Fix new line symbol issues
This commit is contained in:
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51bb9add5b
commit
d66d86b2b1
846 changed files with 33896 additions and 12983 deletions
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@ -1,6 +1,12 @@
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class NiceDamTypeXMV850M extends NiceDamageTypeVetEnforcerBullets
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abstract;
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defaultproperties
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{
WeaponClass=Class'NicePack.NiceXMV850M'
DeathString="%k killed %o (XMV850 Minigun)."
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//stunMultiplier=0.5
bRagdollBullet=True
KDamageImpulse=51500.000000
KDeathVel=275.000000
KDeathUpKick=45.000000
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class NiceDamTypeXMV850M extends NiceDamageTypeVetEnforcerBullets
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abstract;
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defaultproperties
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{
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WeaponClass=Class'NicePack.NiceXMV850M'
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DeathString="%k killed %o (XMV850 Minigun)."
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//stunMultiplier=0.5
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bRagdollBullet=True
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KDamageImpulse=51500.000000
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KDeathVel=275.000000
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KDeathUpKick=45.000000
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}
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@ -1,5 +1,13 @@
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class NiceXMV850Ammo extends NiceAmmo;
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#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
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defaultproperties
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{
WeaponPickupClass=Class'NicePack.NiceXMV850Pickup'
AmmoPickupAmount=80
MaxAmmo=480
InitialAmount=120
PickupClass=Class'NicePack.NiceXMV850AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="XMV850 bullets"
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}
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class NiceXMV850Ammo 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.NiceXMV850Pickup'
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AmmoPickupAmount=80
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MaxAmmo=480
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InitialAmount=120
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PickupClass=Class'NicePack.NiceXMV850AmmoPickup'
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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="XMV850 bullets"
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}
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@ -1,4 +1,8 @@
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class NiceXMV850AmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=80
InventoryType=Class'NicePack.NiceXMV850Ammo'
PickupMessage="Rounds 7.62x51mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
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}
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class NiceXMV850AmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
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AmmoAmount=80
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InventoryType=Class'NicePack.NiceXMV850Ammo'
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PickupMessage="Rounds 7.62x51mm"
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StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
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}
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@ -1,19 +1,80 @@
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class NiceXMV850Attachment extends NiceAttachment;
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var byte NetBarrelSpeed;
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var int BarrelTurn;
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var float BarrelSpeed;
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replication
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{
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reliable if(Role == ROLE_Authority)
NetBarrelSpeed;
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}
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simulated event Tick(float dt){
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local Rotator bt;
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super.Tick(dt);
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if(Role == ROLE_Authority)
NetBarrelSpeed = byte(BarrelSpeed * float(255));
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else
