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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@ -1,5 +1,6 @@
class NiceDamTypeKrissM extends NiceDamTypeMedicBullet
abstract;
defaultproperties
{ WeaponClass=Class'NicePack.NiceKrissMMedicGun'
}
class NiceDamTypeKrissM extends NiceDamTypeMedicBullet
abstract;
defaultproperties
{
WeaponClass=Class'NicePack.NiceKrissMMedicGun'
}

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@ -1,5 +1,7 @@
class NiceDamTypeKrissMDart extends NiceDamTypeMedicDart
abstract;
defaultproperties
{ HeadShotDamageMult=2.000000 WeaponClass=Class'NicePack.NiceKrissMMedicGun'
}
class NiceDamTypeKrissMDart extends NiceDamTypeMedicDart
abstract;
defaultproperties
{
HeadShotDamageMult=2.000000
WeaponClass=Class'NicePack.NiceKrissMMedicGun'
}

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@ -1,4 +1,6 @@
class NiceKrissMAltFire extends NiceMedicDartFire;
defaultproperties
{ DamageType=Class'NicePack.NiceDamTypeKrissMDart' AmmoPerFire=75
}
class NiceKrissMAltFire extends NiceMedicDartFire;
defaultproperties
{
DamageType=Class'NicePack.NiceDamTypeKrissMDart'
AmmoPerFire=75
}

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@ -1,4 +1,11 @@
class NiceKrissMAmmo extends NiceAmmo;
defaultproperties
{ AmmoPickupAmount=33 MaxAmmo=528 InitialAmount=132 PickupClass=Class'NicePack.NiceKrissMAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="45. ACP bullets"
}
class NiceKrissMAmmo extends NiceAmmo;
defaultproperties
{
AmmoPickupAmount=33
MaxAmmo=528
InitialAmount=132
PickupClass=Class'NicePack.NiceKrissMAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="45. ACP bullets"
}

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@ -1,4 +1,8 @@
class NiceKrissMAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=33 InventoryType=Class'NicePack.NiceKrissMAmmo' PickupMessage="Rounds 45. ACP" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}
class NiceKrissMAmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=33
InventoryType=Class'NicePack.NiceKrissMAmmo'
PickupMessage="Rounds 45. ACP"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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@ -1,4 +1,57 @@
class NiceKrissMAttachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' MovementAnims(0)="JogF_Kriss" MovementAnims(1)="JogB_Kriss" MovementAnims(2)="JogL_Kriss" MovementAnims(3)="JogR_Kriss" TurnLeftAnim="TurnL_Kriss" TurnRightAnim="TurnR_Kriss" CrouchAnims(0)="CHWalkF_Kriss" CrouchAnims(1)="CHWalkB_Kriss" CrouchAnims(2)="CHWalkL_Kriss" CrouchAnims(3)="CHWalkR_Kriss" WalkAnims(0)="WalkF_Kriss" WalkAnims(1)="WalkB_Kriss" WalkAnims(2)="WalkL_Kriss" WalkAnims(3)="WalkR_Kriss" CrouchTurnRightAnim="CH_TurnR_Kriss" CrouchTurnLeftAnim="CH_TurnL_Kriss" IdleCrouchAnim="CHIdle_Kriss" IdleWeaponAnim="Idle_Kriss" IdleRestAnim="Idle_Kriss" IdleChatAnim="Idle_Kriss" IdleHeavyAnim="Idle_Kriss" IdleRifleAnim="Idle_Kriss" FireAnims(0)="Fire_Kriss" FireAnims(1)="Fire_Kriss" FireAnims(2)="Fire_Kriss" FireAnims(3)="Fire_Kriss" FireAltAnims(0)="Fire_Kriss" FireAltAnims(1)="Fire_Kriss" FireAltAnims(2)="Fire_Kriss" FireAltAnims(3)="Fire_Kriss" FireCrouchAnims(0)="CHFire_Kriss" FireCrouchAnims(1)="CHFire_Kriss" FireCrouchAnims(2)="CHFire_Kriss" FireCrouchAnims(3)="CHFire_Kriss" FireCrouchAltAnims(0)="CHFire_Kriss" FireCrouchAltAnims(1)="CHFire_Kriss" FireCrouchAltAnims(2)="CHFire_Kriss" FireCrouchAltAnims(3)="CHFire_Kriss" HitAnims(0)="HitF_Kriss" HitAnims(1)="HitB_Kriss" HitAnims(2)="HitL_Kriss" HitAnims(3)="HitR_Kriss" PostFireBlendStandAnim="Blend_Kriss" PostFireBlendCrouchAnim="CHBlend_Kriss" MeshRef="KF_Weapons3rd6_Trip.Kriss_3rd" WeaponAmbientScale=2.000000 bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}
class NiceKrissMAttachment extends NiceAttachment;
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
MovementAnims(0)="JogF_Kriss"
MovementAnims(1)="JogB_Kriss"
MovementAnims(2)="JogL_Kriss"
MovementAnims(3)="JogR_Kriss"
TurnLeftAnim="TurnL_Kriss"
TurnRightAnim="TurnR_Kriss"
CrouchAnims(0)="CHWalkF_Kriss"
CrouchAnims(1)="CHWalkB_Kriss"
CrouchAnims(2)="CHWalkL_Kriss"
CrouchAnims(3)="CHWalkR_Kriss"
WalkAnims(0)="WalkF_Kriss"
WalkAnims(1)="WalkB_Kriss"
WalkAnims(2)="WalkL_Kriss"
WalkAnims(3)="WalkR_Kriss"
CrouchTurnRightAnim="CH_TurnR_Kriss"
CrouchTurnLeftAnim="CH_TurnL_Kriss"
IdleCrouchAnim="CHIdle_Kriss"
IdleWeaponAnim="Idle_Kriss"
IdleRestAnim="Idle_Kriss"
IdleChatAnim="Idle_Kriss"
IdleHeavyAnim="Idle_Kriss"
IdleRifleAnim="Idle_Kriss"
FireAnims(0)="Fire_Kriss"
FireAnims(1)="Fire_Kriss"
FireAnims(2)="Fire_Kriss"
FireAnims(3)="Fire_Kriss"
FireAltAnims(0)="Fire_Kriss"
FireAltAnims(1)="Fire_Kriss"
FireAltAnims(2)="Fire_Kriss"
FireAltAnims(3)="Fire_Kriss"
FireCrouchAnims(0)="CHFire_Kriss"
FireCrouchAnims(1)="CHFire_Kriss"
FireCrouchAnims(2)="CHFire_Kriss"
FireCrouchAnims(3)="CHFire_Kriss"
FireCrouchAltAnims(0)="CHFire_Kriss"
FireCrouchAltAnims(1)="CHFire_Kriss"
FireCrouchAltAnims(2)="CHFire_Kriss"
FireCrouchAltAnims(3)="CHFire_Kriss"
HitAnims(0)="HitF_Kriss"
HitAnims(1)="HitB_Kriss"
HitAnims(2)="HitL_Kriss"
HitAnims(3)="HitR_Kriss"
PostFireBlendStandAnim="Blend_Kriss"
PostFireBlendCrouchAnim="CHBlend_Kriss"
MeshRef="KF_Weapons3rd6_Trip.Kriss_3rd"
WeaponAmbientScale=2.000000
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
}

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@ -1,4 +1,28 @@
class NiceKrissMFire extends NiceHighROFFire;
defaultproperties
{ FireEndSoundRef="KF_KrissSND.Kriss_Fire_End" FireEndStereoSoundRef="KF_KrissSND.KF_WEP_KRISS_END_S" AmbientFireSoundRef="KF_KrissSND.Kriss_Fire_Loop" ProjectileSpeed=15200.000000 RecoilRate=0.100000 maxVerticalRecoilAngle=20 maxHorizontalRecoilAngle=10 RecoilVelocityScale=0.000000 ShellEjectClass=Class'KFMod.ShellEjectKriss' ShellEjectBoneName="Shell_eject" NoAmmoSoundRef="KF_MP7Snd.MP7_DryFire" DamageType=Class'NicePack.NiceDamTypeKrissM' DamageMin=35 DamageMax=35 Momentum=12500.000000 FireRate=0.040000 AmmoClass=Class'NicePack.NiceKrissMAmmo' ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000) ShakeRotRate=(X=5000.000000,Y=5000.000000,Z=5000.000000) ShakeRotTime=0.750000 ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.250000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stMP'
}
class NiceKrissMFire extends NiceHighROFFire;
defaultproperties
{
FireEndSoundRef="KF_KrissSND.Kriss_Fire_End"
FireEndStereoSoundRef="KF_KrissSND.KF_WEP_KRISS_END_S"
AmbientFireSoundRef="KF_KrissSND.Kriss_Fire_Loop"
ProjectileSpeed=15200.000000
