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 +1,14 @@
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class NiceDamTypeThom extends NiceDamageTypeVetCommando
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abstract;
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defaultproperties
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{
HeadShotDamageMult=1.500000
WeaponClass=Class'NicePack.NiceTactThom'
DeathString="%k killed %o (Tactical-Thompson)."
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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}
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class NiceDamTypeThom extends NiceDamageTypeVetCommando
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abstract;
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defaultproperties
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{
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HeadShotDamageMult=1.500000
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WeaponClass=Class'NicePack.NiceTactThom'
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DeathString="%k killed %o (Tactical-Thompson)."
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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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KDamageImpulse=1500.000000
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KDeathVel=110.000000
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KDeathUpKick=2.000000
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}
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@ -1,17 +1,69 @@
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class NiceTactThom extends NiceAssaultRifle;
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#exec OBJ LOAD FILE=KillingFloorWeapons.utx
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#exec OBJ LOAD FILE=KillingFloorHUD.utx
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#exec OBJ LOAD FILE=Inf_Weapons_Foley.uax
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simulated function AltFire(float F){
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ToggleLaser();
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}
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simulated function ToggleLaser(){
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if(!Instigator.IsLocallyControlled())
return;
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// Will redo this bit later, but so far it'll have to do
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if(LaserType == 0)
LaserType = 1;
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else
LaserType = 0;
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ApplyLaserState();
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}
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defaultproperties
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{
LaserAttachmentBone="bone_laser"
reloadPreEndFrame=0.110000
reloadEndFrame=0.380000
reloadChargeEndFrame=0.650000
reloadMagStartFrame=0.260000
reloadChargeStartFrame=0.460000
MagazineBone="thomson-mag"
MagCapacity=30
ReloadRate=2.880000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_M4"
SelectedHudImage=Texture'NicePackT.TactThompson.tact_sel'
Weight=4.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=70.000000
SleeveNum=2
TraderInfoTexture=Texture'NicePackT.TactThompson.tact_trader'
bIsTier2Weapon=True
MeshRef="NicePackA.tact_tom"
SkinRefs(0)="NicePackT.TactThompson.EOTECH"
SkinRefs(1)="NicePackT.TactThompson.holosight_fb"
SelectSoundRef="NicePackSnd.TactThompson.tact_deploy"
HudImageRef="NicePackT.TactThompson.tact_unsel"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=40.000000
FireModeClass(0)=Class'NicePack.NiceTactThomFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="An excellent tactical Thompson. Not much better than a bullpup, but has lots of ammo and some penetration."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=70.000000
Priority=70
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=3
GroupOffset=1
PickupClass=Class'NicePack.NiceTactThomPickup'
PlayerViewOffset=(X=20.000000,Y=21.500000,Z=-9.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceTactThomAttachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="Tactical Thompson"
TransientSoundVolume=1.250000
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}
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class NiceTactThom extends NiceAssaultRifle;
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#exec OBJ LOAD FILE=KillingFloorWeapons.utx
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#exec OBJ LOAD FILE=KillingFloorHUD.utx
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#exec OBJ LOAD FILE=Inf_Weapons_Foley.uax
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simulated function AltFire(float F){
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ToggleLaser();
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}
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simulated function ToggleLaser(){
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if(!Instigator.IsLocallyControlled())
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return;
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// Will redo this bit later, but so far it'll have to do
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if(LaserType == 0)
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LaserType = 1;
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else
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LaserType = 0;
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ApplyLaserState();
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}
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defaultproperties
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{
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LaserAttachmentBone="bone_laser"
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reloadPreEndFrame=0.110000
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reloadEndFrame=0.380000
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reloadChargeEndFrame=0.650000
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reloadMagStartFrame=0.260000
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reloadChargeStartFrame=0.460000
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MagazineBone="thomson-mag"
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MagCapacity=30
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ReloadRate=2.880000
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ReloadAnim="Reload"
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ReloadAnimRate=1.000000
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WeaponReloadAnim="Reload_M4"
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SelectedHudImage=Texture'NicePackT.TactThompson.tact_sel'
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Weight=4.000000
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bHasAimingMode=True
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IdleAimAnim="Idle_Iron"
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StandardDisplayFOV=70.000000
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SleeveNum=2
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TraderInfoTexture=Texture'NicePackT.TactThompson.tact_trader'
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bIsTier2Weapon=True
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MeshRef="NicePackA.tact_tom"
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SkinRefs(0)="NicePackT.TactThompson.EOTECH"
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SkinRefs(1)="NicePackT.TactThompson.holosight_fb"
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SelectSoundRef="NicePackSnd.TactThompson.tact_deploy"
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HudImageRef="NicePackT.TactThompson.tact_unsel"
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PlayerIronSightFOV=65.000000
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ZoomedDisplayFOV=40.000000
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FireModeClass(0)=Class'NicePack.NiceTactThomFire'
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FireModeClass(1)=Class'KFMod.NoFire'
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PutDownAnim="PutDown"
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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="An excellent tactical Thompson. Not much better than a bullpup, but has lots of ammo and some penetration."
