Apply dirty patch (messed up line endings)

This commit is contained in:
Anton Tarasenko 2020-04-18 18:22:54 +07:00
commit 51bb9add5b
30 changed files with 1354 additions and 714 deletions

View file

@ -1,52 +1,103 @@
class NiceBoomStick extends NiceWeapon;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
var float glueTiming;
var float firstShellTiming, secondShellTiming, jumpTiming;
var const string firstShellStr, secondShellStr, jumpStr;
simulated function PostBeginPlay(){
local EventRecord record;
local AutoReloadAnimDesc reloadDesc;
// Setup animation timings
autoReloadsDescriptions.Length = 0;
reloadDesc.canInterruptFrame = 0.056;
reloadDesc.trashStartFrame = secondShellTiming;
reloadDesc.resumeFrame = 0.056;
reloadDesc.speedFrame = 0.056;
// Setup all possible fire animations
reloadDesc.animName = 'Fire_Both';
autoReloadsDescriptions[0] = reloadDesc;
reloadDesc.animName = 'Fire_Both_Iron';
autoReloadsDescriptions[1] = reloadDesc;
reloadDesc.animName = 'Fire_Last';
autoReloadsDescriptions[2] = reloadDesc;
reloadDesc.animName = 'Fire_Last_Iron';
autoReloadsDescriptions[3] = reloadDesc;
// Setup reload events
record.eventName = jumpStr;
record.eventFrame = jumpTiming;
relEvents[relEvents.Length] = record;
record.eventName = firstShellStr;
record.eventFrame = firstShellTiming;
relEvents[relEvents.Length] = record;
record.eventName = secondShellStr;
record.eventFrame = secondShellTiming;
relEvents[relEvents.Length] = record;
super.PostBeginPlay();
}
simulated function ReloadEvent(string eventName){
if(eventName ~= jumpStr && GetMagazineAmmo() > 0) SetAnimFrame(glueTiming);
if(eventName ~= firstShellStr) MagAmmoRemainingClient = Min(1, AmmoAmount(0));
else if(eventName ~= secondShellStr) MagAmmoRemainingClient = Min(2, AmmoAmount(0));
ServerSetMagSize(MagAmmoRemainingClient, bRoundInChamber, Level.TimeSeconds);
}
simulated function AddAutoReloadedAmmo(){
MagAmmoRemainingClient = Min(2, AmmoAmount(0));
ServerSetMagSize(MagAmmoRemainingClient, bRoundInChamber, Level.TimeSeconds);
}
simulated function bool AltFireCanForceInterruptReload(){
return (GetMagazineAmmo() > 0);
}
defaultproperties
{ 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
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
class NiceBoomStick extends NiceWeapon;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
var float glueTiming;
var float firstShellTiming, secondShellTiming, jumpTiming;
var const string firstShellStr, secondShellStr, jumpStr;
simulated function PostBeginPlay(){
local EventRecord record;
local AutoReloadAnimDesc reloadDesc;
// Setup animation timings
autoReloadsDescriptions.Length = 0;
reloadDesc.canInterruptFrame = 0.056;
reloadDesc.trashStartFrame = secondShellTiming;
reloadDesc.resumeFrame = 0.056;
reloadDesc.speedFrame = 0.056;
// Setup all possible fire animations
reloadDesc.animName = 'Fire_Both';
autoReloadsDescriptions[0] = reloadDesc;
reloadDesc.animName = 'Fire_Both_Iron';
autoReloadsDescriptions[1] = reloadDesc;
reloadDesc.animName = 'Fire_Last';
autoReloadsDescriptions[2] = reloadDesc;
reloadDesc.animName = 'Fire_Last_Iron';
autoReloadsDescriptions[3] = reloadDesc;
// Setup reload events
record.eventName = jumpStr;
record.eventFrame = jumpTiming;
relEvents[relEvents.Length] = record;
record.eventName = firstShellStr;
record.eventFrame = firstShellTiming;
relEvents[relEvents.Length] = record;
record.eventName = secondShellStr;
record.eventFrame = secondShellTiming;
relEvents[relEvents.Length] = record;
super.PostBeginPlay();
}
simulated function ReloadEvent(string eventName){
if(eventName ~= jumpStr && GetMagazineAmmo() > 0)
SetAnimFrame(glueTiming);
if(eventName ~= firstShellStr)
MagAmmoRemainingClient = Min(1, AmmoAmount(0));
else if(eventName ~= secondShellStr)
MagAmmoRemainingClient = Min(2, AmmoAmount(0));
ServerSetMagSize(MagAmmoRemainingClient, bRoundInChamber, Level.TimeSeconds);
}
simulated function AddAutoReloadedAmmo(){
MagAmmoRemainingClient = Min(2, AmmoAmount(0));
ServerSetMagSize(MagAmmoRemainingClient, bRoundInChamber, Level.TimeSeconds);
}
simulated function bool AltFireCanForceInterruptReload(){
return (GetMagazineAmmo() > 0);
}
defaultproperties
{
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
Weight=5.000000
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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@ -1,5 +1,23 @@
class NiceBoomStickPickup extends NiceWeaponPickup;
var int SingleShotCount;
defaultproperties
{ 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
class NiceBoomStickPickup extends NiceWeaponPickup;
var int SingleShotCount;
defaultproperties
{
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
}