RecoilRate=0.100000
maxVerticalRecoilAngle=20
maxHorizontalRecoilAngle=10
RecoilVelocityScale=0.000000
ShellEjectClass=Class'KFMod.ShellEjectKriss'
ShellEjectBoneName="Shell_eject"
NoAmmoSoundRef="KF_MP7Snd.MP7_DryFire"
DamageType=Class'NicePack.NiceDamTypeKrissM'
DamageMin=35
DamageMax=35
Momentum=12500.000000
FireRate=0.040000
AmmoClass=Class'NicePack.NiceKrissMAmmo'
ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000)
ShakeRotRate=(X=5000.000000,Y=5000.000000,Z=5000.000000)
ShakeRotTime=0.750000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.500000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.250000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stMP'
}

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@ -1,4 +1,48 @@
class NiceKrissMMedicGun extends NiceMedicGun;
defaultproperties
{ medicChargeRegenRate=20.000000 reloadPreEndFrame=0.150000 reloadEndFrame=0.580000 reloadChargeEndFrame=0.780000 reloadMagStartFrame=0.290000 reloadChargeStartFrame=0.680000 MagCapacity=33 ReloadRate=3.330000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_Kriss" Weight=4.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=55.000000 TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_KRISS' bIsTier3Weapon=True MeshRef="KF_Wep_Kriss.Kriss_Trip" SkinRefs(0)="Kf_Weapons9_Trip_T.Weapons.Medic_Kriss_cmb" SelectSoundRef="KF_KrissSND.KF_WEP_KRISS_Handling_Select" HudImageRef="KillingFloor2HUD.WeaponSelect.KRISS_unselected" SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.KRISS" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=45.000000 FireModeClass(0)=Class'NicePack.NiceKrissMFire' FireModeClass(1)=Class'NicePack.NiceKrissMAltFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="The KRISS Vector has a very high rate of fire and is equipped with the attachment for the Horzine medical darts." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=55.000000 Priority=120 InventoryGroup=3 GroupOffset=17 PickupClass=Class'NicePack.NiceKrissMPickup' PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-6.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceKrissMAttachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="KRISS Vector Medic Gun" TransientSoundVolume=1.250000
}
class NiceKrissMMedicGun extends NiceMedicGun;
defaultproperties
{
medicChargeRegenRate=20.000000
reloadPreEndFrame=0.150000
reloadEndFrame=0.580000
reloadChargeEndFrame=0.780000
reloadMagStartFrame=0.290000
reloadChargeStartFrame=0.680000
MagCapacity=33
ReloadRate=3.330000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_Kriss"
Weight=4.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=55.000000
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_KRISS'
bIsTier3Weapon=True
MeshRef="KF_Wep_Kriss.Kriss_Trip"
SkinRefs(0)="Kf_Weapons9_Trip_T.Weapons.Medic_Kriss_cmb"
SelectSoundRef="KF_KrissSND.KF_WEP_KRISS_Handling_Select"
HudImageRef="KillingFloor2HUD.WeaponSelect.KRISS_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.KRISS"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=45.000000
FireModeClass(0)=Class'NicePack.NiceKrissMFire'
