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

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

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@ -1,25 +1,78 @@
class NiceLAW extends NiceWeapon;
simulated function ZoomIn(bool bAnimateTransition){
if(Level.TimeSeconds < FireMode[0].NextFireTime) return;
super.ZoomIn(bAnimateTransition);
if(bAnimateTransition){ if(bZoomOutInterrupted) PlayAnim('Raise',1.0,0.1); else PlayAnim('Raise',1.0,0.1);
}
}
simulated function ZoomOut(bool bAnimateTransition){
super.ZoomOut(false);
if(bAnimateTransition) TweenAnim(IdleAnim,FastZoomOutTime);
}
simulated function PostBeginPlay(){
local AutoReloadAnimDesc reloadDesc;
autoReloadsDescriptions.Length = 0;
reloadDesc.canInterruptFrame = 0.07;
reloadDesc.trashStartFrame = 0.601;
reloadDesc.resumeFrame = 0.07;
reloadDesc.speedFrame = 0.07;
reloadDesc.animName = 'AimFire';
autoReloadsDescriptions[0] = reloadDesc;
super.PostBeginPlay();
}
defaultproperties
{ bChangeClipIcon=True bChangeBulletsIcon=True hudClipTexture=Texture'KillingFloorHUD.HUD.Hud_Law_Rocket' hudBulletsTexture=Texture'KillingFloorHUD.HUD.Hud_Law_Rocket' reloadType=RTYPE_AUTO ForceZoomOutOnFireTime=0.100000 MagCapacity=1 ReloadRate=3.000000 bHoldToReload=True WeaponReloadAnim="Reload_LAW" MinimumFireRange=300 Weight=9.000000 bHasAimingMode=True IdleAimAnim="AimIdle" StandardDisplayFOV=75.000000 SleeveNum=3 TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_Law' bIsTier3Weapon=True MeshRef="KF_Weapons_Trip.LAW_Trip" SkinRefs(0)="KF_Weapons_Trip_T.Supers.law_cmb" SkinRefs(1)="KF_Weapons_Trip_T.Supers.law_reddot_shdr" SkinRefs(2)="KF_Weapons_Trip_T.Supers.rocket_cmb" SelectSoundRef="KF_LAWSnd.LAW_Select" HudImageRef="KillingFloorHUD.WeaponSelect.LAW_unselected" SelectedHudImageRef="KillingFloorHUD.WeaponSelect.LAW" PlayerIronSightFOV=90.000000 ZoomTime=0.260000 ZoomedDisplayFOV=65.000000 FireModeClass(0)=Class'NicePack.NiceLAWFire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectForce="SwitchToRocketLauncher" bSniping=False Description="The Light Anti Tank Weapon is, as its name suggests, a military grade heavy weapons platform designed to disable or outright destroy armored vehicles." EffectOffset=(X=50.000000,Y=1.000000,Z=10.000000) DisplayFOV=75.000000 Priority=195 HudColor=(G=0) InventoryGroup=4 GroupOffset=9 PickupClass=Class'NicePack.NiceLAWPickup' PlayerViewOffset=(X=30.000000,Y=30.000000) BobDamping=7.000000 AttachmentClass=Class'NicePack.NiceLAWAttachment' IconCoords=(X1=429,Y1=212,X2=508,Y2=251) ItemName="L.A.W" AmbientGlow=2
}
class NiceLAW extends NiceWeapon;
simulated function ZoomIn(bool bAnimateTransition){
if(Level.TimeSeconds < FireMode[0].NextFireTime)
return;
super.ZoomIn(bAnimateTransition);
if(bAnimateTransition){
if(bZoomOutInterrupted)
PlayAnim('Raise',1.0,0.1);
else
PlayAnim('Raise',1.0,0.1);
}
}
simulated function ZoomOut(bool bAnimateTransition){
super.ZoomOut(false);
if(bAnimateTransition)
TweenAnim(IdleAnim,FastZoomOutTime);
}
simulated function PostBeginPlay(){
local AutoReloadAnimDesc reloadDesc;
autoReloadsDescriptions.Length = 0;
reloadDesc.canInterruptFrame = 0.07;
reloadDesc.trashStartFrame = 0.601;
reloadDesc.resumeFrame = 0.07;
reloadDesc.speedFrame = 0.07;
reloadDesc.animName = 'AimFire';
autoReloadsDescriptions[0] = reloadDesc;
super.PostBeginPlay();
}
defaultproperties
{
bChangeClipIcon=True
bChangeBulletsIcon=True
hudClipTexture=Texture'KillingFloorHUD.HUD.Hud_Law_Rocket'
hudBulletsTexture=Texture'KillingFloorHUD.HUD.Hud_Law_Rocket'
reloadType=RTYPE_AUTO
ForceZoomOutOnFireTime=0.100000
MagCapacity=1
ReloadRate=3.000000
bHoldToReload=True
WeaponReloadAnim="Reload_LAW"
MinimumFireRange=300
Weight=9.000000
bHasAimingMode=True
IdleAimAnim="AimIdle"
StandardDisplayFOV=75.000000
SleeveNum=3
TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_Law'
bIsTier3Weapon=True
MeshRef="KF_Weapons_Trip.LAW_Trip"
SkinRefs(0)="KF_Weapons_Trip_T.Supers.law_cmb"
SkinRefs(1)="KF_Weapons_Trip_T.Supers.law_reddot_shdr"
SkinRefs(2)="KF_Weapons_Trip_T.Supers.rocket_cmb"
SelectSoundRef="KF_LAWSnd.LAW_Select"
HudImageRef="KillingFloorHUD.WeaponSelect.LAW_unselected"
SelectedHudImageRef="KillingFloorHUD.WeaponSelect.LAW"
PlayerIronSightFOV=90.000000
ZoomTime=0.260000
ZoomedDisplayFOV=65.000000
FireModeClass(0)=Class'NicePack.NiceLAWFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToRocketLauncher"
bSniping=False
Description="The Light Anti Tank Weapon is, as its name suggests, a military grade heavy weapons platform designed to disable or outright destroy armored vehicles."
EffectOffset=(X=50.000000,Y=1.000000,Z=10.000000)
DisplayFOV=75.000000
Priority=195
HudColor=(G=0)
InventoryGroup=4
GroupOffset=9
PickupClass=Class'NicePack.NiceLAWPickup'
PlayerViewOffset=(X=30.000000,Y=30.000000)
BobDamping=7.000000
AttachmentClass=Class'NicePack.NiceLAWAttachment'
IconCoords=(X1=429,Y1=212,X2=508,Y2=251)
ItemName="L.A.W"
AmbientGlow=2
}