BarrelSpeed = float(NetBarrelSpeed) / 255.00;
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if(Level.NetMode != NM_DedicatedServer){
BarrelTurn += int(BarrelSpeed * float(655360) * dt);
bt.Roll = BarrelTurn;
SetBoneRotation('Barrels', bt);
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}
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}
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defaultproperties
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{
LaserAttachmentBone="Muzzle"
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
ShellEjectBoneName="ejector"
MovementAnims(0)="JogF_SCAR"
MovementAnims(1)="JogB_SCAR"
MovementAnims(2)="JogL_SCAR"
MovementAnims(3)="JogR_SCAR"
TurnLeftAnim="TurnL_SCAR"
TurnRightAnim="TurnR_SCAR"
CrouchAnims(0)="CHWalkF_SCAR"
CrouchAnims(1)="CHWalkB_SCAR"
CrouchAnims(2)="CHWalkL_SCAR"
CrouchAnims(3)="CHWalkR_SCAR"
WalkAnims(0)="WalkF_SCAR"
WalkAnims(1)="WalkB_SCAR"
WalkAnims(2)="WalkL_SCAR"
WalkAnims(3)="WalkR_SCAR"
CrouchTurnRightAnim="CH_TurnR_SCAR"
CrouchTurnLeftAnim="CH_TurnL_SCAR"
IdleCrouchAnim="CHIdle_SCAR"
IdleWeaponAnim="Idle_SCAR"
IdleRestAnim="Idle_SCAR"
IdleChatAnim="Idle_SCAR"
IdleHeavyAnim="Idle_SCAR"
IdleRifleAnim="Idle_SCAR"
FireAnims(0)="Fire_SCAR"
FireAnims(1)="Fire_SCAR"
FireAnims(2)="Fire_SCAR"
FireAnims(3)="Fire_SCAR"
FireAltAnims(0)="Fire_SCAR"
FireAltAnims(1)="Fire_SCAR"
FireAltAnims(2)="Fire_SCAR"
FireAltAnims(3)="Fire_SCAR"
FireCrouchAnims(0)="CHFire_SCAR"
FireCrouchAnims(1)="CHFire_SCAR"
FireCrouchAnims(2)="CHFire_SCAR"
FireCrouchAnims(3)="CHFire_SCAR"
FireCrouchAltAnims(0)="CHFire_SCAR"
FireCrouchAltAnims(1)="CHFire_SCAR"
FireCrouchAltAnims(2)="CHFire_SCAR"
FireCrouchAltAnims(3)="CHFire_SCAR"
HitAnims(0)="HitF_SCAR"
HitAnims(1)="HitB_SCAR"
HitAnims(2)="HitL_SCAR"
HitAnims(3)="HitR_SCAR"
PostFireBlendStandAnim="Blend_SCAR"
PostFireBlendCrouchAnim="CHBlend_SCAR"
MeshRef="HMG_A.XMV850_3rd"
bHeavy=True
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
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}
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class NiceXMV850Attachment extends NiceAttachment;
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var byte NetBarrelSpeed;
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var int BarrelTurn;
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var float BarrelSpeed;
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replication
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{
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reliable if(Role == ROLE_Authority)
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NetBarrelSpeed;
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}
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simulated event Tick(float dt){
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local Rotator bt;
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super.Tick(dt);
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if(Role == ROLE_Authority)
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NetBarrelSpeed = byte(BarrelSpeed * float(255));
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else
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BarrelSpeed = float(NetBarrelSpeed) / 255.00;
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if(Level.NetMode != NM_DedicatedServer){
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BarrelTurn += int(BarrelSpeed * float(655360) * dt);
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bt.Roll = BarrelTurn;
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SetBoneRotation('Barrels', bt);
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}
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}
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defaultproperties
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{
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LaserAttachmentBone="Muzzle"
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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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ShellEjectBoneName="ejector"
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MovementAnims(0)="JogF_SCAR"
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MovementAnims(1)="JogB_SCAR"
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MovementAnims(2)="JogL_SCAR"
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MovementAnims(3)="JogR_SCAR"
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TurnLeftAnim="TurnL_SCAR"
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TurnRightAnim="TurnR_SCAR"
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CrouchAnims(0)="CHWalkF_SCAR"
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CrouchAnims(1)="CHWalkB_SCAR"
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CrouchAnims(2)="CHWalkL_SCAR"
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CrouchAnims(3)="CHWalkR_SCAR"
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WalkAnims(0)="WalkF_SCAR"