FireModeClass(1)=Class'NicePack.NiceKrissMAltFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="The KRISS Vector has a very high rate of fire and is equipped with the attachment for the Horzine medical darts."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=55.000000
Priority=120
InventoryGroup=3
GroupOffset=17
PickupClass=Class'NicePack.NiceKrissMPickup'
PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-6.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceKrissMAttachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="KRISS Vector Medic Gun"
TransientSoundVolume=1.250000
}

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@ -1,4 +1,24 @@
class NiceKrissMPickup extends NiceWeaponPickup;
defaultproperties
{ Weight=4.000000 cost=750 BuyClipSize=33 PowerValue=50 SpeedValue=90 RangeValue=40 Description="The KRISS Vector has a very high rate of fire and is equipped with the attachment for the Horzine medical darts." ItemName="KRISS Vector Medic Gun" ItemShortName="KRISS Vector" AmmoItemName="45. ACP Ammo" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' EquipmentCategoryID=3 VariantClasses(0)=Class'KFMod.NeonKrissMPickup' InventoryType=Class'NicePack.NiceKrissMMedicGun' PickupMessage="You got the KRISS Vector Medic Gun" PickupSound=Sound'KF_KrissSND.Handling.KF_WEP_KRISS_Handling_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups6_Trip.Rifles.Kriss_Pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
}
class NiceKrissMPickup extends NiceWeaponPickup;
defaultproperties
{
Weight=4.000000
cost=750
BuyClipSize=33
PowerValue=50
SpeedValue=90
RangeValue=40
Description="The KRISS Vector has a very high rate of fire and is equipped with the attachment for the Horzine medical darts."
ItemName="KRISS Vector Medic Gun"
ItemShortName="KRISS Vector"
AmmoItemName="45. ACP Ammo"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
EquipmentCategoryID=3
VariantClasses(0)=Class'KFMod.NeonKrissMPickup'
InventoryType=Class'NicePack.NiceKrissMMedicGun'
PickupMessage="You got the KRISS Vector Medic Gun"
PickupSound=Sound'KF_KrissSND.Handling.KF_WEP_KRISS_Handling_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups6_Trip.Rifles.Kriss_Pickup'
CollisionRadius=25.000000
CollisionHeight=5.000000
}

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@ -1,5 +1,7 @@
class NiceDamTypeM7A3M extends NiceDamTypeMedicBullet
abstract;
defaultproperties
{ HeadShotDamageMult=2.000000 WeaponClass=Class'NicePack.NiceM7A3MMedicGun'
}
class NiceDamTypeM7A3M extends NiceDamTypeMedicBullet
abstract;
defaultproperties
{
HeadShotDamageMult=2.000000
WeaponClass=Class'NicePack.NiceM7A3MMedicGun'
}

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@ -1,5 +1,7 @@
class NiceDamTypeM7A3MDart extends NiceDamTypeMedicDart
abstract;
defaultproperties
{ HeadShotDamageMult=2.000000 WeaponClass=Class'NicePack.NiceM7A3MMedicGun'
}
class NiceDamTypeM7A3MDart extends NiceDamTypeMedicDart
abstract;
defaultproperties
{
HeadShotDamageMult=2.000000
WeaponClass=Class'NicePack.NiceM7A3MMedicGun'
}

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@ -1,4 +1,5 @@
class NiceM7A3MAltFire extends NiceMedicDartFire;
defaultproperties
{ DamageType=Class'NicePack.NiceDamTypeM7A3MDart'
}
class NiceM7A3MAltFire extends NiceMedicDartFire;
defaultproperties
{
DamageType=Class'NicePack.NiceDamTypeM7A3MDart'
}