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@ -1,5 +1,11 @@
class NiceLAWAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ AmmoPickupAmount=2 MaxAmmo=20 InitialAmount=5 IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=458,Y1=34,X2=511,Y2=78) ItemName="L.A.W Rockets"
}
class NiceLAWAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{
AmmoPickupAmount=2
MaxAmmo=20
InitialAmount=5
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=458,Y1=34,X2=511,Y2=78)
ItemName="L.A.W Rockets"
}

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@ -1,4 +1,10 @@
class NiceLAWAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=2 InventoryType=Class'NicePack.NiceLAWAmmo' PickupMessage="HEAT Rockets" StaticMesh=StaticMesh'KillingFloorStatics.LAWAmmo' DrawScale=0.500000 CollisionRadius=40.000000
}
class NiceLAWAmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=2
InventoryType=Class'NicePack.NiceLAWAmmo'
PickupMessage="HEAT Rockets"
StaticMesh=StaticMesh'KillingFloorStatics.LAWAmmo'
DrawScale=0.500000
CollisionRadius=40.000000
}

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@ -1,4 +1,51 @@
class NiceLAWAttachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'KFMod.KFLawMuzzFlash' MovementAnims(0)="JogF_LAW" MovementAnims(1)="JogB_LAW" MovementAnims(2)="JogL_LAW" MovementAnims(3)="JogR_LAW" TurnLeftAnim="TurnL_LAW" TurnRightAnim="TurnR_LAW" CrouchAnims(0)="CHwalkF_LAW" CrouchAnims(1)="CHwalkB_LAW" CrouchAnims(2)="CHwalkL_LAW" CrouchAnims(3)="CHwalkR_LAW" WalkAnims(0)="WalkF_LAW" WalkAnims(1)="WalkB_LAW" WalkAnims(2)="WalkL_LAW" WalkAnims(3)="WalkR_LAW" CrouchTurnRightAnim="CH_TurnR_LAW" CrouchTurnLeftAnim="CH_TurnL_LAW" IdleCrouchAnim="CHIdle_LAW" IdleWeaponAnim="Idle_LAW" IdleRestAnim="Idle_LAW" IdleChatAnim="Idle_LAW" IdleHeavyAnim="Idle_LAW" IdleRifleAnim="Idle_LAW" FireAnims(0)="Fire_LAW" FireAnims(1)="Fire_LAW" FireAnims(2)="Fire_LAW" FireAnims(3)="Fire_LAW" FireAltAnims(0)="Fire_LAW" FireAltAnims(1)="Fire_LAW" FireAltAnims(2)="Fire_LAW" FireAltAnims(3)="Fire_LAW" FireCrouchAnims(0)="CHFire_LAW" FireCrouchAnims(1)="CHFire_LAW" FireCrouchAnims(2)="CHFire_LAW" FireCrouchAnims(3)="CHFire_LAW" FireCrouchAltAnims(0)="CHFire_LAW" FireCrouchAltAnims(1)="CHFire_LAW" FireCrouchAltAnims(2)="CHFire_LAW" FireCrouchAltAnims(3)="CHFire_LAW" HitAnims(0)="HitF_LAW" HitAnims(1)="HitB_LAW" HitAnims(2)="HitL_LAW" HitAnims(3)="HitR_LAW" PostFireBlendStandAnim="Blend_LAW" PostFireBlendCrouchAnim="CHBlend_LAW" MeshRef="KF_Weapons3rd_Trip.LAW_3rd" bHeavy=True
}
class NiceLAWAttachment extends NiceAttachment;
defaultproperties
{
mMuzFlashClass=Class'KFMod.KFLawMuzzFlash'
MovementAnims(0)="JogF_LAW"
MovementAnims(1)="JogB_LAW"
MovementAnims(2)="JogL_LAW"
MovementAnims(3)="JogR_LAW"