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EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
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DisplayFOV=70.000000
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Priority=70
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CustomCrosshair=11
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CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
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InventoryGroup=3
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GroupOffset=1
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PickupClass=Class'NicePack.NiceTactThomPickup'
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PlayerViewOffset=(X=20.000000,Y=21.500000,Z=-9.000000)
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BobDamping=6.000000
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AttachmentClass=Class'NicePack.NiceTactThomAttachment'
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IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
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ItemName="Tactical Thompson"
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TransientSoundVolume=1.250000
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}
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@ -1,5 +1,12 @@
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class NiceTactThomAmmo extends NiceAmmo;
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#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
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defaultproperties
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{
WeaponPickupClass=Class'NicePack.NiceTactThomPickup'
MaxAmmo=270
InitialAmount=60
PickupClass=Class'NicePack.NiceTactThomAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="Tact-Thom bullets"
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}
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class NiceTactThomAmmo 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.NiceTactThomPickup'
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MaxAmmo=270
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InitialAmount=60
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PickupClass=Class'NicePack.NiceTactThomAmmoPickup'
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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="Tact-Thom bullets"
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}
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@ -1,4 +1,8 @@
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class NiceTactThomAmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=30
InventoryType=Class'NicePack.NiceTactThomAmmo'
PickupMessage="Rounds (Tact-Thom)"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
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}
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class NiceTactThomAmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
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AmmoAmount=30
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InventoryType=Class'NicePack.NiceTactThomAmmo'
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PickupMessage="Rounds (Tact-Thom)"
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StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
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}
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@ -1,4 +1,56 @@
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class NiceTactThomAttachment extends NiceAttachment;
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defaultproperties
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{
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.tact_3rd"
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
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}
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class NiceTactThomAttachment extends NiceAttachment;
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defaultproperties
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{
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mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
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mTracerClass=Class'KFMod.KFNewTracer'
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mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
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MovementAnims(0)="JogF_M4"
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MovementAnims(1)="JogB_M4"
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MovementAnims(2)="JogL_M4"
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MovementAnims(3)="JogR_M4"
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TurnLeftAnim="TurnL_M4"
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TurnRightAnim="TurnR_M4"
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CrouchAnims(0)="CHWalkF_M4"
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CrouchAnims(1)="CHWalkB_M4"
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CrouchAnims(2)="CHWalkL_M4"
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CrouchAnims(3)="CHWalkR_M4"
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WalkAnims(0)="WalkF_M4"
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WalkAnims(1)="WalkB_M4"
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WalkAnims(2)="WalkL_M4"
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WalkAnims(3)="WalkR_M4"
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CrouchTurnRightAnim="CH_TurnR_M4"
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CrouchTurnLeftAnim="CH_TurnL_M4"
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IdleCrouchAnim="CHIdle_M4"
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IdleWeaponAnim="Idle_M4"
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IdleRestAnim="Idle_M4"
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IdleChatAnim="Idle_M4"
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IdleHeavyAnim="Idle_M4"
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IdleRifleAnim="Idle_M4"
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FireAnims(0)="Fire_M4"
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FireAnims(1)="Fire_M4"
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FireAnims(2)="Fire_M4"
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FireAnims(3)="Fire_M4"
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FireAltAnims(0)="Fire_M4"
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FireAltAnims(1)="Fire_M4"
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FireAltAnims(2)="Fire_M4"
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FireAltAnims(3)="Fire_M4"
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FireCrouchAnims(0)="CHFire_M4"
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FireCrouchAnims(1)="CHFire_M4"
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FireCrouchAnims(2)="CHFire_M4"
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FireCrouchAnims(3)="CHFire_M4"
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FireCrouchAltAnims(0)="CHFire_M4"
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FireCrouchAltAnims(1)="CHFire_M4"
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FireCrouchAltAnims(2)="CHFire_M4"
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FireCrouchAltAnims(3)="CHFire_M4"
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HitAnims(0)="HitF_M4"
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HitAnims(1)="HitB_M4"
