Apply dirty patch (messed up line endings)
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30 changed files with 1354 additions and 714 deletions
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@ -1,52 +1,103 @@
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class NiceBoomStick extends NiceWeapon;
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#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
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var float glueTiming;
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var float firstShellTiming, secondShellTiming, jumpTiming;
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var const string firstShellStr, secondShellStr, jumpStr;
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simulated function PostBeginPlay(){
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local EventRecord record;
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local AutoReloadAnimDesc reloadDesc;
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// Setup animation timings
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autoReloadsDescriptions.Length = 0;
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reloadDesc.canInterruptFrame = 0.056;
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reloadDesc.trashStartFrame = secondShellTiming;
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reloadDesc.resumeFrame = 0.056;
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reloadDesc.speedFrame = 0.056;
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// Setup all possible fire animations
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reloadDesc.animName = 'Fire_Both';
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autoReloadsDescriptions[0] = reloadDesc;
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reloadDesc.animName = 'Fire_Both_Iron';
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autoReloadsDescriptions[1] = reloadDesc;
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reloadDesc.animName = 'Fire_Last';
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autoReloadsDescriptions[2] = reloadDesc;
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reloadDesc.animName = 'Fire_Last_Iron';
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autoReloadsDescriptions[3] = reloadDesc;
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// Setup reload events
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record.eventName = jumpStr;
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record.eventFrame = jumpTiming;
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relEvents[relEvents.Length] = record;
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record.eventName = firstShellStr;
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record.eventFrame = firstShellTiming;
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relEvents[relEvents.Length] = record;
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record.eventName = secondShellStr;
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record.eventFrame = secondShellTiming;
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relEvents[relEvents.Length] = record;
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super.PostBeginPlay();
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}
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simulated function ReloadEvent(string eventName){
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if(eventName ~= jumpStr && GetMagazineAmmo() > 0)
SetAnimFrame(glueTiming);
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if(eventName ~= firstShellStr)
MagAmmoRemainingClient = Min(1, AmmoAmount(0));
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else if(eventName ~= secondShellStr)
MagAmmoRemainingClient = Min(2, AmmoAmount(0));
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ServerSetMagSize(MagAmmoRemainingClient, bRoundInChamber, Level.TimeSeconds);
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}
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simulated function AddAutoReloadedAmmo(){
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MagAmmoRemainingClient = Min(2, AmmoAmount(0));
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ServerSetMagSize(MagAmmoRemainingClient, bRoundInChamber, Level.TimeSeconds);
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}
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simulated function bool AltFireCanForceInterruptReload(){
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return (GetMagazineAmmo() > 0);
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}
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defaultproperties
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{
glueTiming=0.633330
firstShellTiming=0.555550
secondShellTiming=0.733330
jumpTiming=0.388880
firstShellStr="firstShell"
secondShellStr="secondShellStr"
jumpStr="jumpStr"
bChangeClipIcon=True
hudClipTexture=Texture'KillingFloorHUD.HUD.Hud_Single_Bullet'
reloadType=RTYPE_AUTO
ForceZoomOutOnFireTime=0.010000
ForceZoomOutOnAltFireTime=0.010000
MagCapacity=2
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Weight=6.000000
ReloadRate=2.250000
ReloadAnim="Reload"
ReloadAnimRate=1.100000
bHoldToReload=True
WeaponReloadAnim="Reload_HuntingShotgun"
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=55.000000
TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_Hunting_Shotgun'
bIsTier2Weapon=True
MeshRef="KF_Weapons_Trip.BoomStick_Trip"
SkinRefs(0)="KF_Weapons_Trip_T.Shotguns.boomstick_cmb"
SelectSoundRef="KF_DoubleSGSnd.2Barrel_Select"
HudImageRef="KillingFloorHUD.WeaponSelect.BoomStic_unselected"
SelectedHudImageRef="KillingFloorHUD.WeaponSelect.BoomStick"
PlayerIronSightFOV=70.000000
ZoomedDisplayFOV=40.000000
FireModeClass(0)=Class'NicePack.NiceBoomStickAltFire'
FireModeClass(1)=Class'NicePack.NiceBoomStickFire'
PutDownAnim="PutDown"
AIRating=0.900000
CurrentRating=0.900000
bSniping=False
Description="A double barreled shotgun used by big game hunters. It fires two slugs simultaneously and can bring down even the largest targets, quickly."
