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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@ -1,6 +1,22 @@
class NiceDamTypeL85A2Z extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{
badDecapMod=0.8000 HeadShotDamageMult=1.400000 bSniperWeapon=True WeaponClass=Class'NicePack.NiceL85A2Z' DeathString="%k killed %o." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True bBulletHit=True PawnDamageEmitter=Class'ROEffects.ROBloodPuff' LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore' LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall' FlashFog=(X=600.000000) KDamageImpulse=4500.000000 KDeathVel=200.000000 KDeathUpKick=20.000000 VehicleDamageScaling=0.800000
}
class NiceDamTypeL85A2Z extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{
badDecapMod=0.8000
HeadShotDamageMult=1.400000
bSniperWeapon=True
WeaponClass=Class'NicePack.NiceL85A2Z'
DeathString="%k killed %o."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
bBulletHit=True
PawnDamageEmitter=Class'ROEffects.ROBloodPuff'
LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore'
LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall'
FlashFog=(X=600.000000)
KDamageImpulse=4500.000000
KDeathVel=200.000000
KDeathUpKick=20.000000
VehicleDamageScaling=0.800000
}

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@ -1,5 +1,13 @@
class NiceL85A2Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=InterfaceContent.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceL85A2Pickup' AmmoPickupAmount=15 MaxAmmo=180 InitialAmount=45 PickupClass=Class'NicePack.NiceL85A2AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=413,Y1=82,X2=457,Y2=125) ItemName="Stanag Magazines"
}
class NiceL85A2Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=InterfaceContent.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceL85A2Pickup'
AmmoPickupAmount=15
MaxAmmo=180
InitialAmount=45
PickupClass=Class'NicePack.NiceL85A2AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=413,Y1=82,X2=457,Y2=125)
ItemName="Stanag Magazines"
}

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@ -1,4 +1,9 @@
class NiceL85A2AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=30 InventoryType=Class'NicePack.NiceL85A2Ammo' RespawnTime=0.000000 PickupMessage="Mag (5.56mm)" StaticMesh=StaticMesh'KillingFloorStatics.DualiesAmmo'
}
class NiceL85A2AmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=30
InventoryType=Class'NicePack.NiceL85A2Ammo'
RespawnTime=0.000000
PickupMessage="Mag (5.56mm)"
StaticMesh=StaticMesh'KillingFloorStatics.DualiesAmmo'
}

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@ -1,4 +1,56 @@
class NiceL85A2Attachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' MovementAnims(0)="JogF_M4" MovementAnims(1)="JogB_M4" MovementAnims(2)="JogL_M4" MovementAnims(3)="JogR_M4" TurnLeftAnim="TurnL_M4" TurnRightAnim="TurnR_M4" CrouchAnims(0)="CHWalkF_M4" CrouchAnims(1)="CHWalkB_M4" CrouchAnims(2)="CHWalkL_M4" CrouchAnims(3)="CHWalkR_M4" WalkAnims(0)="WalkF_M4" WalkAnims(1)="WalkB_M4" WalkAnims(2)="WalkL_M4" WalkAnims(3)="WalkR_M4" CrouchTurnRightAnim="CH_TurnR_M4" CrouchTurnLeftAnim="CH_TurnL_M4" IdleCrouchAnim="CHIdle_M4" IdleWeaponAnim="Idle_M4" IdleRestAnim="Idle_M4" IdleChatAnim="Idle_M4" IdleHeavyAnim="Idle_M4" IdleRifleAnim="Idle_M4" FireAnims(0)="Fire_M4" FireAnims(1)="Fire_M4" FireAnims(2)="Fire_M4" FireAnims(3)="Fire_M4" FireAltAnims(0)="Fire_M4" FireAltAnims(1)="Fire_M4" FireAltAnims(2)="Fire_M4" FireAltAnims(3)="Fire_M4" FireCrouchAnims(0)="CHFire_M4" FireCrouchAnims(1)="CHFire_M4" FireCrouchAnims(2)="CHFire_M4" FireCrouchAnims(3)="CHFire_M4" FireCrouchAltAnims(0)="CHFire_M4" FireCrouchAltAnims(1)="CHFire_M4" FireCrouchAltAnims(2)="CHFire_M4" FireCrouchAltAnims(3)="CHFire_M4" HitAnims(0)="HitF_M4" HitAnims(1)="HitB_M4" HitAnims(2)="HitL_M4" HitAnims(3)="HitR_M4" PostFireBlendStandAnim="Blend_M4" PostFireBlendCrouchAnim="CHBlend_M4" MeshRef="NicePackA.L85A2_3rd" bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}
class NiceL85A2Attachment extends NiceAttachment;
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
MovementAnims(0)="JogF_M4"
MovementAnims(1)="JogB_M4"
MovementAnims(2)="JogL_M4"
MovementAnims(3)="JogR_M4"
TurnLeftAnim="TurnL_M4"
TurnRightAnim="TurnR_M4"
CrouchAnims(0)="CHWalkF_M4"
CrouchAnims(1)="CHWalkB_M4"
CrouchAnims(2)="CHWalkL_M4"
CrouchAnims(3)="CHWalkR_M4"
WalkAnims(0)="WalkF_M4"
WalkAnims(1)="WalkB_M4"
WalkAnims(2)="WalkL_M4"
WalkAnims(3)="WalkR_M4"
CrouchTurnRightAnim="CH_TurnR_M4"
CrouchTurnLeftAnim="CH_TurnL_M4"
IdleCrouchAnim="CHIdle_M4"
IdleWeaponAnim="Idle_M4"
IdleRestAnim="Idle_M4"
IdleChatAnim="Idle_M4"
IdleHeavyAnim="Idle_M4"
IdleRifleAnim="Idle_M4"
FireAnims(0)="Fire_M4"
FireAnims(1)="Fire_M4"
FireAnims(2)="Fire_M4"
FireAnims(3)="Fire_M4"
FireAltAnims(0)="Fire_M4"
FireAltAnims(1)="Fire_M4"
FireAltAnims(2)="Fire_M4"
FireAltAnims(3)="Fire_M4"
FireCrouchAnims(0)="CHFire_M4"
FireCrouchAnims(1)="CHFire_M4"
FireCrouchAnims(2)="CHFire_M4"
FireCrouchAnims(3)="CHFire_M4"
FireCrouchAltAnims(0)="CHFire_M4"
FireCrouchAltAnims(1)="CHFire_M4"
FireCrouchAltAnims(2)="CHFire_M4"
FireCrouchAltAnims(3)="CHFire_M4"
HitAnims(0)="HitF_M4"
HitAnims(1)="HitB_M4"
HitAnims(2)="HitL_M4"
HitAnims(3)="HitR_M4"
PostFireBlendStandAnim="Blend_M4"
PostFireBlendCrouchAnim="CHBlend_M4"
MeshRef="NicePackA.L85A2_3rd"
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
}

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@ -1,4 +1,38 @@
class NiceL85A2Fire extends NiceFire;
defaultproperties
{ zedTimeFireSpeedUp=2.500000 ProjectileSpeed=46500.000000 bBetterBurst=True FireAimedAnim="Fire_Iron" RecoilRate=0.050000 maxVerticalRecoilAngle=75 maxHorizontalRecoilAngle=37 ShellEjectClass=Class'ROEffects.KFShellEjectSCAR' ShellEjectBoneName="Shell_eject" bRandomPitchFireSound=False FireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_M" StereoFireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_S" NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire" DamageType=Class'NicePack.NiceDamTypeL85A2Z' DamageMin=81 DamageMax=81 Momentum=10000.000000 bPawnRapidFireAnim=True bWaitForRelease=True bAttachSmokeEmitter=True TransientSoundVolume=1.800000 TweenTime=0.025000 FireForce="AssaultRifleFire" FireRate=0.250000 AmmoClass=Class'NicePack.NiceL85A2Ammo' ShakeRotMag=(X=75.000000,Y=75.000000,Z=250.000000) ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000) ShakeRotTime=3.000000 ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=10.000000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=2.000000 BotRefireRate=0.350000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG' aimerror=30.000000
}
class NiceL85A2Fire extends NiceFire;
defaultproperties
{
zedTimeFireSpeedUp=2.500000