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@ -1,4 +1,12 @@
class NiceM7A3MAmmo extends NiceAmmo;
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceM7A3MPickup' AmmoPickupAmount=15 MaxAmmo=300 InitialAmount=75 PickupClass=Class'NicePack.NiceM7A3MAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="M7A3 bullets"
}
class NiceM7A3MAmmo extends NiceAmmo;
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceM7A3MPickup'
AmmoPickupAmount=15
MaxAmmo=300
InitialAmount=75
PickupClass=Class'NicePack.NiceM7A3MAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="M7A3 bullets"
}

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@ -1,4 +1,8 @@
class NiceM7A3MAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=15 InventoryType=Class'NicePack.NiceM7A3MAmmo' PickupMessage="Rounds 7.6x40mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}
class NiceM7A3MAmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=15
InventoryType=Class'NicePack.NiceM7A3MAmmo'
PickupMessage="Rounds 7.6x40mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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@ -1,4 +1,56 @@
class NiceM7A3MAttachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' MovementAnims(0)="JogF_Kriss" MovementAnims(1)="JogB_Kriss" MovementAnims(2)="JogL_Kriss" MovementAnims(3)="JogR_Kriss" TurnLeftAnim="TurnL_Kriss" TurnRightAnim="TurnR_Kriss" CrouchAnims(0)="CHWalkF_Kriss" CrouchAnims(1)="CHWalkB_Kriss" CrouchAnims(2)="CHWalkL_Kriss" CrouchAnims(3)="CHWalkR_Kriss" WalkAnims(0)="WalkF_Kriss" WalkAnims(1)="WalkB_Kriss" WalkAnims(2)="WalkL_Kriss" WalkAnims(3)="WalkR_Kriss" CrouchTurnRightAnim="CH_TurnR_Kriss" CrouchTurnLeftAnim="CH_TurnL_Kriss" IdleCrouchAnim="CHIdle_Kriss" IdleWeaponAnim="Idle_Kriss" IdleRestAnim="Idle_Kriss" IdleChatAnim="Idle_Kriss" IdleHeavyAnim="Idle_Kriss" IdleRifleAnim="Idle_Kriss" FireAnims(0)="Fire_Kriss" FireAnims(1)="Fire_Kriss" FireAnims(2)="Fire_Kriss" FireAnims(3)="Fire_Kriss" FireAltAnims(0)="Fire_Kriss" FireAltAnims(1)="Fire_Kriss" FireAltAnims(2)="Fire_Kriss" FireAltAnims(3)="Fire_Kriss" FireCrouchAnims(0)="CHFire_Kriss" FireCrouchAnims(1)="CHFire_Kriss" FireCrouchAnims(2)="CHFire_Kriss" FireCrouchAnims(3)="CHFire_Kriss" FireCrouchAltAnims(0)="CHFire_Kriss" FireCrouchAltAnims(1)="CHFire_Kriss" FireCrouchAltAnims(2)="CHFire_Kriss" FireCrouchAltAnims(3)="CHFire_Kriss" HitAnims(0)="HitF_Kriss" HitAnims(1)="HitB_Kriss" HitAnims(2)="HitL_Kriss" HitAnims(3)="HitR_Kriss" PostFireBlendStandAnim="Blend_Kriss" PostFireBlendCrouchAnim="CHBlend_Kriss" MeshRef="KF_Weapons3rd4_Trip.M7A3_3rd" bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}
class NiceM7A3MAttachment extends NiceAttachment;
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
MovementAnims(0)="JogF_Kriss"
MovementAnims(1)="JogB_Kriss"
MovementAnims(2)="JogL_Kriss"
MovementAnims(3)="JogR_Kriss"
TurnLeftAnim="TurnL_Kriss"
TurnRightAnim="TurnR_Kriss"
CrouchAnims(0)="CHWalkF_Kriss"
CrouchAnims(1)="CHWalkB_Kriss"
CrouchAnims(2)="CHWalkL_Kriss"
CrouchAnims(3)="CHWalkR_Kriss"
WalkAnims(0)="WalkF_Kriss"
WalkAnims(1)="WalkB_Kriss"
WalkAnims(2)="WalkL_Kriss"
WalkAnims(3)="WalkR_Kriss"
CrouchTurnRightAnim="CH_TurnR_Kriss"
CrouchTurnLeftAnim="CH_TurnL_Kriss"
IdleCrouchAnim="CHIdle_Kriss"
