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 +1,14 @@
class NiceDamTypeM4AssaultRifle extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{ HeadShotDamageMult=1.500000 WeaponClass=Class'NicePack.NiceM4AssaultRifle' DeathString="%k killed %o (M4)." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True KDamageImpulse=1500.000000 KDeathVel=110.000000 KDeathUpKick=2.000000
}
class NiceDamTypeM4AssaultRifle extends NiceDamageTypeVetCommando
abstract;
defaultproperties
{
HeadShotDamageMult=1.500000
WeaponClass=Class'NicePack.NiceM4AssaultRifle'
DeathString="%k killed %o (M4)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
KDamageImpulse=1500.000000
KDeathVel=110.000000
KDeathUpKick=2.000000
}

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@ -1,5 +1,13 @@
class NiceM4Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceM4Pickup' AmmoPickupAmount=30 MaxAmmo=180 InitialAmount=45 PickupClass=Class'NicePack.NiceM4AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="M4 bullets"
}
class NiceM4Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceM4Pickup'
AmmoPickupAmount=30
MaxAmmo=180
InitialAmount=45
PickupClass=Class'NicePack.NiceM4AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="M4 bullets"
}

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@ -1,4 +1,8 @@
class NiceM4AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=30 InventoryType=Class'NicePack.NiceM4Ammo' PickupMessage="Rounds 5.56mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}
class NiceM4AmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=30
InventoryType=Class'NicePack.NiceM4Ammo'
PickupMessage="Rounds 5.56mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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@ -1,7 +1,54 @@
class NiceM4AssaultRifle extends NiceAssaultRifle;
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
#exec OBJ LOAD FILE=KillingFloorHUD.utx
#exec OBJ LOAD FILE=Inf_Weapons_Foley.uax
defaultproperties
{ reloadPreEndFrame=0.148000 reloadEndFrame=0.546000 reloadChargeEndFrame=0.778000 reloadMagStartFrame=0.306000 reloadChargeStartFrame=0.694000 MagCapacity=30 ReloadRate=3.633300 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_M4" Weight=5.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=60.000000 SleeveNum=2 TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_M4' bIsTier2Weapon=True MeshRef="KF_Wep_M4.M4_Trip" SkinRefs(0)="KF_Weapons4_Trip_T.Weapons.m4_cmb" SkinRefs(1)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr" SelectSoundRef="KF_M4RifleSnd.WEP_M4_Foley_Select" HudImageRef="KillingFloor2HUD.WeaponSelect.M4_unselected" SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.M4" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=45.000000 FireModeClass(0)=Class'NicePack.NiceM4Fire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="A compact assault rifle. Can be fired in semi or full auto with good damage and good accuracy." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=60.000000 Priority=130 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=3 GroupOffset=10 PickupClass=Class'NicePack.NiceM4Pickup' PlayerViewOffset=(X=25.000000,Y=18.000000,Z=-6.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceM4Attachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="M4" TransientSoundVolume=1.250000
}
class NiceM4AssaultRifle extends NiceAssaultRifle;
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
#exec OBJ LOAD FILE=KillingFloorHUD.utx
#exec OBJ LOAD FILE=Inf_Weapons_Foley.uax
defaultproperties
{
reloadPreEndFrame=0.148000
reloadEndFrame=0.546000
reloadChargeEndFrame=0.778000
reloadMagStartFrame=0.306000
reloadChargeStartFrame=0.694000
MagCapacity=30
ReloadRate=3.633300
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_M4"
Weight=5.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=60.000000
SleeveNum=2
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_M4'
bIsTier2Weapon=True
MeshRef="KF_Wep_M4.M4_Trip"
SkinRefs(0)="KF_Weapons4_Trip_T.Weapons.m4_cmb"
SkinRefs(1)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr"
SelectSoundRef="KF_M4RifleSnd.WEP_M4_Foley_Select"
HudImageRef="KillingFloor2HUD.WeaponSelect.M4_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.M4"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=45.000000
FireModeClass(0)=Class'NicePack.NiceM4Fire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="A compact assault rifle. Can be fired in semi or full auto with good damage and good accuracy."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=60.000000
Priority=130
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=3
GroupOffset=10
PickupClass=Class'NicePack.NiceM4Pickup'
PlayerViewOffset=(X=25.000000,Y=18.000000,Z=-6.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceM4Attachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="M4"
TransientSoundVolume=1.250000
}