ProjectileSpeed=46500.000000
bBetterBurst=True
FireAimedAnim="Fire_Iron"
RecoilRate=0.050000
maxVerticalRecoilAngle=75
maxHorizontalRecoilAngle=37
ShellEjectClass=Class'ROEffects.KFShellEjectSCAR'
ShellEjectBoneName="Shell_eject"
bRandomPitchFireSound=False
FireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_M"
StereoFireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_S"
NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire"
DamageType=Class'NicePack.NiceDamTypeL85A2Z'
DamageMin=81
DamageMax=81
Momentum=10000.000000
bPawnRapidFireAnim=True
bWaitForRelease=True
bAttachSmokeEmitter=True
TransientSoundVolume=1.800000
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.250000
AmmoClass=Class'NicePack.NiceL85A2Ammo'
ShakeRotMag=(X=75.000000,Y=75.000000,Z=250.000000)
ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
ShakeRotTime=3.000000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=10.000000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=2.000000
BotRefireRate=0.350000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG'
aimerror=30.000000
}

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@ -1,4 +1,25 @@
class NiceL85A2Pickup extends NiceWeaponPickup;
defaultproperties
{ Weight=5.000000 cost=250 AmmoCost=10 BuyClipSize=15 PowerValue=45 SpeedValue=60 RangeValue=70 Description="This L85A2 is fine-tuned for sharpshooter's use: relatively low damage is compensated by sharpshooter's own abilities, while low recoil and simple reload allow for non-stop head-popping." ItemName="L85A2" ItemShortName="L85A2" AmmoItemName="5.556x45mm Ammo" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' CorrespondingPerkIndex=3 EquipmentCategoryID=3 InventoryType=Class'NicePack.NiceL85A2Z' PickupMessage="You got the L85A2" PickupSound=Sound'KF_FNFALSnd.FNFAL_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'NicePackSM.L85A2.L85A2_Static' CollisionRadius=25.000000 CollisionHeight=5.000000
}
class NiceL85A2Pickup extends NiceWeaponPickup;
defaultproperties
{
Weight=5.000000
cost=250
AmmoCost=10
BuyClipSize=15
PowerValue=45
SpeedValue=60
RangeValue=70
Description="This L85A2 is fine-tuned for sharpshooter's use: relatively low damage is compensated by sharpshooter's own abilities, while low recoil and simple reload allow for non-stop head-popping."
ItemName="L85A2"
ItemShortName="L85A2"
AmmoItemName="5.556x45mm Ammo"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=3
EquipmentCategoryID=3
InventoryType=Class'NicePack.NiceL85A2Z'
PickupMessage="You got the L85A2"
PickupSound=Sound'KF_FNFALSnd.FNFAL_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'NicePackSM.L85A2.L85A2_Static'
CollisionRadius=25.000000
CollisionHeight=5.000000
}

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@ -1,6 +1,62 @@
class NiceL85A2Z extends NiceScopedWeapon;
#exec OBJ LOAD FILE=..\Textures\ScopeShaders.utx
#exec OBJ LOAD FILE=..\Textures\NicePackT.utx
defaultproperties