DisplayFOV=55.000000
Priority=160
InventoryGroup=4
GroupOffset=2
PickupClass=Class'NicePack.NiceBoomStickPickup'
PlayerViewOffset=(X=8.000000,Y=14.000000,Z=-8.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceBoomStickAttachment'
ItemName="Hunting Shotgun"
bUseDynamicLights=True
TransientSoundVolume=1.000000
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class NiceBoomStick extends NiceWeapon;
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#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
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var float glueTiming;
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var float firstShellTiming, secondShellTiming, jumpTiming;
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var const string firstShellStr, secondShellStr, jumpStr;
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simulated function PostBeginPlay(){
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local EventRecord record;
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local AutoReloadAnimDesc reloadDesc;
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// Setup animation timings
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autoReloadsDescriptions.Length = 0;
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reloadDesc.canInterruptFrame = 0.056;
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reloadDesc.trashStartFrame = secondShellTiming;
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reloadDesc.resumeFrame = 0.056;
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reloadDesc.speedFrame = 0.056;
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// Setup all possible fire animations
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reloadDesc.animName = 'Fire_Both';
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autoReloadsDescriptions[0] = reloadDesc;
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reloadDesc.animName = 'Fire_Both_Iron';
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autoReloadsDescriptions[1] = reloadDesc;
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reloadDesc.animName = 'Fire_Last';
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autoReloadsDescriptions[2] = reloadDesc;
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reloadDesc.animName = 'Fire_Last_Iron';
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autoReloadsDescriptions[3] = reloadDesc;
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// Setup reload events
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record.eventName = jumpStr;
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record.eventFrame = jumpTiming;
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relEvents[relEvents.Length] = record;
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record.eventName = firstShellStr;
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record.eventFrame = firstShellTiming;
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relEvents[relEvents.Length] = record;
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record.eventName = secondShellStr;
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record.eventFrame = secondShellTiming;
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relEvents[relEvents.Length] = record;
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super.PostBeginPlay();
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}
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simulated function ReloadEvent(string eventName){
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if(eventName ~= jumpStr && GetMagazineAmmo() > 0)
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SetAnimFrame(glueTiming);
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if(eventName ~= firstShellStr)
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MagAmmoRemainingClient = Min(1, AmmoAmount(0));
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else if(eventName ~= secondShellStr)
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MagAmmoRemainingClient = Min(2, AmmoAmount(0));
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ServerSetMagSize(MagAmmoRemainingClient, bRoundInChamber, Level.TimeSeconds);
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}
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simulated function AddAutoReloadedAmmo(){
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MagAmmoRemainingClient = Min(2, AmmoAmount(0));
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ServerSetMagSize(MagAmmoRemainingClient, bRoundInChamber, Level.TimeSeconds);
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}
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simulated function bool AltFireCanForceInterruptReload(){
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return (GetMagazineAmmo() > 0);
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}
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defaultproperties
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{
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glueTiming=0.633330
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firstShellTiming=0.555550
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secondShellTiming=0.733330
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jumpTiming=0.388880
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firstShellStr="firstShell"
