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

View file

@ -1,16 +1,66 @@
class NiceCLGL extends NiceWeapon;
simulated function fillSubReloadStages(){
// Loading 4 shells during 94 frames tops, with first shell loaded at frame 13, with 22 frames between load moments
generateReloadStages(3, 94, 13, 22);
}
simulated function SetupReloadVars(optional bool bIsActive, optional int animationIndex){
if(MagAmmoRemainingClient == 0){ generateReloadStages(4, 145, 42, 22); reloadStages[0] = 0.2; ReloadAnim='ReloadLong';
}
else{ generateReloadStages(3, 94, 13, 22); ReloadAnim='Reload';
}
UpdateSingleReloadVars();
super.SetupReloadVars(bIsActive, animationIndex);
}
defaultproperties
{ bChangeClipIcon=True bChangeBulletsIcon=True hudClipTexture=Texture'KillingFloor2HUD.HUD.Hud_M79' hudBulletsTexture=Texture'KillingFloor2HUD.HUD.Hud_M79' reloadType=RTYPE_SINGLE MagCapacity=4 ReloadRate=0.850000 ReloadAnim="Reload" ReloadAnimRate=1.000000 bHoldToReload=True WeaponReloadAnim="Reload_Shotgun" Weight=6.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=65.000000 SleeveNum=0 TraderInfoTexture=Texture'NicePackT.CLGL.CLGL_HUD_Trader' bIsTier3Weapon=True MeshRef="NicePackA.CLGLMesh1st" SkinRefs(1)="NicePackT.CLGL.CLGL_CMB" SelectSoundRef="NicePackSnd.CLGL.CLGLSelect" HudImageRef="NicePackT.CLGL.CLGL_HUD_UnSelected" SelectedHudImageRef="NicePackT.CLGL.CLGL_HUD_Selected" PlayerIronSightFOV=70.000000 ZoomedDisplayFOV=40.000000 FireModeClass(0)=Class'NicePack.NiceCLGLFire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.650000 CurrentRating=0.650000 Description="A pump-action grenade launcher. Launches high-explosive grenades." DisplayFOV=65.000000 Priority=210 InventoryGroup=4 GroupOffset=6 PickupClass=Class'NicePack.NiceCLGLPickup' PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-6.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceCLGLAttachment' IconCoords=(X1=253,Y1=146,X2=333,Y2=181) ItemName="China Lake Grenade Launcher" LightType=LT_None LightBrightness=0.000000 LightRadius=0.000000
}
class NiceCLGL extends NiceWeapon;
simulated function fillSubReloadStages(){
// Loading 4 shells during 94 frames tops, with first shell loaded at frame 13, with 22 frames between load moments
generateReloadStages(3, 94, 13, 22);
}
simulated function SetupReloadVars(optional bool bIsActive, optional int animationIndex){
if(MagAmmoRemainingClient == 0){
generateReloadStages(4, 145, 42, 22);
reloadStages[0] = 0.2;
ReloadAnim='ReloadLong';
}
else{
generateReloadStages(3, 94, 13, 22);
ReloadAnim='Reload';
}
UpdateSingleReloadVars();
super.SetupReloadVars(bIsActive, animationIndex);
}
defaultproperties
{
bChangeClipIcon=True
bChangeBulletsIcon=True
hudClipTexture=Texture'KillingFloor2HUD.HUD.Hud_M79'
hudBulletsTexture=Texture'KillingFloor2HUD.HUD.Hud_M79'
reloadType=RTYPE_SINGLE
MagCapacity=4
ReloadRate=0.850000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
bHoldToReload=True
WeaponReloadAnim="Reload_Shotgun"
Weight=6.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=65.000000
SleeveNum=0
TraderInfoTexture=Texture'NicePackT.CLGL.CLGL_HUD_Trader'
bIsTier3Weapon=True
MeshRef="NicePackA.CLGLMesh1st"
SkinRefs(1)="NicePackT.CLGL.CLGL_CMB"
SelectSoundRef="NicePackSnd.CLGL.CLGLSelect"
HudImageRef="NicePackT.CLGL.CLGL_HUD_UnSelected"
SelectedHudImageRef="NicePackT.CLGL.CLGL_HUD_Selected"
PlayerIronSightFOV=70.000000
ZoomedDisplayFOV=40.000000
FireModeClass(0)=Class'NicePack.NiceCLGLFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.650000
CurrentRating=0.650000
Description="A pump-action grenade launcher. Launches high-explosive grenades."
DisplayFOV=65.000000
Priority=210
InventoryGroup=4
GroupOffset=6
PickupClass=Class'NicePack.NiceCLGLPickup'
PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-6.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceCLGLAttachment'
IconCoords=(X1=253,Y1=146,X2=333,Y2=181)
ItemName="China Lake Grenade Launcher"
LightType=LT_None
LightBrightness=0.000000
LightRadius=0.000000
}