{ lenseMaterialID=3 scopePortalFOVHigh=14.000000 scopePortalFOV=14.000000 ZoomMatRef="NicePackT.L85A2.Susat_Scope" ScriptedTextureFallbackRef="KF_Weapons_Trip_T.CBLens_cmb" CrosshairTexRef="NicePackT.L85A2.Susat_Scope" reloadPreEndFrame=0.270000 reloadEndFrame=0.469000 reloadChargeEndFrame=0.760000 reloadMagStartFrame=0.385000 reloadChargeStartFrame=0.570000 MagazineBone="clip" FirstPersonFlashlightOffset=(X=-20.000000,Y=-22.000000,Z=8.000000) bHasScope=True ZoomedDisplayFOVHigh=65.000000 MagCapacity=30 ReloadRate=2.500000 ReloadAnim="Reload" ReloadAnimRate=1.280000 WeaponReloadAnim="Reload" Weight=5.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=70.000000 SleeveNum=0 TraderInfoTexture=Texture'NicePackT.L85A2.L85A2_Trader' bIsTier3Weapon=True MeshRef="NicePackA.L85A2_Weapon" SkinRefs(1)="NicePackT.L85A2.l85a1_diffuse_04" SkinRefs(2)="NicePackT.L85A2.susat_diffuse_01" HudImageRef="NicePackT.L85A2.L85A2_Unselected" SelectedHudImageRef="NicePackT.L85A2.L85A2_Selected" PlayerIronSightFOV=40.000000 ZoomedDisplayFOV=65.000000 FireModeClass(0)=Class'NicePack.NiceL85A2Fire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectAnimRate=1.500000 BringUpTime=0.600000 SelectSound=Sound'KF_9MMSnd.9mm_Select' AIRating=0.250000 CurrentRating=0.250000 bShowChargingBar=True Description="This L85A2 is fine-tuned for sharpshooter's use: relatively low damage is compensated by sharpshooter's own abilities, while low recoil and simple reload allow for non-stop head-popping." DisplayFOV=70.000000 Priority=100 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=3 GroupOffset=1 PickupClass=Class'NicePack.NiceL85A2Pickup' PlayerViewOffset=(X=20.000000,Y=25.000000,Z=-10.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceL85A2Attachment' IconCoords=(X1=434,Y1=253,X2=506,Y2=292) ItemName="L85A2"
}
class NiceL85A2Z extends NiceScopedWeapon;
#exec OBJ LOAD FILE=..\Textures\ScopeShaders.utx
#exec OBJ LOAD FILE=..\Textures\NicePackT.utx
defaultproperties
{
lenseMaterialID=3
scopePortalFOVHigh=14.000000
scopePortalFOV=14.000000
ZoomMatRef="NicePackT.L85A2.Susat_Scope"
ScriptedTextureFallbackRef="KF_Weapons_Trip_T.CBLens_cmb"
CrosshairTexRef="NicePackT.L85A2.Susat_Scope"
reloadPreEndFrame=0.270000
reloadEndFrame=0.469000
reloadChargeEndFrame=0.760000
reloadMagStartFrame=0.385000
reloadChargeStartFrame=0.570000
MagazineBone="clip"
FirstPersonFlashlightOffset=(X=-20.000000,Y=-22.000000,Z=8.000000)
bHasScope=True
ZoomedDisplayFOVHigh=65.000000
MagCapacity=30
ReloadRate=2.500000
ReloadAnim="Reload"
ReloadAnimRate=1.280000
WeaponReloadAnim="Reload"
Weight=5.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=70.000000
SleeveNum=0
TraderInfoTexture=Texture'NicePackT.L85A2.L85A2_Trader'
bIsTier3Weapon=True
MeshRef="NicePackA.L85A2_Weapon"
SkinRefs(1)="NicePackT.L85A2.l85a1_diffuse_04"
SkinRefs(2)="NicePackT.L85A2.susat_diffuse_01"
HudImageRef="NicePackT.L85A2.L85A2_Unselected"
SelectedHudImageRef="NicePackT.L85A2.L85A2_Selected"
PlayerIronSightFOV=40.000000
ZoomedDisplayFOV=65.000000
FireModeClass(0)=Class'NicePack.NiceL85A2Fire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectAnimRate=1.500000
BringUpTime=0.600000
SelectSound=Sound'KF_9MMSnd.9mm_Select'
AIRating=0.250000
CurrentRating=0.250000
bShowChargingBar=True
Description="This L85A2 is fine-tuned for sharpshooter's use: relatively low damage is compensated by sharpshooter's own abilities, while low recoil and simple reload allow for non-stop head-popping."
DisplayFOV=70.000000
Priority=100
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=3
GroupOffset=1
PickupClass=Class'NicePack.NiceL85A2Pickup'
PlayerViewOffset=(X=20.000000,Y=25.000000,Z=-10.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceL85A2Attachment'
IconCoords=(X1=434,Y1=253,X2=506,Y2=292)
ItemName="L85A2"
}