImpactDamageType=Class'NicePack.NiceDamTypeFlareProjectileImpact'
MyDamageType=Class'NicePack.NiceDamTypeFlareProjectileFire'
ImpactDamageType=class'NiceDamTypeFlareProjectileImpact'
MyDamageType=class'NiceDamTypeFlareProjectileFire'
}

View file

@ -2,6 +2,6 @@ class NiceDamTypeHFR extends NiceDamTypeFire
abstract;
defaultproperties
{
WeaponClass=Class'NicePack.NiceHFR'
WeaponClass=class'NiceHFR'
DeathString="%k incinerated %o (Horzine Flame Rifle)."
}

View file

@ -5,7 +5,7 @@ defaultproperties
heatPart=0.500000
HeadShotDamageMult=6.000000
bCheckForHeadShots=True
WeaponClass=Class'NicePack.NiceHFR'
WeaponClass=class'NiceHFR'
DeathString="%k killed %o (Horzine Flame Rifle)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."

View file

@ -561,8 +561,8 @@ defaultproperties
SelectedHudImageRef="NicePackT.HFR.AAR525S_selected"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=32.000000
FireModeClass(0)=Class'NicePack.NiceHFRPFire'
FireModeClass(1)=Class'NicePack.NiceHFRBurstFire'
FireModeClass(0)=class'NiceHFRPFire'
FireModeClass(1)=class'NiceHFRBurstFire'
PutDownAnim="PutDown"
AIRating=0.700000
CurrentRating=0.700000
@ -574,10 +574,10 @@ defaultproperties
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=4
GroupOffset=8
PickupClass=Class'NicePack.NiceHFRPickup'
PickupClass=class'NiceHFRPickup'
PlayerViewOffset=(X=18.000000,Y=15.000000,Z=-6.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceHFRAttachment'
AttachmentClass=class'NiceHFRAttachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="Horzine flame rifle"
DrawScale=0.900000

View file

@ -5,7 +5,7 @@ defaultproperties
AmmoPickupAmount=15
MaxAmmo=100
InitialAmount=40
PickupClass=Class'NicePack.NiceHFRAmmoPickup'
PickupClass=class'NiceHFRAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="Fire balloon"

View file

@ -2,7 +2,7 @@ class NiceHFRAmmoPickup extends KFAmmoPickup;
defaultproperties
{
AmmoAmount=15
InventoryType=Class'NicePack.NiceHFRAmmo'
InventoryType=class'NiceHFRAmmo'
PickupMessage="Fire balloon"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

View file

@ -2,6 +2,6 @@ class NiceHFRBurstFire extends FlameBurstFire;
defaultproperties
{
FireLoopAnim="Fire_Flame"
AmmoClass=Class'NicePack.NiceHFRAmmo'
ProjectileClass=Class'NicePack.NiceHFRTendril'
AmmoClass=class'NiceHFRAmmo'
ProjectileClass=class'NiceHFRTendril'
}

View file

@ -19,7 +19,7 @@ state Ticking
{
SecondaryFlame.Kill();
}
SecondaryFlame = Spawn(class'NicePack.NiceHFRFlameB',self);
SecondaryFlame = Spawn(class'NiceHFRFlameB',self);
}
}
}

View file

@ -31,7 +31,7 @@ defaultproperties
StartVelocityRange=(X=(Min=-10.000000,Max=10.000000),Y=(Min=-10.000000,Max=10.000000),Z=(Min=2.000000,Max=25.000000))
MaxAbsVelocity=(X=100.000000,Y=100.000000,Z=100.000000)
End Object
Emitters(0)=SpriteEmitter'NicePack.NiceHFRFlameB.SpriteEmitter0'
Emitters(0)=SpriteEmitter0
LightType=LT_Pulse
LightHue=30

View file

@ -9,7 +9,7 @@ defaultproperties
FireSoundRef="KF_SP_LongmusketSnd.KFO_Sniper_Fire_M"
StereoFireSoundRef="KF_SP_LongmusketSnd.KFO_Sniper_Fire_S"
NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire"
DamageType=Class'NicePack.NiceDamTypeHFRAssaultRifle'
DamageType=class'NiceDamTypeHFRAssaultRifle'
DamageMax=50
Momentum=8500.000000
bWaitForRelease=True
@ -20,7 +20,7 @@ defaultproperties
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.600000
AmmoClass=Class'NicePack.NiceHFRAmmo'
AmmoClass=class'NiceHFRAmmo'
AmmoPerFire=1
ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000)
ShakeRotRate=(X=5000.000000,Y=5000.000000,Z=5000.000000)