IdleWeaponAnim="Idle_Kriss"
IdleRestAnim="Idle_Kriss"
IdleChatAnim="Idle_Kriss"
IdleHeavyAnim="Idle_Kriss"
IdleRifleAnim="Idle_Kriss"
FireAnims(0)="Fire_Kriss"
FireAnims(1)="Fire_Kriss"
FireAnims(2)="Fire_Kriss"
FireAnims(3)="Fire_Kriss"
FireAltAnims(0)="Fire_Kriss"
FireAltAnims(1)="Fire_Kriss"
FireAltAnims(2)="Fire_Kriss"
FireAltAnims(3)="Fire_Kriss"
FireCrouchAnims(0)="CHFire_Kriss"
FireCrouchAnims(1)="CHFire_Kriss"
FireCrouchAnims(2)="CHFire_Kriss"
FireCrouchAnims(3)="CHFire_Kriss"
FireCrouchAltAnims(0)="CHFire_Kriss"
FireCrouchAltAnims(1)="CHFire_Kriss"
FireCrouchAltAnims(2)="CHFire_Kriss"
FireCrouchAltAnims(3)="CHFire_Kriss"
HitAnims(0)="HitF_Kriss"
HitAnims(1)="HitB_Kriss"
HitAnims(2)="HitL_Kriss"
HitAnims(3)="HitR_Kriss"
PostFireBlendStandAnim="Blend_Kriss"
PostFireBlendCrouchAnim="CHBlend_Kriss"
MeshRef="KF_Weapons3rd4_Trip.M7A3_3rd"
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
}

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@ -1,4 +1,35 @@
class NiceM7A3MFire extends NiceFire;
defaultproperties
{ ProjectileSpeed=21250.000000 FireAimedAnim="Fire_Iron" RecoilRate=0.085000 maxVerticalRecoilAngle=120 maxHorizontalRecoilAngle=60 ShellEjectClass=Class'ROEffects.KFShellEjectSCAR' ShellEjectBoneName="Shell_eject" bAccuracyBonusForSemiAuto=True FireSoundRef="KF_M7A3Snd.M7A3_Fire_M" StereoFireSoundRef="KF_M7A3Snd.M7A3_Fire_S" NoAmmoSoundRef="KF_SCARSnd.SCAR_DryFire" DamageType=Class'NicePack.NiceDamTypeM7A3M' DamageMin=70 DamageMax=70 Momentum=7000.000000 bPawnRapidFireAnim=True TransientSoundVolume=1.800000 FireLoopAnim="Fire" TweenTime=0.050000 FireForce="AssaultRifleFire" FireRate=0.080000 AmmoClass=Class'NicePack.NiceM7A3MAmmo' ShakeRotMag=(X=30.000000,Y=30.000000,Z=240.000000) ShakeRotRate=(X=8500.000000,Y=8500.000000,Z=8500.000000) ShakeRotTime=2.500000 ShakeOffsetMag=(X=6.000000,Y=2.000000,Z=7.500000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.500000 BotRefireRate=0.990000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG' aimerror=42.000000
}
class NiceM7A3MFire extends NiceFire;
defaultproperties
{
ProjectileSpeed=21250.000000
FireAimedAnim="Fire_Iron"
RecoilRate=0.085000
maxVerticalRecoilAngle=120
maxHorizontalRecoilAngle=60
ShellEjectClass=Class'ROEffects.KFShellEjectSCAR'
ShellEjectBoneName="Shell_eject"
bAccuracyBonusForSemiAuto=True
FireSoundRef="KF_M7A3Snd.M7A3_Fire_M"
StereoFireSoundRef="KF_M7A3Snd.M7A3_Fire_S"
NoAmmoSoundRef="KF_SCARSnd.SCAR_DryFire"
DamageType=Class'NicePack.NiceDamTypeM7A3M'
DamageMin=70
DamageMax=70
Momentum=7000.000000
bPawnRapidFireAnim=True
TransientSoundVolume=1.800000
FireLoopAnim="Fire"
TweenTime=0.050000
FireForce="AssaultRifleFire"
FireRate=0.080000
AmmoClass=Class'NicePack.NiceM7A3MAmmo'
ShakeRotMag=(X=30.000000,Y=30.000000,Z=240.000000)
ShakeRotRate=(X=8500.000000,Y=8500.000000,Z=8500.000000)
ShakeRotTime=2.500000
ShakeOffsetMag=(X=6.000000,Y=2.000000,Z=7.500000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.500000
BotRefireRate=0.990000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSTG'
aimerror=42.000000
}

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@ -1,72 +1,173 @@
class NiceM7A3MMedicGun extends NiceMedicGun;
var localized string ReloadMessage;
var localized string EmptyMessage;
