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 +1,15 @@
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class NiceDamTypeSA80LSW extends NiceDamageTypeVetEnforcerBullets
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abstract;
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defaultproperties
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{
goodDecapMod=0.750000
stunMultiplier=1.400000
HeadShotDamageMult=1.000000
WeaponClass=Class'NicePack.NiceSA80LSW'
DeathString="%k killed %o (SA80 LSW)."
bRagdollBullet=True
DamageThreshold=1
KDamageImpulse=3000.000000
KDeathVel=300.000000
KDeathUpKick=40.000000
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}
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class NiceDamTypeSA80LSW extends NiceDamageTypeVetEnforcerBullets
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abstract;
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defaultproperties
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{
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goodDecapMod=0.750000
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stunMultiplier=1.400000
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HeadShotDamageMult=1.000000
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WeaponClass=Class'NicePack.NiceSA80LSW'
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DeathString="%k killed %o (SA80 LSW)."
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bRagdollBullet=True
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DamageThreshold=1
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KDamageImpulse=3000.000000
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KDeathVel=300.000000
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KDeathUpKick=40.000000
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}
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@ -1,5 +1,64 @@
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class NiceSA80LSW extends NiceScopedWeapon;
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#exec OBJ LOAD FILE=ScopeShaders.utx
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defaultproperties
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{
lenseMaterialID=8
scopePortalFOVHigh=13.000000
scopePortalFOV=13.000000
tileSize=512
ZoomMatRef="HMG_T.SA80.SA80crosshairs_FB"
ScriptedTextureFallbackRef="HMG_T.SA80.alpha_lens_64x64"
CrosshairTexRef="HMG_T.SA80.SA80crosshairs"
reloadPreEndFrame=0.131000
reloadEndFrame=0.570000
reloadChargeEndFrame=0.738000
reloadMagStartFrame=0.290000
reloadChargeStartFrame=0.664000
MagazineBone="clip"
bHasScope=True
ZoomedDisplayFOVHigh=50.000000
MagCapacity=30
ReloadRate=3.500000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_BullPup"
Weight=5.000000
bHasAimingMode=True
IdleAimAnim="Iron_Idle"
StandardDisplayFOV=65.000000
TraderInfoTexture=Texture'HMG_T.SA80.SA80LSW_Trader'
MeshRef="HMG_A.SA80LSW_mesh"
SkinRefs(0)="HMG_T.SA80.SA80LSW_1"
SkinRefs(1)="KF_Weapons3_Trip_T.hands.Priest_Hands_1st_P"
SkinRefs(2)="HMG_T.SA80.SA80LSW_2"
SkinRefs(3)="HMG_T.SA80.SA80LSW_3"
SkinRefs(4)="HMG_T.SA80.SA80LSW_4"
SkinRefs(5)="HMG_T.SA80.SA80LSW_5"
SkinRefs(6)="HMG_T.SA80.SA80LSW_6"
SkinRefs(7)="KF_Weapons_Trip_T.Rifles.CBLens_cmb"
SkinRefs(8)="HMG_T.SA80.alpha_lens_64x64"
SelectSoundRef="HMG_S.SA80.SA80LSW_select"
HudImageRef="HMG_T.SA80.SA80LSW_Unselected"
SelectedHudImageRef="HMG_T.SA80.SA80LSW_selected"
PlayerIronSightFOV=32.000000
ZoomedDisplayFOV=50.000000
FireModeClass(0)=Class'NicePack.NiceSA80LSWFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.650000
CurrentRating=0.650000
Description="An odd member of a heavy machinegunner's arsenal, SA80 LSW was modified to have a stable aim and use ammunition that's good for both precise shots at vulnerable points and mangling whole zed's bodies."