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WalkAnims(1)="WalkB_SCAR"
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WalkAnims(2)="WalkL_SCAR"
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WalkAnims(3)="WalkR_SCAR"
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CrouchTurnRightAnim="CH_TurnR_SCAR"
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CrouchTurnLeftAnim="CH_TurnL_SCAR"
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IdleCrouchAnim="CHIdle_SCAR"
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IdleWeaponAnim="Idle_SCAR"
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IdleRestAnim="Idle_SCAR"
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IdleChatAnim="Idle_SCAR"
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IdleHeavyAnim="Idle_SCAR"
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IdleRifleAnim="Idle_SCAR"
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FireAnims(0)="Fire_SCAR"
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FireAnims(1)="Fire_SCAR"
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FireAnims(2)="Fire_SCAR"
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FireAnims(3)="Fire_SCAR"
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FireAltAnims(0)="Fire_SCAR"
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FireAltAnims(1)="Fire_SCAR"
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FireAltAnims(2)="Fire_SCAR"
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FireAltAnims(3)="Fire_SCAR"
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FireCrouchAnims(0)="CHFire_SCAR"
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FireCrouchAnims(1)="CHFire_SCAR"
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FireCrouchAnims(2)="CHFire_SCAR"
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FireCrouchAnims(3)="CHFire_SCAR"
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FireCrouchAltAnims(0)="CHFire_SCAR"
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FireCrouchAltAnims(1)="CHFire_SCAR"
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FireCrouchAltAnims(2)="CHFire_SCAR"
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FireCrouchAltAnims(3)="CHFire_SCAR"
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HitAnims(0)="HitF_SCAR"
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HitAnims(1)="HitB_SCAR"
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HitAnims(2)="HitL_SCAR"
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HitAnims(3)="HitR_SCAR"
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PostFireBlendStandAnim="Blend_SCAR"
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PostFireBlendCrouchAnim="CHBlend_SCAR"
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MeshRef="HMG_A.XMV850_3rd"
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bHeavy=True
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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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@ -1,15 +1,46 @@
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class NiceXMV850Fire extends NiceHeavyFire;
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simulated function HandleRecoil(float Rec)
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{
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local float truncatedContLenght;
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local float recoilMod;
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truncatedContLenght = FMin(currentContLenght, 20.0);
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recoilMod = 1.0 - (truncatedContLenght / 20.0);
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super.HandleRecoil(Rec * recoilMod);
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}
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defaultproperties
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{
ProjectileSpeed=42650.000000
maxBonusContLenght=5
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contBonusReset=false
FireAimedAnim="FireLoop"
RecoilRate=0.040000
maxVerticalRecoilAngle=450
maxHorizontalRecoilAngle=225
ShellEjectClass=Class'ROEffects.KFShellEjectSCAR'
ShellEjectBoneName="ejector"
FireSoundRef="HMG_S.XMV.XMV-Fire-1"
StereoFireSoundRef="HMG_S.XMV.XMV-Fire-1"
NoAmmoSoundRef="HMG_S.M41A.DryFire"
DamageType=Class'NicePack.NiceDamTypeXMV850M'
DamageMin=30
DamageMax=30
Momentum=8500.000000
bPawnRapidFireAnim=True
TransientSoundVolume=1.800000
FireAnim="FireLoop"
TweenTime=0.025000
FireForce="AssaultRifleFire"
FireRate=0.065000
AmmoClass=Class'NicePack.NiceXMV850Ammo'
ShakeRotMag=(X=50.000000,Y=50.000000,Z=300.000000)
ShakeRotRate=(X=7500.000000,Y=7500.000000,Z=7500.000000)
ShakeRotTime=0.650000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.150000
BotRefireRate=0.990000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG'
aimerror=42.000000
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class NiceXMV850Fire extends NiceHeavyFire;
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simulated function HandleRecoil(float Rec)