TurnLeftAnim="TurnL_LAW"
TurnRightAnim="TurnR_LAW"
CrouchAnims(0)="CHwalkF_LAW"
CrouchAnims(1)="CHwalkB_LAW"
CrouchAnims(2)="CHwalkL_LAW"
CrouchAnims(3)="CHwalkR_LAW"
WalkAnims(0)="WalkF_LAW"
WalkAnims(1)="WalkB_LAW"
WalkAnims(2)="WalkL_LAW"
WalkAnims(3)="WalkR_LAW"
CrouchTurnRightAnim="CH_TurnR_LAW"
CrouchTurnLeftAnim="CH_TurnL_LAW"
IdleCrouchAnim="CHIdle_LAW"
IdleWeaponAnim="Idle_LAW"
IdleRestAnim="Idle_LAW"
IdleChatAnim="Idle_LAW"
IdleHeavyAnim="Idle_LAW"
IdleRifleAnim="Idle_LAW"
FireAnims(0)="Fire_LAW"
FireAnims(1)="Fire_LAW"
FireAnims(2)="Fire_LAW"
FireAnims(3)="Fire_LAW"
FireAltAnims(0)="Fire_LAW"
FireAltAnims(1)="Fire_LAW"
FireAltAnims(2)="Fire_LAW"
FireAltAnims(3)="Fire_LAW"
FireCrouchAnims(0)="CHFire_LAW"
FireCrouchAnims(1)="CHFire_LAW"
FireCrouchAnims(2)="CHFire_LAW"
FireCrouchAnims(3)="CHFire_LAW"
FireCrouchAltAnims(0)="CHFire_LAW"
FireCrouchAltAnims(1)="CHFire_LAW"
FireCrouchAltAnims(2)="CHFire_LAW"
FireCrouchAltAnims(3)="CHFire_LAW"
HitAnims(0)="HitF_LAW"
HitAnims(1)="HitB_LAW"
HitAnims(2)="HitL_LAW"
HitAnims(3)="HitR_LAW"
PostFireBlendStandAnim="Blend_LAW"
PostFireBlendCrouchAnim="CHBlend_LAW"
MeshRef="KF_Weapons3rd_Trip.LAW_3rd"
bHeavy=True
}

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@ -1,5 +1,28 @@
class NiceLAWPickup extends NiceWeaponPickup;
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
defaultproperties
{ Weight=9.000000 cost=1250 AmmoCost=30 BuyClipSize=1 PowerValue=100 SpeedValue=20 RangeValue=64 Description="Light Anti Tank weapon. Designed to punch through armored vehicles." ItemName="L.A.W" ItemShortName="L.A.W" AmmoItemName="L.A.W Rockets" AmmoMesh=StaticMesh'KillingFloorStatics.LAWAmmo' CorrespondingPerkIndex=6 EquipmentCategoryID=3 MaxDesireability=0.790000 InventoryType=Class'NicePack.NiceLAW' RespawnTime=60.000000 PickupMessage="You got the L.A.W." PickupSound=Sound'KF_LAWSnd.LAW_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups_Trip.Super.LAW_Pickup' CollisionRadius=35.000000 CollisionHeight=10.000000
}
class NiceLAWPickup extends NiceWeaponPickup;
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
defaultproperties
{
Weight=9.000000
cost=1250
AmmoCost=30
BuyClipSize=1
PowerValue=100
SpeedValue=20
RangeValue=64
Description="Light Anti Tank weapon. Designed to punch through armored vehicles."
ItemName="L.A.W"
ItemShortName="L.A.W"
AmmoItemName="L.A.W Rockets"
AmmoMesh=StaticMesh'KillingFloorStatics.LAWAmmo'
CorrespondingPerkIndex=6
EquipmentCategoryID=3
MaxDesireability=0.790000
InventoryType=Class'NicePack.NiceLAW'
RespawnTime=60.000000
PickupMessage="You got the L.A.W."
PickupSound=Sound'KF_LAWSnd.LAW_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups_Trip.Super.LAW_Pickup'
CollisionRadius=35.000000
CollisionHeight=10.000000
}