Fix new line symbol issues

This commit is contained in:
Anton Tarasenko 2020-04-19 00:44:48 +07:00
commit d66d86b2b1
846 changed files with 33896 additions and 12983 deletions

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@ -1,5 +1,13 @@
class NiceAK12Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceAK12Pickup' AmmoPickupAmount=30 MaxAmmo=270 InitialAmount=60 PickupClass=Class'NicePack.NiceAK12AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="5.45x39mm"
}
class NiceAK12Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceAK12Pickup'
AmmoPickupAmount=30
MaxAmmo=270
InitialAmount=60
PickupClass=Class'NicePack.NiceAK12AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="5.45x39mm"
}

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@ -1,4 +1,8 @@
class NiceAK12AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=30 InventoryType=Class'NicePack.NiceAK12Ammo' PickupMessage="Rounds 5.45x39mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}
class NiceAK12AmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=30
InventoryType=Class'NicePack.NiceAK12Ammo'
PickupMessage="Rounds 5.45x39mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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@ -1,4 +1,62 @@
class NiceAK12AssaultRifle extends NiceAssaultRifle;
defaultproperties
{ bSemiAutoFireEnabled=False bBurstFireEnabled=True reloadPreEndFrame=0.158000 reloadEndFrame=0.521000 reloadChargeEndFrame=0.726000 reloadMagStartFrame=0.363000 reloadChargeStartFrame=0.726000 MagazineBone="Bone_Magazine" MagCapacity=30 ReloadRate=3.000000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_AK47" Weight=6.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=55.000000 SleeveNum=8 TraderInfoTexture=Texture'ScrnWeaponPack_T.AK12.AK12_trader' bIsTier3Weapon=True MeshRef="ScrnWeaponPack_A.AK12_mesh" SkinRefs(0)="ScrnWeaponPack_T.AK12.AK12_tex_1_cmb" SkinRefs(1)="ScrnWeaponPack_T.AK12.AK12_tex_2_cmb" SkinRefs(2)="ScrnWeaponPack_T.AK12.AK12_tex_3_cmb" SkinRefs(3)="ScrnWeaponPack_T.AK12.AK12_tex_4_cmb" SkinRefs(4)="ScrnWeaponPack_T.AK12.AK12_tex_5_cmb" SkinRefs(5)="ScrnWeaponPack_T.AK12.AK12_tex_6_cmb" SkinRefs(6)="ScrnWeaponPack_T.AK12.AK12_tex_7_cmb" SkinRefs(7)="ScrnWeaponPack_T.AK12.AK12_aimpoint_sh" SkinRefs(8)="KF_Weapons_Trip_T.hands.hands_1stP_military_cmb" SelectSoundRef="ScrnWeaponPack_SND.AK12.AK12_select" HudImageRef="ScrnWeaponPack_T.AK12.AK12_Unselect" SelectedHudImageRef="ScrnWeaponPack_T.AK12.AK12_select" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=20.000000 FireModeClass(0)=Class'NicePack.NiceAK12Fire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectAnimRate=1.300000 SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="The Kalashnikov AK-12 (formerly AK-200) is the newest derivative of the Soviet/Russian AK-47 series of assault rifles and was proposed for possible general issue to the Russian Army. This version uses the 5.45x39mm ammo (the same as AK-74)" EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=55.000000 Priority=145 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=4 GroupOffset=7 PickupClass=Class'NicePack.NiceAK12Pickup' PlayerViewOffset=(X=-0.500000,Y=20.000000,Z=-3.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceAK12Attachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="AK12" TransientSoundVolume=1.250000
}
class NiceAK12AssaultRifle extends NiceAssaultRifle;
defaultproperties
{
bSemiAutoFireEnabled=False
bBurstFireEnabled=True
reloadPreEndFrame=0.158000
reloadEndFrame=0.521000
reloadChargeEndFrame=0.726000
reloadMagStartFrame=0.363000
reloadChargeStartFrame=0.726000
MagazineBone="Bone_Magazine"
MagCapacity=30
ReloadRate=3.000000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_AK47"
Weight=6.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=55.000000
SleeveNum=8
TraderInfoTexture=Texture'ScrnWeaponPack_T.AK12.AK12_trader'
bIsTier3Weapon=True
MeshRef="ScrnWeaponPack_A.AK12_mesh"
SkinRefs(0)="ScrnWeaponPack_T.AK12.AK12_tex_1_cmb"
SkinRefs(1)="ScrnWeaponPack_T.AK12.AK12_tex_2_cmb"
SkinRefs(2)="ScrnWeaponPack_T.AK12.AK12_tex_3_cmb"
SkinRefs(3)="ScrnWeaponPack_T.AK12.AK12_tex_4_cmb"
SkinRefs(4)="ScrnWeaponPack_T.AK12.AK12_tex_5_cmb"
SkinRefs(5)="ScrnWeaponPack_T.AK12.AK12_tex_6_cmb"
SkinRefs(6)="ScrnWeaponPack_T.AK12.AK12_tex_7_cmb"
SkinRefs(7)="ScrnWeaponPack_T.AK12.AK12_aimpoint_sh"
SkinRefs(8)="KF_Weapons_Trip_T.hands.hands_1stP_military_cmb"
SelectSoundRef="ScrnWeaponPack_SND.AK12.AK12_select"
HudImageRef="ScrnWeaponPack_T.AK12.AK12_Unselect"
SelectedHudImageRef="ScrnWeaponPack_T.AK12.AK12_select"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=20.000000
FireModeClass(0)=Class'NicePack.NiceAK12Fire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectAnimRate=1.300000
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="The Kalashnikov AK-12 (formerly AK-200) is the newest derivative of the Soviet/Russian AK-47 series of assault rifles and was proposed for possible general issue to the Russian Army. This version uses the 5.45x39mm ammo (the same as AK-74)"
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=55.000000
Priority=145
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=4
GroupOffset=7
PickupClass=Class'NicePack.NiceAK12Pickup'
PlayerViewOffset=(X=-0.500000,Y=20.000000,Z=-3.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceAK12Attachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="AK12"
TransientSoundVolume=1.250000
}

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@ -1,5 +1,57 @@
class NiceAK12Attachment extends NiceAttachment;
simulated function WeaponLight();
defaultproperties
{ bSpawnLight=False mMuzFlashClass=Class'ScrnWeaponPack.MuzzleFlashAK12AR' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' MovementAnims(0)="JogF_AK47" MovementAnims(1)="JogB_AK47" MovementAnims(2)="JogL_AK47" MovementAnims(3)="JogR_AK47" TurnLeftAnim="TurnL_AK47" TurnRightAnim="TurnR_AK47" CrouchAnims(0)="CHWalkF_AK47" CrouchAnims(1)="CHWalkB_AK47" CrouchAnims(2)="CHWalkL_AK47" CrouchAnims(3)="CHWalkR_AK47" WalkAnims(0)="WalkF_AK47" WalkAnims(1)="WalkB_AK47" WalkAnims(2)="WalkL_AK47" WalkAnims(3)="WalkR_AK47" CrouchTurnRightAnim="CH_TurnR_AK47" CrouchTurnLeftAnim="CH_TurnL_AK47" IdleCrouchAnim="CHIdle_AK47" IdleWeaponAnim="Idle_AK47" IdleRestAnim="Idle_AK47" IdleChatAnim="Idle_AK47" IdleHeavyAnim="Idle_AK47" IdleRifleAnim="Idle_AK47" FireAnims(0)="Fire_AK47" FireAnims(1)="Fire_AK47" FireAnims(2)="Fire_AK47" FireAnims(3)="Fire_AK47" FireAltAnims(0)="IS_Fire_AK47" FireAltAnims(1)="IS_Fire_AK47" FireAltAnims(2)="IS_Fire_AK47" FireAltAnims(3)="IS_Fire_AK47" FireCrouchAnims(0)="CHFire_AK47" FireCrouchAnims(1)="CHFire_AK47" FireCrouchAnims(2)="CHFire_AK47" FireCrouchAnims(3)="CHFire_AK47" FireCrouchAltAnims(0)="CHFire_AK47" FireCrouchAltAnims(1)="CHFire_AK47" FireCrouchAltAnims(2)="CHFire_AK47" FireCrouchAltAnims(3)="CHFire_AK47" HitAnims(0)="HitF_AK47" HitAnims(1)="HitB_AK47" HitAnims(2)="HitL_AK47" HitAnims(3)="HitR_AK47" PostFireBlendStandAnim="Blend_AK47" PostFireBlendCrouchAnim="CHBlend_AK47" MeshRef="ScrnWeaponPack_A.AK12_3rd" bHeavy=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}
class NiceAK12Attachment extends NiceAttachment;
simulated function WeaponLight();
defaultproperties
{
bSpawnLight=False
mMuzFlashClass=Class'ScrnWeaponPack.MuzzleFlashAK12AR'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
MovementAnims(0)="JogF_AK47"
MovementAnims(1)="JogB_AK47"
MovementAnims(2)="JogL_AK47"
MovementAnims(3)="JogR_AK47"
TurnLeftAnim="TurnL_AK47"
TurnRightAnim="TurnR_AK47"
CrouchAnims(0)="CHWalkF_AK47"
CrouchAnims(1)="CHWalkB_AK47"
CrouchAnims(2)="CHWalkL_AK47"
CrouchAnims(3)="CHWalkR_AK47"
WalkAnims(0)="WalkF_AK47"
WalkAnims(1)="WalkB_AK47"
WalkAnims(2)="WalkL_AK47"
WalkAnims(3)="WalkR_AK47"
CrouchTurnRightAnim="CH_TurnR_AK47"
CrouchTurnLeftAnim="CH_TurnL_AK47"
IdleCrouchAnim="CHIdle_AK47"
IdleWeaponAnim="Idle_AK47"
IdleRestAnim="Idle_AK47"
IdleChatAnim="Idle_AK47"
IdleHeavyAnim="Idle_AK47"
IdleRifleAnim="Idle_AK47"
FireAnims(0)="Fire_AK47"
FireAnims(1)="Fire_AK47"
FireAnims(2)="Fire_AK47"
FireAnims(3)="Fire_AK47"
FireAltAnims(0)="IS_Fire_AK47"
FireAltAnims(1)="IS_Fire_AK47"
FireAltAnims(2)="IS_Fire_AK47"
FireAltAnims(3)="IS_Fire_AK47"
FireCrouchAnims(0)="CHFire_AK47"
FireCrouchAnims(1)="CHFire_AK47"
FireCrouchAnims(2)="CHFire_AK47"
FireCrouchAnims(3)="CHFire_AK47"
FireCrouchAltAnims(0)="CHFire_AK47"
FireCrouchAltAnims(1)="CHFire_AK47"
FireCrouchAltAnims(2)="CHFire_AK47"
FireCrouchAltAnims(3)="CHFire_AK47"
HitAnims(0)="HitF_AK47"
HitAnims(1)="HitB_AK47"
HitAnims(2)="HitL_AK47"
HitAnims(3)="HitR_AK47"
PostFireBlendStandAnim="Blend_AK47"
PostFireBlendCrouchAnim="CHBlend_AK47"
MeshRef="ScrnWeaponPack_A.AK12_3rd"
bHeavy=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
}

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class NiceAK12Fire extends NiceFire;
defaultproperties
{ zedTimeFireSpeedUp=2.500000 ProjectileSpeed=44000.000000 FireAimedAnim="Fire_Iron" RecoilRate=0.040000 maxVerticalRecoilAngle=240 maxHorizontalRecoilAngle=120 ShellEjectClass=Class'ScrnWeaponPack.KFShellEjectAK12AR' ShellEjectBoneName="Shell_eject" bAccuracyBonusForSemiAuto=True bRandomPitchFireSound=False FireSoundRef="ScrnWeaponPack_SND.AK12.AK12_shot" StereoFireSoundRef="ScrnWeaponPack_SND.AK12.AK12_shot" NoAmmoSoundRef="ScrnWeaponPack_SND.AK12.AK12_empty" DamageType=Class'NicePack.NiceDamTypeAK12AssaultRifle' DamageMax=68 Momentum=18500.000000 bPawnRapidFireAnim=True TransientSoundVolume=3.800000 FireLoopAnim="Fire" TweenTime=0.025000 FireForce="AssaultRifleFire" FireRate=0.095000 AmmoClass=Class'NicePack.NiceAK12Ammo' ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000) ShakeRotRate=(X=5000.000000,Y=5000.000000,Z=5000.000000) ShakeRotTime=0.750000 ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.250000 BotRefireRate=0.990000 FlashEmitterClass=Class'ScrnWeaponPack.MuzzleFlashAK12AR' aimerror=42.000000
}
class NiceAK12Fire extends NiceFire;
defaultproperties
{
zedTimeFireSpeedUp=2.500000
ProjectileSpeed=44000.000000
FireAimedAnim="Fire_Iron"
RecoilRate=0.040000
maxVerticalRecoilAngle=240
maxHorizontalRecoilAngle=120
ShellEjectClass=Class'ScrnWeaponPack.KFShellEjectAK12AR'
ShellEjectBoneName="Shell_eject"
bAccuracyBonusForSemiAuto=True
bRandomPitchFireSound=False
FireSoundRef="ScrnWeaponPack_SND.AK12.AK12_shot"
StereoFireSoundRef="ScrnWeaponPack_SND.AK12.AK12_shot"
NoAmmoSoundRef="ScrnWeaponPack_SND.AK12.AK12_empty"
DamageType=Class'NicePack.NiceDamTypeAK12AssaultRifle'
DamageMax=68
Momentum=18500.000000
bPawnRapidFireAnim=True
TransientSoundVolume=3.800000
FireLoopAnim="Fire"
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.095000
AmmoClass=Class'NicePack.NiceAK12Ammo'
ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000)
ShakeRotRate=(X=5000.000000,Y=5000.000000,Z=5000.000000)
ShakeRotTime=0.750000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.250000
BotRefireRate=0.990000
FlashEmitterClass=Class'ScrnWeaponPack.MuzzleFlashAK12AR'
aimerror=42.000000
}

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class NiceAK12Pickup extends NiceWeaponPickup;
defaultproperties
{ Weight=6.000000 cost=750 BuyClipSize=30 PowerValue=55 SpeedValue=80 RangeValue=30 Description="The Kalashnikov AK-12 (formerly AK-200) is the newest derivative of the Soviet/Russian AK-47 series of assault rifles and was proposed for possible general issue to the Russian Army. This version uses the 5.45x39mm ammo (the same as AK-74)" ItemName="AK12" ItemShortName="AK12" AmmoItemName="5.45x39mm" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' CorrespondingPerkIndex=3 EquipmentCategoryID=2 InventoryType=Class'NicePack.NiceAK12AssaultRifle' PickupMessage="You got the AK-12" PickupSound=Sound'ScrnWeaponPack_SND.AK12.AK12_select' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'ScrnWeaponPack_SM.AK12_st' DrawScale=1.100000 CollisionRadius=25.000000 CollisionHeight=5.000000
}
class NiceAK12Pickup extends NiceWeaponPickup;
defaultproperties
{
Weight=6.000000
cost=750
BuyClipSize=30
PowerValue=55
SpeedValue=80
RangeValue=30
Description="The Kalashnikov AK-12 (formerly AK-200) is the newest derivative of the Soviet/Russian AK-47 series of assault rifles and was proposed for possible general issue to the Russian Army. This version uses the 5.45x39mm ammo (the same as AK-74)"
ItemName="AK12"
ItemShortName="AK12"
AmmoItemName="5.45x39mm"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=3
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceAK12AssaultRifle'
PickupMessage="You got the AK-12"
PickupSound=Sound'ScrnWeaponPack_SND.AK12.AK12_select'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'ScrnWeaponPack_SM.AK12_st'
DrawScale=1.100000
CollisionRadius=25.000000
CollisionHeight=5.000000
}

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class NiceDamTypeAK12AssaultRifle extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{ bPenetrationHSOnly=True MaxPenetrations=3 HeadShotDamageMult=1.300000 WeaponClass=Class'NicePack.NiceAK12AssaultRifle' DeathString="%k killed %o (AK12)." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True KDeathVel=400.000000 KDeathUpKick=120.000000
}
class NiceDamTypeAK12AssaultRifle extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{
bPenetrationHSOnly=True
MaxPenetrations=3
HeadShotDamageMult=1.300000
WeaponClass=Class'NicePack.NiceAK12AssaultRifle'
DeathString="%k killed %o (AK12)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
KDeathVel=400.000000
KDeathUpKick=120.000000
}