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{
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local float truncatedContLenght;
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local float recoilMod;
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truncatedContLenght = FMin(currentContLenght, 20.0);
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recoilMod = 1.0 - (truncatedContLenght / 20.0);
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super.HandleRecoil(Rec * recoilMod);
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}
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defaultproperties
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{
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ProjectileSpeed=42650.000000
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maxBonusContLenght=5
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contBonusReset=false
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FireAimedAnim="FireLoop"
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RecoilRate=0.040000
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maxVerticalRecoilAngle=450
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maxHorizontalRecoilAngle=225
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ShellEjectClass=Class'ROEffects.KFShellEjectSCAR'
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ShellEjectBoneName="ejector"
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FireSoundRef="HMG_S.XMV.XMV-Fire-1"
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StereoFireSoundRef="HMG_S.XMV.XMV-Fire-1"
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NoAmmoSoundRef="HMG_S.M41A.DryFire"
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DamageType=Class'NicePack.NiceDamTypeXMV850M'
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DamageMin=30
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DamageMax=30
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Momentum=8500.000000
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bPawnRapidFireAnim=True
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TransientSoundVolume=1.800000
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FireAnim="FireLoop"
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TweenTime=0.025000
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FireForce="AssaultRifleFire"
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FireRate=0.065000
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AmmoClass=Class'NicePack.NiceXMV850Ammo'
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ShakeRotMag=(X=50.000000,Y=50.000000,Z=300.000000)
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ShakeRotRate=(X=7500.000000,Y=7500.000000,Z=7500.000000)
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ShakeRotTime=0.650000
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ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000)
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ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
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ShakeOffsetTime=1.150000
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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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@ -1,55 +1,133 @@
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class NiceXMV850M extends NiceHeavyGun;
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var float DesiredSpeed;
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var float BarrelSpeed;
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var int BarrelTurn;
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var Sound BarrelSpinSound, BarrelStopSound, BarrelStartSound;
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var String BarrelSpinSoundRef, BarrelStopSoundRef, BarrelStartSoundRef;
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static function PreloadAssets(Inventory Inv, optional bool bSkipRefCount){
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local NiceXMV850M W;
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super.PreloadAssets(Inv, bSkipRefCount);
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if(default.BarrelSpinSound == none && default.BarrelSpinSoundRef != "")
default.BarrelSpinSound = sound(DynamicLoadObject(default.BarrelSpinSoundRef, class'sound', true));
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if(default.BarrelStopSound == none && default.BarrelStopSoundRef != "")
default.BarrelStopSound = sound(DynamicLoadObject(default.BarrelStopSoundRef, class'sound', true));
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if(default.BarrelStartSound == none && default.BarrelStartSoundRef != "")
default.BarrelStartSound = sound(DynamicLoadObject(default.BarrelStartSoundRef, class'sound', true));
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W = NiceXMV850M(Inv);
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if(W != none){
W.BarrelSpinSound = default.BarrelSpinSound;