var Material ScopeGreen;
var Material ScopeRed;
var ScriptedTexture MyScriptedTexture;
var string MyMessage;
var Font MyFont;
var Font MyFont2;
var Font SmallMyFont;
var color MyFontColor;
var color MyFontColor2;
var int OldValue;
static function PreloadAssets(Inventory Inv, optional bool bSkipRefCount)
{
if(default.ScopeGreen == none) default.ScopeGreen = Material(DynamicLoadObject("KF_Weapons5_Scopes_Trip_T.M7A3.Scope_Finall", class'Material', true));
if(default.ScopeRed == none) default.ScopeRed = Material(DynamicLoadObject("KF_Weapons5_Scopes_Trip_T.M7A3.ScopeRed_Shader", class'Material', true));
if(default.MyScriptedTexture == none) default.MyScriptedTexture = ScriptedTexture(DynamicLoadObject("KF_Weapons5_Scopes_Trip_T.M7A3_Ammo_Script.AmmoNumber", class'ScriptedTexture', true));
if(default.MyFont == none) default.MyFont = Font(DynamicLoadObject("IJCFonts.DigitalBig", class'Font', true));
if(default.MyFont2 == none) default.MyFont2 = Font(DynamicLoadObject("IJCFonts.DigitalBig", class'Font', true));
if(default.SmallMyFont == none) default.SmallMyFont = Font(DynamicLoadObject("IJCFonts.DigitalMed", class'Font', true));
if(M7A3MMedicGun(Inv) != none){ M7A3MMedicGun(Inv).ScopeGreen = default.ScopeGreen; M7A3MMedicGun(Inv).ScopeRed = default.ScopeRed; M7A3MMedicGun(Inv).MyScriptedTexture = default.MyScriptedTexture; M7A3MMedicGun(Inv).MyFont = default.MyFont; M7A3MMedicGun(Inv).MyFont2 = default.MyFont2; M7A3MMedicGun(Inv).SmallMyFont = default.SmallMyFont;
}
super.PreloadAssets(Inv, bSkipRefCount);
}
static function bool UnloadAssets(){
if(super.UnloadAssets()){ default.ScopeGreen = none; default.ScopeRed = none; default.MyScriptedTexture = none; default.MyFont = none; default.MyFont2 = none; default.SmallMyFont = none; return true;
}
return false;
}
simulated final function SetTextColor(byte R, byte G, byte B){
MyFontColor.R = R;
MyFontColor.G = G;
MyFontColor.B = B;
MyFontColor.A = 255;
}
simulated final function SetTextColor2(byte R, byte G, byte B){
MyFontColor2.R = R;
MyFontColor2.G = G;
MyFontColor2.B = B;
MyFontColor2.A = 255;
}
simulated function RenderOverlays(Canvas Canvas){
if(medicCharge >= 50){ SetTextColor2(76,148,177); MyScriptedTexture.Revision ++;
}
else{ SetTextColor2(218,18,18); MyScriptedTexture.Revision ++;
}
if(AmmoAmount(0) <= 0){ if(OldValue != -5){ OldValue = -5; Skins[2] = ScopeRed; MyFont = SmallMyFont; SetTextColor(218,18,18); MyMessage = EmptyMessage; MyScriptedTexture.Revision ++; }
}
else if(bIsReloading){ if(OldValue != -4){ OldValue = -4; MyFont = SmallMyFont; SetTextColor(32,187,112); MyMessage = ReloadMessage; ++MyScriptedTexture.Revision; }
}
else if(OldValue != (MagAmmoRemaining + 1)){ OldValue = MagAmmoRemaining+1; Skins[2] = ScopeGreen; MyFont = Default.MyFont;
if(MagAmmoRemaining <= (MagCapacity/2)) SetTextColor(32,187,112); if(MagAmmoRemaining <= (MagCapacity / 3)){ SetTextColor(218,18,18); Skins[2] = ScopeRed; } if(MagAmmoRemaining >= (MagCapacity/2)) SetTextColor(76,148,177); MyMessage = String(MagAmmoRemaining);
MyScriptedTexture.Revision ++;
}
MyScriptedTexture.Client = Self;
Super.RenderOverlays(Canvas);
MyScriptedTexture.Client = None;
}
simulated function RenderTexture(ScriptedTexture Tex){
local int w, h;