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secondShellStr="secondShellStr"
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jumpStr="jumpStr"
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bChangeClipIcon=True
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hudClipTexture=Texture'KillingFloorHUD.HUD.Hud_Single_Bullet'
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reloadType=RTYPE_AUTO
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ForceZoomOutOnFireTime=0.010000
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ForceZoomOutOnAltFireTime=0.010000
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MagCapacity=2
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Weight=5.000000
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ReloadRate=2.250000
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ReloadAnim="Reload"
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ReloadAnimRate=1.100000
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bHoldToReload=True
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WeaponReloadAnim="Reload_HuntingShotgun"
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bHasAimingMode=True
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IdleAimAnim="Idle_Iron"
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StandardDisplayFOV=55.000000
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TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_Hunting_Shotgun'
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bIsTier2Weapon=True
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MeshRef="KF_Weapons_Trip.BoomStick_Trip"
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SkinRefs(0)="KF_Weapons_Trip_T.Shotguns.boomstick_cmb"
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SelectSoundRef="KF_DoubleSGSnd.2Barrel_Select"
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HudImageRef="KillingFloorHUD.WeaponSelect.BoomStic_unselected"
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SelectedHudImageRef="KillingFloorHUD.WeaponSelect.BoomStick"
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PlayerIronSightFOV=70.000000
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ZoomedDisplayFOV=40.000000
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FireModeClass(0)=Class'NicePack.NiceBoomStickAltFire'
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FireModeClass(1)=Class'NicePack.NiceBoomStickFire'
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PutDownAnim="PutDown"
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AIRating=0.900000
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CurrentRating=0.900000
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bSniping=False
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Description="A double barreled shotgun used by big game hunters. It fires two slugs simultaneously and can bring down even the largest targets, quickly."
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DisplayFOV=55.000000
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Priority=160
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InventoryGroup=4
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GroupOffset=2
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PickupClass=Class'NicePack.NiceBoomStickPickup'
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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.NiceBoomStickAttachment'
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ItemName="Hunting Shotgun"
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bUseDynamicLights=True
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TransientSoundVolume=1.000000
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}
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@ -1,5 +1,23 @@
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class NiceBoomStickPickup extends NiceWeaponPickup;
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var int SingleShotCount;
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defaultproperties
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{
cost=500
BuyClipSize=2
PowerValue=90
SpeedValue=30
RangeValue=12
Description="A double barreled shotgun used by big game hunters."
ItemName="Hunting Shotgun"
ItemShortName="Hunting Shotgun"
AmmoItemName="12-gauge Hunting shells"
CorrespondingPerkIndex=1
EquipmentCategoryID=3
InventoryType=Class'NicePack.NiceBoomStick'
PickupMessage="You got the Hunting Shotgun"
PickupSound=Sound'KF_DoubleSGSnd.2Barrel_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups_Trip.Shotgun.boomstick_pickup'
CollisionRadius=35.000000
CollisionHeight=5.000000
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class NiceBoomStickPickup extends NiceWeaponPickup;
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var int SingleShotCount;
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defaultproperties
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{
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cost=500
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BuyClipSize=2
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PowerValue=90
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SpeedValue=30
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RangeValue=12
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Description="A double barreled shotgun used by big game hunters."