DisplayFOV=65.000000
Priority=100
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=3
GroupOffset=3
PickupClass=Class'NicePack.NiceSA80LSWPickup'
PlayerViewOffset=(X=20.000000,Y=10.000000,Z=-2.000000)
BobDamping=5.000000
AttachmentClass=Class'NicePack.NiceSA80LSWAttachment'
IconCoords=(X1=253,Y1=146,X2=333,Y2=181)
ItemName="SA80 LSW"
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}
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class NiceSA80LSW extends NiceScopedWeapon;
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#exec OBJ LOAD FILE=ScopeShaders.utx
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defaultproperties
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{
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lenseMaterialID=8
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scopePortalFOVHigh=13.000000
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scopePortalFOV=13.000000
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tileSize=512
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ZoomMatRef="HMG_T.SA80.SA80crosshairs_FB"
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ScriptedTextureFallbackRef="HMG_T.SA80.alpha_lens_64x64"
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CrosshairTexRef="HMG_T.SA80.SA80crosshairs"
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reloadPreEndFrame=0.131000
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reloadEndFrame=0.570000
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reloadChargeEndFrame=0.738000
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reloadMagStartFrame=0.290000
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reloadChargeStartFrame=0.664000
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MagazineBone="clip"
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bHasScope=True
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ZoomedDisplayFOVHigh=50.000000
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MagCapacity=30
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ReloadRate=3.500000
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ReloadAnim="Reload"
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ReloadAnimRate=1.000000
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WeaponReloadAnim="Reload_BullPup"
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Weight=5.000000
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bHasAimingMode=True
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IdleAimAnim="Iron_Idle"
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StandardDisplayFOV=65.000000
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TraderInfoTexture=Texture'HMG_T.SA80.SA80LSW_Trader'
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MeshRef="HMG_A.SA80LSW_mesh"
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SkinRefs(0)="HMG_T.SA80.SA80LSW_1"
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SkinRefs(1)="KF_Weapons3_Trip_T.hands.Priest_Hands_1st_P"
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SkinRefs(2)="HMG_T.SA80.SA80LSW_2"
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SkinRefs(3)="HMG_T.SA80.SA80LSW_3"
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SkinRefs(4)="HMG_T.SA80.SA80LSW_4"
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SkinRefs(5)="HMG_T.SA80.SA80LSW_5"
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SkinRefs(6)="HMG_T.SA80.SA80LSW_6"
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SkinRefs(7)="KF_Weapons_Trip_T.Rifles.CBLens_cmb"
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SkinRefs(8)="HMG_T.SA80.alpha_lens_64x64"
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SelectSoundRef="HMG_S.SA80.SA80LSW_select"
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HudImageRef="HMG_T.SA80.SA80LSW_Unselected"
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SelectedHudImageRef="HMG_T.SA80.SA80LSW_selected"
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PlayerIronSightFOV=32.000000
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ZoomedDisplayFOV=50.000000
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FireModeClass(0)=Class'NicePack.NiceSA80LSWFire'
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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=0.650000
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CurrentRating=0.650000
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Description="An odd member of a heavy machinegunner's arsenal, SA80 LSW was modified to have a stable aim and use ammunition that's good for both precise shots at vulnerable points and mangling whole zed's bodies."
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DisplayFOV=65.000000
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Priority=100
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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=3
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PickupClass=Class'NicePack.NiceSA80LSWPickup'
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PlayerViewOffset=(X=20.000000,Y=10.000000,Z=-2.000000)
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BobDamping=5.000000
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AttachmentClass=Class'NicePack.NiceSA80LSWAttachment'
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IconCoords=(X1=253,Y1=146,X2=333,Y2=181)
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ItemName="SA80 LSW"
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}
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@ -1,4 +1,12 @@
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class NiceSA80LSWAmmo extends NiceAmmo;
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defaultproperties
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{
WeaponPickupClass=Class'NicePack.NiceSA80LSWPickup'
AmmoPickupAmount=30
MaxAmmo=360
InitialAmount=90
PickupClass=Class'NicePack.NiceSA80LSWAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="5.56x45"
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}
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class NiceSA80LSWAmmo extends NiceAmmo;
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defaultproperties
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{
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WeaponPickupClass=Class'NicePack.NiceSA80LSWPickup'
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AmmoPickupAmount=30
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MaxAmmo=360
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InitialAmount=90
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PickupClass=Class'NicePack.NiceSA80LSWAmmoPickup'
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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="5.56x45"
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}
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@ -1,4 +1,8 @@
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class NiceSA80LSWAmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=30
InventoryType=Class'NicePack.NiceSA80LSWAmmo'
PickupMessage="5.56x45"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
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}
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class NiceSA80LSWAmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
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AmmoAmount=30
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InventoryType=Class'NicePack.NiceSA80LSWAmmo'
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PickupMessage="5.56x45"
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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 NiceSA80LSWAttachment 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_AK47"
MovementAnims(1)="JogB_AK47"
MovementAnims(2)="JogL_AK47"
MovementAnims(3)="JogR_AK47"
TurnLeftAnim="TurnL_AK47"
TurnRightAnim="TurnR_AK47"
CrouchAnims(0)="CHWalkF_AK47"
CrouchAnims(1)="CHWalkB_AK47"
CrouchAnims(2)="CHWalkL_AK47"
CrouchAnims(3)="CHWalkR_AK47"
WalkAnims(0)="WalkF_AK47"
WalkAnims(1)="WalkB_AK47"
WalkAnims(2)="WalkL_AK47"
WalkAnims(3)="WalkR_AK47"
CrouchTurnRightAnim="CH_TurnR_AK47"
CrouchTurnLeftAnim="CH_TurnL_AK47"
IdleCrouchAnim="CHIdle_AK47"
IdleWeaponAnim="Idle_AK47"
IdleRestAnim="Idle_AK47"
IdleChatAnim="Idle_AK47"
IdleHeavyAnim="Idle_AK47"
IdleRifleAnim="Idle_AK47"
FireAnims(0)="Fire_AK47"
FireAnims(1)="Fire_AK47"
FireAnims(2)="Fire_AK47"
FireAnims(3)="Fire_AK47"
FireAltAnims(0)="Fire_AK47"
FireAltAnims(1)="Fire_AK47"
FireAltAnims(2)="Fire_AK47"
FireAltAnims(3)="Fire_AK47"
FireCrouchAnims(0)="CHFire_AK47"
FireCrouchAnims(1)="CHFire_AK47"
FireCrouchAnims(2)="CHFire_AK47"
FireCrouchAnims(3)="CHFire_AK47"
FireCrouchAltAnims(0)="CHFire_AK47"
FireCrouchAltAnims(1)="CHFire_AK47"
FireCrouchAltAnims(2)="CHFire_AK47"
FireCrouchAltAnims(3)="CHFire_AK47"
HitAnims(0)="HitF_AK47"
HitAnims(1)="HitB_AK47"
HitAnims(2)="HitL_AK47"
HitAnims(3)="HitR_AK47"
PostFireBlendStandAnim="Blend_AK47"
PostFireBlendCrouchAnim="CHBlend_AK47"
MeshRef="HMG_A.SA80LSW_3rd"
bHeavy=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
DrawScale=1.100000
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}
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class NiceSA80LSWAttachment 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_AK47"
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MovementAnims(1)="JogB_AK47"
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MovementAnims(2)="JogL_AK47"
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MovementAnims(3)="JogR_AK47"
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TurnLeftAnim="TurnL_AK47"
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TurnRightAnim="TurnR_AK47"
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CrouchAnims(0)="CHWalkF_AK47"
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CrouchAnims(1)="CHWalkB_AK47"
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CrouchAnims(2)="CHWalkL_AK47"
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CrouchAnims(3)="CHWalkR_AK47"
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WalkAnims(0)="WalkF_AK47"
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WalkAnims(1)="WalkB_AK47"
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WalkAnims(2)="WalkL_AK47"
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WalkAnims(3)="WalkR_AK47"
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CrouchTurnRightAnim="CH_TurnR_AK47"
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CrouchTurnLeftAnim="CH_TurnL_AK47"
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IdleCrouchAnim="CHIdle_AK47"
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IdleWeaponAnim="Idle_AK47"
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IdleRestAnim="Idle_AK47"
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IdleChatAnim="Idle_AK47"
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IdleHeavyAnim="Idle_AK47"
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IdleRifleAnim="Idle_AK47"
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FireAnims(0)="Fire_AK47"
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FireAnims(1)="Fire_AK47"
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FireAnims(2)="Fire_AK47"
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FireAnims(3)="Fire_AK47"
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FireAltAnims(0)="Fire_AK47"
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FireAltAnims(1)="Fire_AK47"
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FireAltAnims(2)="Fire_AK47"
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FireAltAnims(3)="Fire_AK47"
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FireCrouchAnims(0)="CHFire_AK47"
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FireCrouchAnims(1)="CHFire_AK47"
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FireCrouchAnims(2)="CHFire_AK47"
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FireCrouchAnims(3)="CHFire_AK47"
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FireCrouchAltAnims(0)="CHFire_AK47"
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FireCrouchAltAnims(1)="CHFire_AK47"
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FireCrouchAltAnims(2)="CHFire_AK47"
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FireCrouchAltAnims(3)="CHFire_AK47"
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HitAnims(0)="HitF_AK47"
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HitAnims(1)="HitB_AK47"
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HitAnims(2)="HitL_AK47"
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HitAnims(3)="HitR_AK47"
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PostFireBlendStandAnim="Blend_AK47"
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PostFireBlendCrouchAnim="CHBlend_AK47"
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MeshRef="HMG_A.SA80LSW_3rd"
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bHeavy=True
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SplashEffect=Class'ROEffects.BulletSplashEmitter'
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CullDistance=5000.000000
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DrawScale=1.100000
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}
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@ -1,4 +1,35 @@
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class NiceSA80LSWFire extends NiceHeavyFire;
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defaultproperties
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{
ProjectileSpeed=46500.000000
FireAimedAnim="Iron_Idle"
RecoilRate=0.050000
maxVerticalRecoilAngle=300
maxHorizontalRecoilAngle=150
ShellEjectClass=Class'ROEffects.KFShellEjectBullpup'
ShellEjectBoneName="Shell_eject"
bAccuracyBonusForSemiAuto=True
FireSoundRef="HMG_S.SA80.SA80LSW_shot"
StereoFireSoundRef="HMG_S.SA80.SA80LSW_shot"
NoAmmoSoundRef="HMG_S.SA80.SA80LSW_empty"
DamageType=Class'NicePack.NiceDamTypeSA80LSW'
DamageMin=70
DamageMax=70
Momentum=12500.000000
bPawnRapidFireAnim=True
TransientSoundVolume=1.400000
FireLoopAnim="Fire"
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.200000
AmmoClass=Class'NicePack.NiceSA80LSWAmmo'
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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class NiceSA80LSWFire extends NiceHeavyFire;
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defaultproperties
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{
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ProjectileSpeed=46500.000000
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FireAimedAnim="Iron_Idle"
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RecoilRate=0.050000
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maxVerticalRecoilAngle=300
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maxHorizontalRecoilAngle=150
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ShellEjectClass=Class'ROEffects.KFShellEjectBullpup'
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ShellEjectBoneName="Shell_eject"
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bAccuracyBonusForSemiAuto=True
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FireSoundRef="HMG_S.SA80.SA80LSW_shot"
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StereoFireSoundRef="HMG_S.SA80.SA80LSW_shot"
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NoAmmoSoundRef="HMG_S.SA80.SA80LSW_empty"
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DamageType=Class'NicePack.NiceDamTypeSA80LSW'
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DamageMin=70
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DamageMax=70
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Momentum=12500.000000
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bPawnRapidFireAnim=True
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TransientSoundVolume=1.400000
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FireLoopAnim="Fire"
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TweenTime=0.025000
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FireForce="AssaultRifleFire"
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FireRate=0.200000
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AmmoClass=Class'NicePack.NiceSA80LSWAmmo'
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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 NiceSA80LSWPickup extends NiceWeaponPickup;
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defaultproperties
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{
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cost=200
Weight=5.000000
AmmoCost=30
BuyClipSize=30
PowerValue=41
SpeedValue=60
RangeValue=60
Description="An odd member of a heavy machinegunner's arsenal, SA80 LSW was modified to have a stable aim and use ammunition that's good for both precise shots at vulnerable points and mangling whole zed's bodies."
ItemName="SA80 LSW"
ItemShortName="SA80 LSW"
AmmoItemName="Rounds 5.56x45"
CorrespondingPerkIndex=1
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceSA80LSW'
PickupMessage="You picked up the SA80 LSW"
PickupSound=Sound'HMG_S.SA80.SA80LSW_pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'HMG_A.SA80LSW_st'
DrawScale=1.500000
CollisionRadius=30.000000
CollisionHeight=5.000000
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}
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class NiceSA80LSWPickup extends NiceWeaponPickup;
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defaultproperties
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{
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cost=200
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Weight=5.000000
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AmmoCost=30
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BuyClipSize=30
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PowerValue=41
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SpeedValue=60
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RangeValue=60
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Description="An odd member of a heavy machinegunner's arsenal, SA80 LSW was modified to have a stable aim and use ammunition that's good for both precise shots at vulnerable points and mangling whole zed's bodies."
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ItemName="SA80 LSW"
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ItemShortName="SA80 LSW"
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AmmoItemName="Rounds 5.56x45"
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CorrespondingPerkIndex=1
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EquipmentCategoryID=2
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InventoryType=Class'NicePack.NiceSA80LSW'
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PickupMessage="You picked up the SA80 LSW"
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PickupSound=Sound'HMG_S.SA80.SA80LSW_pickup'
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PickupForce="AssaultRiflePickup"
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StaticMesh=StaticMesh'HMG_A.SA80LSW_st'
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DrawScale=1.500000
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CollisionRadius=30.000000
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CollisionHeight=5.000000
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}
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