View file

@ -1,4 +1,11 @@
class NiceCLGLAmmo extends NiceAmmo;
defaultproperties
{ AmmoPickupAmount=4 MaxAmmo=36 InitialAmount=9 PickupClass=Class'NicePack.NiceCLGLAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=4,Y1=350,X2=110,Y2=395) ItemName="CLGL Grenades"
}
class NiceCLGLAmmo extends NiceAmmo;
defaultproperties
{
AmmoPickupAmount=4
MaxAmmo=36
InitialAmount=9
PickupClass=Class'NicePack.NiceCLGLAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=4,Y1=350,X2=110,Y2=395)
ItemName="CLGL Grenades"
}

View file

@ -1,4 +1,9 @@
class NiceCLGLAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=6 InventoryType=Class'NicePack.NiceCLGLAmmo' PickupMessage="CLGL Grenades" StaticMesh=StaticMesh'KillingFloorStatics.FragPickup' CollisionRadius=25.000000
}
class NiceCLGLAmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=6
InventoryType=Class'NicePack.NiceCLGLAmmo'
PickupMessage="CLGL Grenades"
StaticMesh=StaticMesh'KillingFloorStatics.FragPickup'
CollisionRadius=25.000000
}

View file

@ -1,4 +1,51 @@
class NiceCLGLAttachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdNadeL' mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer' MovementAnims(0)="JogF_Shotgun" MovementAnims(1)="JogB_Shotgun" MovementAnims(2)="JogL_Shotgun" MovementAnims(3)="JogR_Shotgun" TurnLeftAnim="TurnL_Shotgun" TurnRightAnim="TurnR_Shotgun" CrouchAnims(0)="CHwalkF_Shotgun" CrouchAnims(1)="CHwalkB_Shotgun" CrouchAnims(2)="CHwalkL_Shotgun" CrouchAnims(3)="CHwalkR_Shotgun" WalkAnims(0)="WalkF_Shotgun" WalkAnims(1)="WalkB_Shotgun" WalkAnims(2)="WalkL_Shotgun" WalkAnims(3)="WalkR_Shotgun" CrouchTurnRightAnim="CH_TurnR_Shotgun" CrouchTurnLeftAnim="CH_TurnL_Shotgun" IdleCrouchAnim="CHIdle_Shotgun" IdleWeaponAnim="Idle_Shotgun" IdleRestAnim="Idle_Shotgun" IdleChatAnim="Idle_Shotgun" IdleHeavyAnim="Idle_Shotgun" IdleRifleAnim="Idle_Shotgun" FireAnims(0)="Fire_Shotgun" FireAnims(1)="Fire_Shotgun" FireAnims(2)="Fire_Shotgun" FireAnims(3)="Fire_Shotgun" FireAltAnims(0)="Fire_Shotgun" FireAltAnims(1)="Fire_Shotgun" FireAltAnims(2)="Fire_Shotgun" FireAltAnims(3)="Fire_Shotgun" FireCrouchAnims(0)="CHFire_Shotgun" FireCrouchAnims(1)="CHFire_Shotgun" FireCrouchAnims(2)="CHFire_Shotgun" FireCrouchAnims(3)="CHFire_Shotgun" FireCrouchAltAnims(0)="CHFire_Shotgun" FireCrouchAltAnims(1)="CHFire_Shotgun" FireCrouchAltAnims(2)="CHFire_Shotgun" FireCrouchAltAnims(3)="CHFire_Shotgun" HitAnims(0)="HitF_Shotgun" HitAnims(1)="HitB_Shotgun" HitAnims(2)="HitL_Shotgun" HitAnims(3)="HitR_Shotgun" PostFireBlendStandAnim="Blend_Shotgun" PostFireBlendCrouchAnim="CHBlend_Shotgun" MeshRef="NicePackA.CLGLMesh3rd"
}
class NiceCLGLAttachment extends NiceAttachment;
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdNadeL'
mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
MovementAnims(0)="JogF_Shotgun"
MovementAnims(1)="JogB_Shotgun"
MovementAnims(2)="JogL_Shotgun"
MovementAnims(3)="JogR_Shotgun"
TurnLeftAnim="TurnL_Shotgun"
TurnRightAnim="TurnR_Shotgun"
CrouchAnims(0)="CHwalkF_Shotgun"
CrouchAnims(1)="CHwalkB_Shotgun"
CrouchAnims(2)="CHwalkL_Shotgun"
CrouchAnims(3)="CHwalkR_Shotgun"
WalkAnims(0)="WalkF_Shotgun"
WalkAnims(1)="WalkB_Shotgun"
WalkAnims(2)="WalkL_Shotgun"
WalkAnims(3)="WalkR_Shotgun"
CrouchTurnRightAnim="CH_TurnR_Shotgun"
CrouchTurnLeftAnim="CH_TurnL_Shotgun"
IdleCrouchAnim="CHIdle_Shotgun"
IdleWeaponAnim="Idle_Shotgun"
IdleRestAnim="Idle_Shotgun"
IdleChatAnim="Idle_Shotgun"
IdleHeavyAnim="Idle_Shotgun"
IdleRifleAnim="Idle_Shotgun"
FireAnims(0)="Fire_Shotgun"
FireAnims(1)="Fire_Shotgun"
FireAnims(2)="Fire_Shotgun"
FireAnims(3)="Fire_Shotgun"
FireAltAnims(0)="Fire_Shotgun"
FireAltAnims(1)="Fire_Shotgun"
FireAltAnims(2)="Fire_Shotgun"
FireAltAnims(3)="Fire_Shotgun"
FireCrouchAnims(0)="CHFire_Shotgun"
FireCrouchAnims(1)="CHFire_Shotgun"
FireCrouchAnims(2)="CHFire_Shotgun"
FireCrouchAnims(3)="CHFire_Shotgun"
FireCrouchAltAnims(0)="CHFire_Shotgun"
FireCrouchAltAnims(1)="CHFire_Shotgun"
FireCrouchAltAnims(2)="CHFire_Shotgun"
FireCrouchAltAnims(3)="CHFire_Shotgun"
HitAnims(0)="HitF_Shotgun"
HitAnims(1)="HitB_Shotgun"
HitAnims(2)="HitL_Shotgun"
HitAnims(3)="HitR_Shotgun"
PostFireBlendStandAnim="Blend_Shotgun"
PostFireBlendCrouchAnim="CHBlend_Shotgun"
MeshRef="NicePackA.CLGLMesh3rd"
}