View file

@ -14,7 +14,7 @@ defaultproperties
AmmoMesh=StaticMesh'KillingFloorStatics.FT_AmmoMesh'
CorrespondingPerkIndex=5
EquipmentCategoryID=3
InventoryType=Class'NicePack.NiceHFR'
InventoryType=class'NiceHFR'
PickupMessage="You got the HFR."
PickupSound=Sound'KF_AK47Snd.AK47_Pickup'
PickupForce="AssaultRiflePickup"

View file

@ -2,5 +2,5 @@ class NiceHFRTendril extends FlameTendril;
defaultproperties
{
Damage=36.000000
MyDamageType=Class'NicePack.NiceDamTypeHFR'
MyDamageType=class'NiceDamTypeHFR'
}

View file

@ -3,7 +3,7 @@ class NiceDamTypeHuskGun extends NiceDamTypeFire
defaultproperties
{
bCheckForHeadShots=True
WeaponClass=Class'NicePack.NiceHuskGun'
WeaponClass=class'NiceHuskGun'
DeathString="%k killed %o (Husk Gun)."
FemaleSuicide="%o blew up."
MaleSuicide="%o blew up."

View file

@ -15,7 +15,7 @@ defaultproperties
{
HeadShotDamageMult=1.500000
bCheckForHeadShots=True
WeaponClass=Class'NicePack.NiceHuskGun'
WeaponClass=class'NiceHuskGun'
DeathString="%k killed %o (Husk Gun)."
FemaleSuicide="%o blew up."
MaleSuicide="%o blew up."

View file

@ -119,8 +119,8 @@ simulated function bool StartFire(int Mode)
defaultproperties
{
Weight=8.000000
FireModeClass(0)=Class'NicePack.NiceHuskGunFire'
FireModeClass(1)=Class'NicePack.NiceHuskGunAltFire'
PickupClass=Class'NicePack.NiceHuskGunPickup'
FireModeClass(0)=class'NiceHuskGunFire'
FireModeClass(1)=class'NiceHuskGunAltFire'
PickupClass=class'NiceHuskGunPickup'
ItemName="Husk Gun / Napalm Launcher NW"
}

View file

@ -29,5 +29,5 @@ function ModeDoFire()
defaultproperties
{
MaxChargeAmmo=30
ProjectileClass=Class'NicePack.NiceHuskGunProjectile_Alt'
ProjectileClass=class'NiceHuskGunProjectile_Alt'
}

View file

@ -3,5 +3,5 @@ defaultproperties
{
MaxAmmo=150
InitialAmount=75
PickupClass=Class'NicePack.NiceHuskGunAmmoPickup'
PickupClass=class'NiceHuskGunAmmoPickup'
}

View file

@ -1,5 +1,5 @@
class NiceHuskGunAmmoPickup extends ScrnHuskGunAmmoPickup;
defaultproperties
{
InventoryType=Class'NicePack.NiceHuskGunAmmo'
InventoryType=class'NiceHuskGunAmmo'
}

View file

@ -153,8 +153,8 @@ function ModeDoFire()
*/
defaultproperties
{
WeakProjectileClass=Class'NicePack.NiceHuskGunProjectile_Weak'
StrongProjectileClass=Class'NicePack.NiceHuskGunProjectile_Strong'
AmmoClass=Class'NicePack.NiceHuskGunAmmo'
ProjectileClass=Class'NicePack.NiceHuskGunProjectile'
WeakProjectileClass=class'NiceHuskGunProjectile_Weak'
StrongProjectileClass=class'NiceHuskGunProjectile_Strong'
AmmoClass=class'NiceHuskGunAmmo'
ProjectileClass=class'NiceHuskGunProjectile'
}