W.BarrelStopSound = default.BarrelStopSound;
W.BarrelStartSound = default.BarrelStartSound;
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}
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}
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static function bool UnloadAssets(){
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if(super.UnloadAssets()){
default.BarrelSpinSound = none;
default.BarrelStopSound = none;
default.BarrelStartSound = none;
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}
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return true;
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}
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// XMV uses custom hands
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simulated function HandleSleeveSwapping(){}
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simulated event WeaponTick(float dt){
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local Rotator bt;
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super.WeaponTick(dt);
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bt.Roll = BarrelTurn;
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SetBoneRotation('Barrels', bt);
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DesiredSpeed = 0.50;
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}
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simulated event Tick(float dt){
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local float OldBarrelTurn;
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super.Tick(dt);
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if(FireMode[0].IsFiring()){
BarrelSpeed = BarrelSpeed + FClamp(DesiredSpeed - BarrelSpeed, -0.20 * dt, 0.40 * dt);
BarrelTurn += int(BarrelSpeed * float(655360) * dt);
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}
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else{
if(BarrelSpeed > 0){
BarrelSpeed = FMax(BarrelSpeed - 0.10 * dt, 0.01);
OldBarrelTurn = float(BarrelTurn);
BarrelTurn += int(BarrelSpeed * float(655360) * dt);
if(BarrelSpeed <= 0.03 && (int(OldBarrelTurn / 10922.67) < int(float(BarrelTurn) / 10922.67))){
BarrelTurn = int(float(int(float(BarrelTurn) / 10922.67)) * 10922.67);
BarrelSpeed = 0.00;
PlaySound(BarrelStopSound, SLOT_none, 0.50,, 32.00, 1.00, true);
AmbientSound = none;
}
}
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}
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if(BarrelSpeed > 0){
AmbientSound = BarrelSpinSound;
SoundPitch = byte(float(32) + float(96) * BarrelSpeed);
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}
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if(NiceXMV850Attachment(ThirdPersonActor) != none)
NiceXMV850Attachment(ThirdPersonActor).BarrelSpeed = BarrelSpeed;
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}
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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 = 3;
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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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{
BarrelSpinSoundRef="HMG_S.XMV.XMV-BarrelSpinLoop"
BarrelStopSoundRef="HMG_S.XMV.XMV-BarrelSpinEnd"
BarrelStartSoundRef="HMG_S.XMV.XMV-BarrelSpinStart"
LaserAttachmentOffset=(X=120.000000,Z=-10.000000)
LaserAttachmentBone="Muzzle"
reloadPreEndFrame=0.201000
reloadEndFrame=0.729000
reloadChargeEndFrame=-1.000000
reloadMagStartFrame=0.340000
reloadChargeStartFrame=-1.000000
MagazineBone="BeltBone1"
MagCapacity=160
ReloadRate=4.400000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload"
Weight=7.000000
StandardDisplayFOV=55.000000
TraderInfoTexture=Texture'HMG_T.XMV.Trader_XMV850'
MeshRef="HMG_A.XMV850Mesh"
SkinRefs(0)="HMG_T.XMV.XMV850_Main"
SkinRefs(1)="HMG_T.XMV.Hands_Shdr"
SkinRefs(2)="HMG_T.XMV.XMV850_Barrels_Shdr"
SelectSoundRef="HMG_S.XMV.XMV-Pullout"
HudImageRef="HMG_T.XMV.XMV850_Unselected"
SelectedHudImageRef="HMG_T.XMV.XMV850_Selected"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=20.000000
FireModeClass(0)=Class'NicePack.NiceXMV850Fire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="Putaway"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="Minigun with reduced fire rate down to 950RPM. But still badass and has laser sight."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=55.000000
Priority=135
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=3
GroupOffset=7
PickupClass=Class'NicePack.NiceXMV850Pickup'
PlayerViewOffset=(X=30.000000,Y=20.000000,Z=-10.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceXMV850Attachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="XMV850 Minigun"
TransientSoundVolume=0.625000
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class NiceXMV850M extends NiceHeavyGun;
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var float DesiredSpeed;
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var float BarrelSpeed;
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var int BarrelTurn;