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HitAnims(2)="HitL_M4"
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HitAnims(3)="HitR_M4"
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PostFireBlendStandAnim="Blend_M4"
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PostFireBlendCrouchAnim="CHBlend_M4"
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MeshRef="NicePackA.tact_3rd"
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bRapidFire=True
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bAltRapidFire=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 +1,35 @@
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class NiceTactThomFire extends NiceFire;
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defaultproperties
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{
ProjectileSpeed=14250.000000
FireAimedAnim="Fire_Iron"
RecoilRate=0.080000
maxVerticalRecoilAngle=240
maxHorizontalRecoilAngle=120
ShellEjectClass=Class'ROEffects.KFShellEjectBullpup'
ShellEjectBoneName="bone_ejector"
bAccuracyBonusForSemiAuto=True
FireSoundRef="NicePackSnd.TactThompson.tact_fire_m"
StereoFireSoundRef="NicePackSnd.TactThompson.tacT_fire_s"
NoAmmoSoundRef="KF_9MMSnd.9mm_DryFire"
DamageType=Class'NicePack.NiceDamTypeThom'
DamageMin=20
DamageMax=20
Momentum=8500.000000
bPawnRapidFireAnim=True
TransientSoundVolume=1.800000
FireLoopAnim="Fire"
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.080000
AmmoClass=Class'NicePack.NiceTactThomAmmo'
ShakeRotMag=(X=75.000000,Y=75.000000,Z=250.000000)
ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
ShakeRotTime=0.500000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=10.000000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.000000
BotRefireRate=0.990000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG'
aimerror=42.000000
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}
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class NiceTactThomFire extends NiceFire;
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defaultproperties
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{
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ProjectileSpeed=14250.000000
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FireAimedAnim="Fire_Iron"
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RecoilRate=0.080000
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maxVerticalRecoilAngle=240
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maxHorizontalRecoilAngle=120
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ShellEjectClass=Class'ROEffects.KFShellEjectBullpup'
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ShellEjectBoneName="bone_ejector"
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bAccuracyBonusForSemiAuto=True
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FireSoundRef="NicePackSnd.TactThompson.tact_fire_m"
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StereoFireSoundRef="NicePackSnd.TactThompson.tacT_fire_s"
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NoAmmoSoundRef="KF_9MMSnd.9mm_DryFire"
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DamageType=Class'NicePack.NiceDamTypeThom'
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DamageMin=20
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DamageMax=20
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Momentum=8500.000000
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bPawnRapidFireAnim=True
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TransientSoundVolume=1.800000
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FireLoopAnim="Fire"
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TweenTime=0.025000
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FireForce="AssaultRifleFire"
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FireRate=0.080000
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AmmoClass=Class'NicePack.NiceTactThomAmmo'
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ShakeRotMag=(X=75.000000,Y=75.000000,Z=250.000000)
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ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
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ShakeRotTime=0.500000
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ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=10.000000)
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ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
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ShakeOffsetTime=1.000000
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BotRefireRate=0.990000
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FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG'
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aimerror=42.000000
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}
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class NiceTactThomPickup extends NiceWeaponPickup;
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defaultproperties
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{
Weight=4.000000
cost=200
AmmoCost=12
BuyClipSize=40
PowerValue=56
SpeedValue=95
RangeValue=70
Description="An excellent tactical Thompson. Weakest weapon in commando's arsenal, but it is extremely light."
ItemName="Tactical Thompson"
ItemShortName="Tact Thom"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=3
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceTactThom'
PickupMessage="You got the Tactical-Thompson."
PickupSound=Sound'NicePackSnd.TactThompson.bolt_pull'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'NicePackSM.TactThompson.tact_pickup'
CollisionRadius=25.000000
CollisionHeight=5.000000
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}
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class NiceTactThomPickup extends NiceWeaponPickup;
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defaultproperties
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{
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Weight=4.000000
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cost=200
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AmmoCost=12
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BuyClipSize=40
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PowerValue=56
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SpeedValue=95
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RangeValue=70
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Description="An excellent tactical Thompson. Weakest weapon in commando's arsenal, but it is extremely light."
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ItemName="Tactical Thompson"
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ItemShortName="Tact Thom"
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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.NiceTactThom'
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PickupMessage="You got the Tactical-Thompson."
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PickupSound=Sound'NicePackSnd.TactThompson.bolt_pull'
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PickupForce="AssaultRiflePickup"
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StaticMesh=StaticMesh'NicePackSM.TactThompson.tact_pickup'
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CollisionRadius=25.000000
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CollisionHeight=5.000000
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}
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