View file

@ -4,5 +4,5 @@ defaultproperties
Weight=8.000000
ItemName="Husk Gun / Napalm Launcher NW"
ItemShortName="Husk Gun NW"
InventoryType=Class'NicePack.NiceHuskGun'
InventoryType=class'NiceHuskGun'
}

View file

@ -183,6 +183,6 @@ simulated function HurtRadius( float DamageAmount, float DamageRadius, class<Dam
defaultproperties
{
HeadShotDamageMult=1.500000
ImpactDamageType=Class'NicePack.NiceDamTypeHuskGunProjectileImpact'
ImpactDamageType=class'NiceDamTypeHuskGunProjectileImpact'
ImpactDamage=50
}

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@ -48,13 +48,13 @@ defaultproperties
{
HeadShotDamageMult=1.000000
ExplosionSoundVolume=1.000000
ImpactDamageType=Class'NicePack.NiceDamTypeHuskGun_Alt'
ImpactDamageType=class'NiceDamTypeHuskGun_Alt'
ImpactDamage=0
AmbientVolumeScale=1.000000
Speed=750.000000
MaxSpeed=1000.000000
Damage=35.000000
DamageRadius=500.000000
MyDamageType=Class'NicePack.NiceDamTypeHuskGun_Alt'
MyDamageType=class'NiceDamTypeHuskGun_Alt'
LifeSpan=5.000000
}

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@ -2,7 +2,7 @@
class NiceM79Inc extends ScrnM79Inc;
defaultproperties
{
FireModeClass(0)=Class'NicePack.NiceM79IncFire'
PickupClass=Class'NicePack.NiceM79IncPickup'
FireModeClass(0)=class'NiceM79IncFire'
PickupClass=class'NiceM79IncPickup'
ItemName="M79 Incendiary NW"
}

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@ -1,6 +1,6 @@
class NiceM79IncAmmo extends ScrnM79IncAmmo;
defaultproperties
{
PickupClass=Class'NicePack.NiceM79IncAmmoPickup'
PickupClass=class'NiceM79IncAmmoPickup'
ItemName="M79 Incendiary Grenades NW"
}

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@ -1,6 +1,6 @@
class NiceM79IncAmmoPickup extends ScrnM79IncAmmoPickup;
defaultproperties
{
InventoryType=Class'NicePack.NiceM79IncAmmo'
InventoryType=class'NiceM79IncAmmo'
PickupMessage="M79 Incendiary Grenades NW"
}

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@ -1,6 +1,6 @@
class NiceM79IncFire extends ScrnM79IncFire;
defaultproperties
{
AmmoClass=Class'NicePack.NiceM79IncAmmo'
ProjectileClass=Class'NicePack.NiceM79IncGrenadeProjectile'
AmmoClass=class'NiceM79IncAmmo'
ProjectileClass=class'NiceM79IncGrenadeProjectile'
}

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@ -187,5 +187,5 @@ simulated function ProcessTouch(Actor Other, Vector HitLocation)
}
defaultproperties
{
MyDamageType=Class'NicePack.NiceDamTypeFlameNade'
MyDamageType=class'NiceDamTypeFlameNade'
}

View file

@ -3,6 +3,6 @@ defaultproperties
{
ItemName="M79 Incendiary NW"
ItemShortName="M79 Inc NW"
InventoryType=Class'NicePack.NiceM79Inc'
InventoryType=class'NiceM79Inc'
PickupMessage="You got the M79 Incendiary Grenade Launcher NW."
}

View file

@ -5,5 +5,5 @@ defaultproperties
heatPart=0.150000
bSniperWeapon=True
bCheckForHeadShots=True
WeaponClass=Class'NicePack.NiceMAC10Z'
WeaponClass=class'NiceMAC10Z'
}

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@ -2,11 +2,11 @@ class NiceMAC10Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceMAC10Pickup'
WeaponPickupClass=class'NiceMAC10Pickup'
AmmoPickupAmount=30
MaxAmmo=300
InitialAmount=75
PickupClass=Class'NicePack.NiceMAC10AmmoPickup'
PickupClass=class'NiceMAC10AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="MAC-10 bullets"

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@ -2,7 +2,7 @@ class NiceMAC10AmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=30
InventoryType=Class'NicePack.NiceMAC10Ammo'
InventoryType=class'NiceMAC10Ammo'
PickupMessage="Rounds .45 cal"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