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var Sound BarrelSpinSound, BarrelStopSound, BarrelStartSound;
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var String BarrelSpinSoundRef, BarrelStopSoundRef, BarrelStartSoundRef;
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static function PreloadAssets(Inventory Inv, optional bool bSkipRefCount){
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local NiceXMV850M W;
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super.PreloadAssets(Inv, bSkipRefCount);
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if(default.BarrelSpinSound == none && default.BarrelSpinSoundRef != "")
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default.BarrelSpinSound = sound(DynamicLoadObject(default.BarrelSpinSoundRef, class'sound', true));
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if(default.BarrelStopSound == none && default.BarrelStopSoundRef != "")
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default.BarrelStopSound = sound(DynamicLoadObject(default.BarrelStopSoundRef, class'sound', true));
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if(default.BarrelStartSound == none && default.BarrelStartSoundRef != "")
|
||||
default.BarrelStartSound = sound(DynamicLoadObject(default.BarrelStartSoundRef, class'sound', true));
|
||||
W = NiceXMV850M(Inv);
|
||||
if(W != none){
|
||||
W.BarrelSpinSound = default.BarrelSpinSound;
|
||||
W.BarrelStopSound = default.BarrelStopSound;
|
||||
W.BarrelStartSound = default.BarrelStartSound;
|
||||
}
|
||||
}
|
||||
static function bool UnloadAssets(){
|
||||
if(super.UnloadAssets()){
|
||||
default.BarrelSpinSound = none;
|
||||
default.BarrelStopSound = none;
|
||||
default.BarrelStartSound = none;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
// XMV uses custom hands
|
||||
simulated function HandleSleeveSwapping(){}
|
||||
simulated event WeaponTick(float dt){
|
||||
local Rotator bt;
|
||||
super.WeaponTick(dt);
|
||||
bt.Roll = BarrelTurn;
|
||||
SetBoneRotation('Barrels', bt);
|
||||
DesiredSpeed = 0.50;
|
||||
}
|
||||
simulated event Tick(float dt){
|
||||
local float OldBarrelTurn;
|
||||
super.Tick(dt);
|
||||
if(FireMode[0].IsFiring()){
|
||||
BarrelSpeed = BarrelSpeed + FClamp(DesiredSpeed - BarrelSpeed, -0.20 * dt, 0.40 * dt);
|
||||
BarrelTurn += int(BarrelSpeed * float(655360) * dt);
|
||||
}
|
||||
else{
|
||||
if(BarrelSpeed > 0){
|
||||
BarrelSpeed = FMax(BarrelSpeed - 0.10 * dt, 0.01);
|
||||
OldBarrelTurn = float(BarrelTurn);
|
||||
BarrelTurn += int(BarrelSpeed * float(655360) * dt);
|
||||
if(BarrelSpeed <= 0.03 && (int(OldBarrelTurn / 10922.67) < int(float(BarrelTurn) / 10922.67))){
|
||||
BarrelTurn = int(float(int(float(BarrelTurn) / 10922.67)) * 10922.67);
|
||||
BarrelSpeed = 0.00;
|
||||
PlaySound(BarrelStopSound, SLOT_none, 0.50,, 32.00, 1.00, true);
|
||||
AmbientSound = none;
|
||||
}
|
||||
}
|
||||
}
|
||||
if(BarrelSpeed > 0){
|
||||
AmbientSound = BarrelSpinSound;
|
||||
SoundPitch = byte(float(32) + float(96) * BarrelSpeed);
|
||||
}
|
||||
|
||||
if(NiceXMV850Attachment(ThirdPersonActor) != none)
|
||||
NiceXMV850Attachment(ThirdPersonActor).BarrelSpeed = BarrelSpeed;
|
||||
}
|
||||
simulated function AltFire(float F){
|
||||
ToggleLaser();
|
||||
}
|
||||
simulated function ToggleLaser(){
|
||||
if(!Instigator.IsLocallyControlled())
|
||||
return;
|
||||
// Will redo this bit later, but so far it'll have to do
|
||||
if(LaserType == 0)
|
||||
LaserType = 3;
|
||||
else
|
||||
LaserType = 0;
|
||||
ApplyLaserState();
|
||||
}
|
||||
defaultproperties
|
||||
{
|
||||
BarrelSpinSoundRef="HMG_S.XMV.XMV-BarrelSpinLoop"
|
||||
BarrelStopSoundRef="HMG_S.XMV.XMV-BarrelSpinEnd"
|
||||
BarrelStartSoundRef="HMG_S.XMV.XMV-BarrelSpinStart"
|
||||
LaserAttachmentOffset=(X=120.000000,Z=-10.000000)
|
||||
LaserAttachmentBone="Muzzle"
|
||||
reloadPreEndFrame=0.201000
|
||||
reloadEndFrame=0.729000
|
||||
reloadChargeEndFrame=-1.000000
|
||||
reloadMagStartFrame=0.340000
|
||||
reloadChargeStartFrame=-1.000000
|
||||
MagazineBone="BeltBone1"
|
||||
MagCapacity=160
|
||||
ReloadRate=4.400000
|
||||
ReloadAnim="Reload"
|
||||
ReloadAnimRate=1.000000
|
||||
WeaponReloadAnim="Reload"
|
||||
Weight=7.000000
|
||||
StandardDisplayFOV=55.000000
|
||||
TraderInfoTexture=Texture'HMG_T.XMV.Trader_XMV850'
|
||||
MeshRef="HMG_A.XMV850Mesh"
|
||||
SkinRefs(0)="HMG_T.XMV.XMV850_Main"
|
||||
SkinRefs(1)="HMG_T.XMV.Hands_Shdr"
|
||||
SkinRefs(2)="HMG_T.XMV.XMV850_Barrels_Shdr"
|
||||
SelectSoundRef="HMG_S.XMV.XMV-Pullout"
|
||||
HudImageRef="HMG_T.XMV.XMV850_Unselected"
|
||||
SelectedHudImageRef="HMG_T.XMV.XMV850_Selected"
|
||||
PlayerIronSightFOV=65.000000
|
||||
ZoomedDisplayFOV=20.000000
|
||||
FireModeClass(0)=Class'NicePack.NiceXMV850Fire'
|
||||
FireModeClass(1)=Class'KFMod.NoFire'
|
||||
PutDownAnim="Putaway"
|
||||
SelectForce="SwitchToAssaultRifle"
|
||||
AIRating=0.550000
|
||||
CurrentRating=0.550000
|
||||
bShowChargingBar=True
|
||||
Description="Minigun with reduced fire rate down to 950RPM. But still badass and has laser sight."