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@ -1,4 +1,58 @@
class NiceM4Attachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' ShellEjectBoneName="Shell_eject" 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="KF_Weapons3rd3_Trip.M4_3rd" WeaponAmbientScale=2.000000 bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}
class NiceM4Attachment extends NiceAttachment;
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
ShellEjectBoneName="Shell_eject"
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="KF_Weapons3rd3_Trip.M4_3rd"
WeaponAmbientScale=2.000000
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
}

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@ -1,4 +1,32 @@
class NiceM4Fire extends NiceHighROFFire;
defaultproperties
{ FireEndSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop_End_M" FireEndStereoSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop_End_S" AmbientFireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop" zedTimeFireSpeedUp=2.500000 ProjectileSpeed=44000.000000 RecoilRate=0.065000 maxVerticalRecoilAngle=170 maxHorizontalRecoilAngle=85 ShellEjectClass=Class'ROEffects.KFShellEjectM4Rifle' ShellEjectBoneName="Shell_eject" FireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_M" StereoFireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_S" NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire" DamageType=Class'NicePack.NiceDamTypeM4AssaultRifle' DamageMin=69 DamageMax=69 Momentum=8500.000000 FireRate=0.075000 AmmoClass=Class'NicePack.NiceM4Ammo' 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'ROEffects.MuzzleFlash1stSTG' aimerror=42.000000
}
class NiceM4Fire extends NiceHighROFFire;
defaultproperties
{
FireEndSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop_End_M"
FireEndStereoSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop_End_S"
AmbientFireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Loop"
zedTimeFireSpeedUp=2.500000
ProjectileSpeed=44000.000000
RecoilRate=0.065000
maxVerticalRecoilAngle=170
maxHorizontalRecoilAngle=85
ShellEjectClass=Class'ROEffects.KFShellEjectM4Rifle'
ShellEjectBoneName="Shell_eject"
FireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_M"
StereoFireSoundRef="KF_M4RifleSnd.M4Rifle_Fire_Single_S"
NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire"
DamageType=Class'NicePack.NiceDamTypeM4AssaultRifle'
DamageMin=69
DamageMax=69
Momentum=8500.000000
FireRate=0.075000
AmmoClass=Class'NicePack.NiceM4Ammo'
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'ROEffects.MuzzleFlash1stSTG'
aimerror=42.000000
}

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@ -1,4 +1,25 @@
class NiceM4Pickup extends NiceWeaponPickup;
defaultproperties
{ Weight=5.000000 cost=500 BuyClipSize=30 PowerValue=30 SpeedValue=90 RangeValue=60 Description="A compact assault rifle. Can be fired in semi or full auto with good damage and good accuracy." ItemName="M4" ItemShortName="M4" AmmoItemName="5.56mm Ammo" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' CorrespondingPerkIndex=3 EquipmentCategoryID=2 VariantClasses(0)=Class'KFMod.CamoM4Pickup' InventoryType=Class'NicePack.NiceM4AssaultRifle' PickupMessage="You got the M4" PickupSound=Sound'KF_M4RifleSnd.foley.WEP_M4_Foley_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups3_Trip.Rifles.M4_Pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
}
class NiceM4Pickup extends NiceWeaponPickup;
defaultproperties
{
Weight=5.000000
cost=500
BuyClipSize=30
PowerValue=30
SpeedValue=90
RangeValue=60
Description="A compact assault rifle. Can be fired in semi or full auto with good damage and good accuracy."
ItemName="M4"
ItemShortName="M4"
AmmoItemName="5.56mm Ammo"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=3
EquipmentCategoryID=2
VariantClasses(0)=Class'KFMod.CamoM4Pickup'
InventoryType=Class'NicePack.NiceM4AssaultRifle'
PickupMessage="You got the M4"
PickupSound=Sound'KF_M4RifleSnd.foley.WEP_M4_Foley_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups3_Trip.Rifles.M4_Pickup'
CollisionRadius=25.000000
CollisionHeight=5.000000
}