View file

@ -1,4 +1,27 @@
class NiceCLGLPickup extends NiceWeaponPickup;
defaultproperties
{ Weight=6.000000 cost=500 AmmoCost=28 BuyClipSize=4 PowerValue=85 SpeedValue=65 RangeValue=75 Description="A pump-action grenade launcher. Launches high-explosive grenades." ItemName="China Lake Grenade Launcher" ItemShortName="China Lake Launcher" AmmoItemName="CLGL Grenades" AmmoMesh=StaticMesh'KillingFloorStatics.XbowAmmo' CorrespondingPerkIndex=6 EquipmentCategoryID=2 MaxDesireability=0.790000 InventoryType=Class'NicePack.NiceCLGL' PickupMessage="You got the China Lake Grenade Launcher." PickupSound=Sound'NicePackSnd.CLGL.CLGLPickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'NicePackSM.CLGLMeshPickup' DrawScale=1.400000 CollisionRadius=25.000000 CollisionHeight=10.000000
}
class NiceCLGLPickup extends NiceWeaponPickup;
defaultproperties
{
Weight=6.000000
cost=500
AmmoCost=28
BuyClipSize=4
PowerValue=85
SpeedValue=65
RangeValue=75
Description="A pump-action grenade launcher. Launches high-explosive grenades."
ItemName="China Lake Grenade Launcher"
ItemShortName="China Lake Launcher"
AmmoItemName="CLGL Grenades"
AmmoMesh=StaticMesh'KillingFloorStatics.XbowAmmo'
CorrespondingPerkIndex=6
EquipmentCategoryID=2
MaxDesireability=0.790000
InventoryType=Class'NicePack.NiceCLGL'
PickupMessage="You got the China Lake Grenade Launcher."
PickupSound=Sound'NicePackSnd.CLGL.CLGLPickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'NicePackSM.CLGLMeshPickup'
DrawScale=1.400000
CollisionRadius=25.000000
CollisionHeight=10.000000
}

View file

@ -1,4 +1,5 @@
class NiceDamTypeCLGLBlunt extends NiceDamTypeDemoBlunt;
defaultproperties
{ WeaponClass=Class'NicePack.NiceCLGL'
}
class NiceDamTypeCLGLBlunt extends NiceDamTypeDemoBlunt;
defaultproperties
{
WeaponClass=Class'NicePack.NiceCLGL'
}

View file

@ -1,4 +1,5 @@
class NiceDamTypeCLGLExplosion extends NiceDamTypeDemoExplosion;
defaultproperties
{ WeaponClass=Class'NicePack.NiceCLGL'
}
class NiceDamTypeCLGLExplosion extends NiceDamTypeDemoExplosion;
defaultproperties
{
WeaponClass=Class'NicePack.NiceCLGL'
}