|
||||
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
|
||||
DisplayFOV=55.000000
|
||||
Priority=135
|
||||
CustomCrosshair=11
|
||||
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
|
||||
InventoryGroup=3
|
||||
GroupOffset=7
|
||||
PickupClass=Class'NicePack.NiceXMV850Pickup'
|
||||
PlayerViewOffset=(X=30.000000,Y=20.000000,Z=-10.000000)
|
||||
BobDamping=6.000000
|
||||
AttachmentClass=Class'NicePack.NiceXMV850Attachment'
|
||||
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
|
||||
ItemName="XMV850 Minigun"
|
||||
TransientSoundVolume=0.625000
|
||||
}
|
||||
|
|
@ -1,9 +1,30 @@
|
|||
class NiceXMV850Pickup extends NiceWeaponPickup;
|
||||
|
||||
#EXEC OBJ LOAD FILE=HMG_T.utx
|
||||
#EXEC OBJ LOAD FILE=HMG_S.uax
|
||||
#EXEC OBJ LOAD FILE=HMG_A.ukx
|
||||
|
||||
defaultproperties
|
||||
{
Weight=7.000000
cost=1000
AmmoCost=100
BuyClipSize=80
PowerValue=40
SpeedValue=100
RangeValue=50
Description="Minigun with reduced fire rate down to 950RPM. But still badass and has laser sight."
ItemName="XMV850 Minigun"
ItemShortName="XMV850 Minigun"
AmmoItemName="7.62x51mm Ammo"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
CorrespondingPerkIndex=1
EquipmentCategoryID=3
InventoryType=Class'NicePack.NiceXMV850M'
PickupMessage="You got the XMV850 Minigun."
PickupSound=Sound'HMG_S.XMV.XMV-Pullout'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'HMG_A.XMV850Pickup'
CollisionRadius=25.000000
CollisionHeight=5.000000
|
||||
class NiceXMV850Pickup extends NiceWeaponPickup;
|
||||
|
||||
#EXEC OBJ LOAD FILE=HMG_T.utx
|
||||
#EXEC OBJ LOAD FILE=HMG_S.uax
|
||||
#EXEC OBJ LOAD FILE=HMG_A.ukx
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
Weight=7.000000
|
||||
cost=1000
|
||||
AmmoCost=100
|
||||
BuyClipSize=80
|
||||
PowerValue=40
|
||||
SpeedValue=100
|
||||
RangeValue=50
|
||||
Description="Minigun with reduced fire rate down to 950RPM. But still badass and has laser sight."
|
||||
ItemName="XMV850 Minigun"
|
||||
ItemShortName="XMV850 Minigun"
|
||||
AmmoItemName="7.62x51mm Ammo"
|
||||
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
|
||||
CorrespondingPerkIndex=1
|
||||
EquipmentCategoryID=3
|
||||
InventoryType=Class'NicePack.NiceXMV850M'
|
||||
PickupMessage="You got the XMV850 Minigun."
|
||||
PickupSound=Sound'HMG_S.XMV.XMV-Pullout'
|
||||
PickupForce="AssaultRiflePickup"
|
||||
StaticMesh=StaticMesh'HMG_A.XMV850Pickup'
|
||||
CollisionRadius=25.000000
|
||||
CollisionHeight=5.000000
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue