Fix new line symbol issues
This commit is contained in:
parent
51bb9add5b
commit
d66d86b2b1
846 changed files with 33896 additions and 12983 deletions
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@ -1,5 +1,13 @@
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class NiceAK12Ammo extends NiceAmmo;
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#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
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defaultproperties
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{
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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}
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class NiceAK12Ammo extends NiceAmmo;
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#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
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defaultproperties
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{
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WeaponPickupClass=Class'NicePack.NiceAK12Pickup'
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AmmoPickupAmount=30
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MaxAmmo=270
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InitialAmount=60
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PickupClass=Class'NicePack.NiceAK12AmmoPickup'
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IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
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IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
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ItemName="5.45x39mm"
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}
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@ -1,4 +1,8 @@
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class NiceAK12AmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=30
InventoryType=Class'NicePack.NiceAK12Ammo'
PickupMessage="Rounds 5.45x39mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
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}
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class NiceAK12AmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
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AmmoAmount=30
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InventoryType=Class'NicePack.NiceAK12Ammo'
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PickupMessage="Rounds 5.45x39mm"
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StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
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}
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@ -1,4 +1,62 @@
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class NiceAK12AssaultRifle extends NiceAssaultRifle;
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defaultproperties
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{
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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}
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class NiceAK12AssaultRifle extends NiceAssaultRifle;
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defaultproperties
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{
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bSemiAutoFireEnabled=False
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bBurstFireEnabled=True
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reloadPreEndFrame=0.158000
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reloadEndFrame=0.521000
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reloadChargeEndFrame=0.726000
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reloadMagStartFrame=0.363000
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reloadChargeStartFrame=0.726000
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MagazineBone="Bone_Magazine"
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MagCapacity=30
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ReloadRate=3.000000
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ReloadAnim="Reload"
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ReloadAnimRate=1.000000
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WeaponReloadAnim="Reload_AK47"
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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=55.000000
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SleeveNum=8
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TraderInfoTexture=Texture'ScrnWeaponPack_T.AK12.AK12_trader'
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bIsTier3Weapon=True
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MeshRef="ScrnWeaponPack_A.AK12_mesh"
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SkinRefs(0)="ScrnWeaponPack_T.AK12.AK12_tex_1_cmb"
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SkinRefs(1)="ScrnWeaponPack_T.AK12.AK12_tex_2_cmb"
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SkinRefs(2)="ScrnWeaponPack_T.AK12.AK12_tex_3_cmb"
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SkinRefs(3)="ScrnWeaponPack_T.AK12.AK12_tex_4_cmb"
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SkinRefs(4)="ScrnWeaponPack_T.AK12.AK12_tex_5_cmb"
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SkinRefs(5)="ScrnWeaponPack_T.AK12.AK12_tex_6_cmb"
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SkinRefs(6)="ScrnWeaponPack_T.AK12.AK12_tex_7_cmb"
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SkinRefs(7)="ScrnWeaponPack_T.AK12.AK12_aimpoint_sh"
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SkinRefs(8)="KF_Weapons_Trip_T.hands.hands_1stP_military_cmb"
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SelectSoundRef="ScrnWeaponPack_SND.AK12.AK12_select"
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HudImageRef="ScrnWeaponPack_T.AK12.AK12_Unselect"
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SelectedHudImageRef="ScrnWeaponPack_T.AK12.AK12_select"
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PlayerIronSightFOV=65.000000
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ZoomedDisplayFOV=20.000000
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FireModeClass(0)=Class'NicePack.NiceAK12Fire'
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FireModeClass(1)=Class'KFMod.NoFire'
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PutDownAnim="PutDown"
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SelectAnimRate=1.300000
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SelectForce="SwitchToAssaultRifle"
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AIRating=0.550000
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CurrentRating=0.550000
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bShowChargingBar=True
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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)"
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EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
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DisplayFOV=55.000000
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Priority=145
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CustomCrosshair=11
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CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
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InventoryGroup=4
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GroupOffset=7
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PickupClass=Class'NicePack.NiceAK12Pickup'
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PlayerViewOffset=(X=-0.500000,Y=20.000000,Z=-3.000000)
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BobDamping=6.000000
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AttachmentClass=Class'NicePack.NiceAK12Attachment'
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IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
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ItemName="AK12"
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TransientSoundVolume=1.250000
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}
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@ -1,5 +1,57 @@
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class NiceAK12Attachment extends NiceAttachment;
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simulated function WeaponLight();
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defaultproperties
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{
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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}
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class NiceAK12Attachment extends NiceAttachment;
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simulated function WeaponLight();
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defaultproperties
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{
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bSpawnLight=False
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mMuzFlashClass=Class'ScrnWeaponPack.MuzzleFlashAK12AR'
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mTracerClass=Class'KFMod.KFNewTracer'
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mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
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MovementAnims(0)="JogF_AK47"
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MovementAnims(1)="JogB_AK47"
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MovementAnims(2)="JogL_AK47"
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MovementAnims(3)="JogR_AK47"
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TurnLeftAnim="TurnL_AK47"
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TurnRightAnim="TurnR_AK47"
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CrouchAnims(0)="CHWalkF_AK47"
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CrouchAnims(1)="CHWalkB_AK47"
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CrouchAnims(2)="CHWalkL_AK47"
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CrouchAnims(3)="CHWalkR_AK47"
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WalkAnims(0)="WalkF_AK47"
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WalkAnims(1)="WalkB_AK47"
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WalkAnims(2)="WalkL_AK47"
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WalkAnims(3)="WalkR_AK47"
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CrouchTurnRightAnim="CH_TurnR_AK47"
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CrouchTurnLeftAnim="CH_TurnL_AK47"
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IdleCrouchAnim="CHIdle_AK47"
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IdleWeaponAnim="Idle_AK47"
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IdleRestAnim="Idle_AK47"
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IdleChatAnim="Idle_AK47"
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IdleHeavyAnim="Idle_AK47"
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IdleRifleAnim="Idle_AK47"
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FireAnims(0)="Fire_AK47"
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FireAnims(1)="Fire_AK47"
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FireAnims(2)="Fire_AK47"
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FireAnims(3)="Fire_AK47"
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FireAltAnims(0)="IS_Fire_AK47"
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FireAltAnims(1)="IS_Fire_AK47"
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FireAltAnims(2)="IS_Fire_AK47"
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FireAltAnims(3)="IS_Fire_AK47"
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FireCrouchAnims(0)="CHFire_AK47"
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FireCrouchAnims(1)="CHFire_AK47"
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FireCrouchAnims(2)="CHFire_AK47"
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FireCrouchAnims(3)="CHFire_AK47"
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FireCrouchAltAnims(0)="CHFire_AK47"
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FireCrouchAltAnims(1)="CHFire_AK47"
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FireCrouchAltAnims(2)="CHFire_AK47"
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FireCrouchAltAnims(3)="CHFire_AK47"
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HitAnims(0)="HitF_AK47"
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HitAnims(1)="HitB_AK47"
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HitAnims(2)="HitL_AK47"
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HitAnims(3)="HitR_AK47"
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PostFireBlendStandAnim="Blend_AK47"
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PostFireBlendCrouchAnim="CHBlend_AK47"
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MeshRef="ScrnWeaponPack_A.AK12_3rd"
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bHeavy=True
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SplashEffect=Class'ROEffects.BulletSplashEmitter'
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CullDistance=5000.000000
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}
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@ -1,4 +1,36 @@
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class NiceAK12Fire extends NiceFire;
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defaultproperties
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{
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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}
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class NiceAK12Fire extends NiceFire;
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defaultproperties
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{
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zedTimeFireSpeedUp=2.500000
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ProjectileSpeed=44000.000000
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FireAimedAnim="Fire_Iron"
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RecoilRate=0.040000
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maxVerticalRecoilAngle=240
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maxHorizontalRecoilAngle=120
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ShellEjectClass=Class'ScrnWeaponPack.KFShellEjectAK12AR'
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ShellEjectBoneName="Shell_eject"
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bAccuracyBonusForSemiAuto=True
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bRandomPitchFireSound=False
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FireSoundRef="ScrnWeaponPack_SND.AK12.AK12_shot"
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StereoFireSoundRef="ScrnWeaponPack_SND.AK12.AK12_shot"
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NoAmmoSoundRef="ScrnWeaponPack_SND.AK12.AK12_empty"
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DamageType=Class'NicePack.NiceDamTypeAK12AssaultRifle'
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DamageMax=68
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Momentum=18500.000000
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bPawnRapidFireAnim=True
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TransientSoundVolume=3.800000
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FireLoopAnim="Fire"
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TweenTime=0.025000
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FireForce="AssaultRifleFire"
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FireRate=0.095000
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AmmoClass=Class'NicePack.NiceAK12Ammo'
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ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000)
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ShakeRotRate=(X=5000.000000,Y=5000.000000,Z=5000.000000)
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ShakeRotTime=0.750000
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ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000)
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ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
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ShakeOffsetTime=1.250000
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BotRefireRate=0.990000
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FlashEmitterClass=Class'ScrnWeaponPack.MuzzleFlashAK12AR'
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aimerror=42.000000
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}
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class NiceAK12Pickup extends NiceWeaponPickup;
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defaultproperties
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{
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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}
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class NiceAK12Pickup extends NiceWeaponPickup;
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defaultproperties
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{
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Weight=6.000000
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cost=750
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BuyClipSize=30
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PowerValue=55
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SpeedValue=80
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RangeValue=30
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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)"
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ItemName="AK12"
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ItemShortName="AK12"
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AmmoItemName="5.45x39mm"
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AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
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CorrespondingPerkIndex=3
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EquipmentCategoryID=2
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InventoryType=Class'NicePack.NiceAK12AssaultRifle'
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PickupMessage="You got the AK-12"
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PickupSound=Sound'ScrnWeaponPack_SND.AK12.AK12_select'
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PickupForce="AssaultRiflePickup"
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StaticMesh=StaticMesh'ScrnWeaponPack_SM.AK12_st'
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DrawScale=1.100000
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CollisionRadius=25.000000
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CollisionHeight=5.000000
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}
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class NiceDamTypeAK12AssaultRifle extends NiceDamageTypeVetCommando
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abstract;
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defaultproperties
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{
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
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}
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class NiceDamTypeAK12AssaultRifle extends NiceDamageTypeVetCommando
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abstract;
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defaultproperties
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{
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bPenetrationHSOnly=True
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MaxPenetrations=3
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HeadShotDamageMult=1.300000
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WeaponClass=Class'NicePack.NiceAK12AssaultRifle'
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DeathString="%k killed %o (AK12)."
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FemaleSuicide="%o shot herself in the foot."
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MaleSuicide="%o shot himself in the foot."
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bRagdollBullet=True
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KDeathVel=400.000000
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KDeathUpKick=120.000000
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}
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Add a link
Reference in a new issue