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ItemName="Hunting Shotgun"
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ItemShortName="Hunting Shotgun"
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AmmoItemName="12-gauge Hunting shells"
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CorrespondingPerkIndex=1
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EquipmentCategoryID=3
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InventoryType=Class'NicePack.NiceBoomStick'
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PickupMessage="You got the Hunting Shotgun"
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PickupSound=Sound'KF_DoubleSGSnd.2Barrel_Pickup'
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PickupForce="AssaultRiflePickup"
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StaticMesh=StaticMesh'KF_pickups_Trip.Shotgun.boomstick_pickup'
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CollisionRadius=35.000000
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CollisionHeight=5.000000
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}
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@ -1,10 +1,48 @@
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class NiceSpas extends NiceWeapon;
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simulated function fillSubReloadStages(){
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// Loading 8 shells during 173 frames tops, with first shell loaded at frame 17, with 18 frames between load moments
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generateReloadStages(8, 173, 17, 18);
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}
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defaultproperties
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{
bChangeClipIcon=True
hudClipTexture=Texture'KillingFloorHUD.HUD.Hud_Single_Bullet'
reloadType=RTYPE_SINGLE
ForceZoomOutOnFireTime=0.010000
MagCapacity=5
ReloadRate=0.666667
ReloadAnim="Reload"
ReloadAnimRate=1.000000
bHoldToReload=True
Weight=8.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=65.000000
TraderInfoTexture=Texture'ScrnWeaponPack_T.Spas.Spas_Unselected'
MeshRef="ScrnWeaponPack_A.spas12_1st"
SkinRefs(0)="ScrnWeaponPack_T.SPAS.shotgun_cmb"
SelectSoundRef="KF_PumpSGSnd.SG_Select"
HudImageRef="ScrnWeaponPack_T.SPAS.Spas_Unselected"
SelectedHudImageRef="ScrnWeaponPack_T.SPAS.Spas_Selected"
PlayerIronSightFOV=70.000000
ZoomedDisplayFOV=40.000000
FireModeClass(0)=Class'NicePack.NiceSpasFire'
FireModeClass(1)=Class'NicePack.NiceSpasAltFire'
PutDownAnim="PutDown"
AIRating=0.600000
CurrentRating=0.600000
Description="The SPAS12 is a dual-mode shotgun, that can also be used for firing slugs."
DisplayFOV=65.000000
Priority=135
InventoryGroup=3
GroupOffset=2
PickupClass=Class'NicePack.NiceSpasPickup'
PlayerViewOffset=(X=20.000000,Y=18.750000,Z=-7.500000)
BobDamping=7.000000
AttachmentClass=Class'NicePack.NiceSpasAttachment'
IconCoords=(X1=169,Y1=172,X2=245,Y2=208)
ItemName="SPAS-12"
TransientSoundVolume=1.000000
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class NiceSpas extends NiceWeapon;
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simulated function fillSubReloadStages(){
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// Loading 8 shells during 173 frames tops, with first shell loaded at frame 17, with 18 frames between load moments
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generateReloadStages(8, 173, 17, 18);
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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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ForceZoomOutOnFireTime=0.010000
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MagCapacity=5
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ReloadRate=0.666667
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ReloadAnim="Reload"
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ReloadAnimRate=1.000000
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bHoldToReload=True
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Weight=6.000000
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bHasAimingMode=True
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IdleAimAnim="Idle_Iron"
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StandardDisplayFOV=65.000000
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TraderInfoTexture=Texture'ScrnWeaponPack_T.Spas.Spas_Unselected'
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MeshRef="ScrnWeaponPack_A.spas12_1st"
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SkinRefs(0)="ScrnWeaponPack_T.SPAS.shotgun_cmb"
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SelectSoundRef="KF_PumpSGSnd.SG_Select"
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HudImageRef="ScrnWeaponPack_T.SPAS.Spas_Unselected"
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SelectedHudImageRef="ScrnWeaponPack_T.SPAS.Spas_Selected"
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PlayerIronSightFOV=70.000000
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ZoomedDisplayFOV=40.000000
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FireModeClass(0)=Class'NicePack.NiceSpasFire'
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FireModeClass(1)=Class'NicePack.NiceSpasAltFire'
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PutDownAnim="PutDown"
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AIRating=0.600000
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CurrentRating=0.600000
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Description="The SPAS12 is a dual-mode shotgun, that can also be used for firing slugs."
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DisplayFOV=65.000000
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Priority=135
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InventoryGroup=3
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GroupOffset=2
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PickupClass=Class'NicePack.NiceSpasPickup'
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PlayerViewOffset=(X=20.000000,Y=18.750000,Z=-7.500000)
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BobDamping=7.000000
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AttachmentClass=Class'NicePack.NiceSpasAttachment'
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IconCoords=(X1=169,Y1=172,X2=245,Y2=208)
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ItemName="SPAS-12"
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TransientSoundVolume=1.000000
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}
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