View file

@ -15,12 +15,12 @@ defaultproperties
FireSoundRef="KF_MAC10MPSnd.MAC10_Silenced_Fire"
StereoFireSoundRef="KF_MAC10MPSnd.MAC10_Silenced_FireST"
NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire"
DamageType=Class'NicePack.NiceDamTypeMAC10Z'
DamageType=class'NiceDamTypeMAC10Z'
DamageMin=36
DamageMax=36
Momentum=6500.000000
FireRate=0.052000
AmmoClass=Class'NicePack.NiceMAC10Ammo'
AmmoClass=class'NiceMAC10Ammo'
ShakeRotMag=(X=35.000000,Y=35.000000,Z=200.000000)
ShakeRotRate=(X=8000.000000,Y=8000.000000,Z=8000.000000)
ShakeRotTime=3.000000

View file

@ -17,7 +17,7 @@ defaultproperties
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=5
EquipmentCategoryID=3
InventoryType=Class'NicePack.NiceMAC10Z'
InventoryType=class'NiceMAC10Z'
PickupMessage="You got the MAC-10"
PickupSound=Sound'KF_MAC10MPSnd.MAC10_Pickup'
PickupForce="AssaultRiflePickup"

View file

@ -33,7 +33,7 @@ defaultproperties
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.Mac_10"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=32.000000
FireModeClass(0)=Class'NicePack.NiceMAC10Fire'
FireModeClass(0)=class'NiceMAC10Fire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
@ -48,7 +48,7 @@ defaultproperties
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=3
GroupOffset=6
PickupClass=Class'NicePack.NiceMAC10Pickup'
PickupClass=class'NiceMAC10Pickup'
PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-6.000000)
BobDamping=6.000000
AttachmentClass=Class'KFMod.MAC10Attachment'

View file

@ -13,7 +13,7 @@ exec function SwitchModes()
}
defaultproperties
{
FireModeClass(0)=Class'NicePack.NiceProtectaFire'
PickupClass=Class'NicePack.NiceProtectaPickup'
FireModeClass(0)=class'NiceProtectaFire'
PickupClass=class'NiceProtectaPickup'
ItemName="Flare Shotgun 'Protecta' NW"
}

View file

@ -1,5 +1,5 @@
class NiceProtectaAmmo extends ProtectaAmmo;
defaultproperties
{
PickupClass=Class'NicePack.NiceProtectaAmmoPickup'
PickupClass=class'NiceProtectaAmmoPickup'
}

View file

@ -1,5 +1,5 @@
class NiceProtectaAmmoPickup extends ProtectaAmmoPickup;
defaultproperties
{
InventoryType=Class'NicePack.NiceProtectaAmmo'
InventoryType=class'NiceProtectaAmmo'
}

View file

@ -19,6 +19,6 @@ defaultproperties
{
maxVerticalRecoilAngle=1000
maxHorizontalRecoilAngle=300
AmmoClass=Class'NicePack.NiceProtectaAmmo'
ProjectileClass=Class'NicePack.NiceProtectaFlare'
AmmoClass=class'NiceProtectaAmmo'
ProjectileClass=class'NiceProtectaFlare'
}

View file

@ -3,6 +3,6 @@ defaultproperties
{
ItemName="Protecta NW"
ItemShortName="Protecta NW"
InventoryType=Class'NicePack.NiceProtecta'
InventoryType=class'NiceProtecta'
PickupMessage="You got the Protecta NW"
}

View file

@ -4,5 +4,5 @@ defaultproperties
{
heatPart=0.300000
bCheckForHeadShots=True
WeaponClass=Class'NicePack.NiceThompsonInc'
WeaponClass=class'NiceThompsonInc'
}

View file

@ -2,7 +2,7 @@ class NiceThompsonInc extends ScrnThompsonInc
config(user);
defaultproperties
{
FireModeClass(0)=Class'NicePack.NiceThompsonIncFire'
PickupClass=Class'NicePack.NiceThompsonIncPickup'
FireModeClass(0)=class'NiceThompsonIncFire'
PickupClass=class'NiceThompsonIncPickup'
ItemName="Incendiary Tommy Gun NW"
}

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@ -2,5 +2,5 @@ class NiceThompsonIncAmmo extends ScrnThompsonIncAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{
PickupClass=Class'NicePack.NiceThompsonIncAmmoPickup'
PickupClass=class'NiceThompsonIncAmmoPickup'
}

View file

@ -1,5 +1,5 @@
class NiceThompsonIncAmmoPickup extends ScrnThompsonIncAmmoPickup;
defaultproperties
{
InventoryType=Class'NicePack.NiceThompsonIncAmmo'
InventoryType=class'NiceThompsonIncAmmo'
}

View file

@ -67,6 +67,6 @@ function DoTrace(Vector Start, Rotator Dir)
}
defaultproperties
{
DamageType=Class'NicePack.NiceDamTypeThompsonInc'
AmmoClass=Class'NicePack.NiceThompsonIncAmmo'
DamageType=class'NiceDamTypeThompsonInc'
AmmoClass=class'NiceThompsonIncAmmo'
}

View file

@ -3,6 +3,6 @@ defaultproperties
{
ItemName="Tommy Gun Incendiary NW"
ItemShortName="Tommy Gun Inc. NW"
InventoryType=Class'NicePack.NiceThompsonInc'
InventoryType=class'NiceThompsonInc'
PickupMessage="You got the Incendiary Tommy Gun NW"
}

View file

@ -6,7 +6,7 @@ defaultproperties
MaxPenetrations=3
bIsPowerWeapon=True
bCheckForHeadShots=True
WeaponClass=Class'NicePack.NiceTrenchgun'
WeaponClass=class'NiceTrenchgun'
DeathString="%k killed %o (Trenchgun)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."

View file

@ -26,7 +26,7 @@ defaultproperties
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.TrenchGun"
PlayerIronSightFOV=70.000000
ZoomedDisplayFOV=50.000000
FireModeClass(0)=Class'NicePack.NiceTrenchgunFire'
FireModeClass(0)=class'NiceTrenchgunFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
AIRating=0.600000
@ -37,7 +37,7 @@ defaultproperties
Priority=142
InventoryGroup=3
GroupOffset=14
PickupClass=Class'NicePack.NiceTrenchgunPickup'
PickupClass=class'NiceTrenchgunPickup'
PlayerViewOffset=(X=20.000000,Y=18.750000,Z=-8.000000)
BobDamping=7.000000
AttachmentClass=Class'KFMod.TrenchgunAttachment'

View file

@ -2,7 +2,7 @@ class NiceTrenchgunAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceTrenchgunPickup'
WeaponPickupClass=class'NiceTrenchgunPickup'
AmmoPickupAmount=6
MaxAmmo=48
InitialAmount=24

View file

@ -2,7 +2,7 @@ class NiceTrenchgunAmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=8
InventoryType=Class'NicePack.NiceTrenchgunAmmo'
InventoryType=class'NiceTrenchgunAmmo'
PickupMessage="Dragon's Breath Shells"
StaticMesh=None
}

View file

@ -5,8 +5,8 @@ defaultproperties
bRandomPitchFireSound=True
FireSoundRef="KF_ShotgunDragonsBreathSnd.ShotgunDragon_Fire_Single_M"
StereoFireSoundRef="KF_ShotgunDragonsBreathSnd.ShotgunDragon_Fire_Single_S"
DamageType=Class'NicePack.NiceDamTypeTrenchgun'
DamageType=class'NiceDamTypeTrenchgun'
DamageMax=18
AmmoClass=Class'NicePack.NiceTrenchgunAmmo'
AmmoClass=class'NiceTrenchgunAmmo'
FlashEmitterClass=Class'KFMod.TrenchgunMuzzFlash'
}

View file

@ -13,7 +13,7 @@ defaultproperties
AmmoItemName="Dragon's breath shells"
CorrespondingPerkIndex=5
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceTrenchgun'
InventoryType=class'NiceTrenchgun'
PickupMessage="You got the Trenchgun."
PickupSound=Sound'KF_ShotgunDragonsBreathSnd.Handling.TrenchGun_Pump_Back'
PickupForce="AssaultRiflePickup"