// Ammo
Tex.TextSize( MyMessage, MyFont, w, h );
Tex.DrawText( ( Tex.USize / 2 ) - ( w / 2 ), ( Tex.VSize / 2 ) - ( h / 1.2 ),MyMessage, MyFont, MyFontColor );
// Health
Tex.TextSize( int(medicCharge), MyFont2, w, h );
Tex.DrawText( ( Tex.USize / 2 ) - ( w / 2 ), ( Tex.VSize / 2 ) - 8, int(medicCharge), MyFont2, MyFontColor2 );
}
defaultproperties
{ ReloadMessage="REL" EmptyMessage="Empty" MyFontColor=(B=177,G=148,R=76,A=255) MyFontColor2=(B=177,G=148,R=76,A=255) reloadPreEndFrame=0.148000 reloadEndFrame=0.519000 reloadChargeEndFrame=0.740000 reloadMagStartFrame=0.222000 reloadChargeStartFrame=0.531000 MagCapacity=30 ReloadRate=3.066000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_M7A3" Weight=5.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=55.000000 SleeveNum=3 TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_M7A3' bIsTier3Weapon=True MeshRef="KF_Wep_M7A3.M7A3" SkinRefs(0)="KF_Weapons5_Trip_T.Weapons.M7A3_cmb" SkinRefs(1)="KF_Weapons5_Scopes_Trip_T.M7A3_Ammo_Script.AmmoShader" SkinRefs(2)="KF_Weapons5_Scopes_Trip_T.M7A3.Scope_Finall" SelectSoundRef="KF_M7A3Snd.M7A3_Select" HudImageRef="KillingFloor2HUD.WeaponSelect.M7A3_unselected" SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.M7A3" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=45.000000 FireModeClass(0)=Class'NicePack.NiceM7A3MFire' FireModeClass(1)=Class'NicePack.NiceM7A3MAltFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="An advanced Horzine prototype assault rifle. Modified to fire healing darts." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=55.000000 Priority=100 InventoryGroup=4 GroupOffset=13 PickupClass=Class'NicePack.NiceM7A3MPickup' PlayerViewOffset=(X=20.000000,Y=15.000000,Z=-5.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceM7A3MAttachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="M7A3 Medic Gun" TransientSoundVolume=1.250000
}
class NiceM7A3MMedicGun extends NiceMedicGun;
var localized string ReloadMessage;
var localized string EmptyMessage;
var Material ScopeGreen;
var Material ScopeRed;
var ScriptedTexture MyScriptedTexture;
var string MyMessage;
var Font MyFont;
var Font MyFont2;
var Font SmallMyFont;
var color MyFontColor;
var color MyFontColor2;
var int OldValue;
static function PreloadAssets(Inventory Inv, optional bool bSkipRefCount)
{
if(default.ScopeGreen == none)
default.ScopeGreen = Material(DynamicLoadObject("KF_Weapons5_Scopes_Trip_T.M7A3.Scope_Finall", class'Material', true));
if(default.ScopeRed == none)
default.ScopeRed = Material(DynamicLoadObject("KF_Weapons5_Scopes_Trip_T.M7A3.ScopeRed_Shader", class'Material', true));
if(default.MyScriptedTexture == none)
default.MyScriptedTexture = ScriptedTexture(DynamicLoadObject("KF_Weapons5_Scopes_Trip_T.M7A3_Ammo_Script.AmmoNumber", class'ScriptedTexture', true));
if(default.MyFont == none)
default.MyFont = Font(DynamicLoadObject("IJCFonts.DigitalBig", class'Font', true));
if(default.MyFont2 == none)
default.MyFont2 = Font(DynamicLoadObject("IJCFonts.DigitalBig", class'Font', true));
if(default.SmallMyFont == none)
default.SmallMyFont = Font(DynamicLoadObject("IJCFonts.DigitalMed", class'Font', true));
if(M7A3MMedicGun(Inv) != none){
M7A3MMedicGun(Inv).ScopeGreen = default.ScopeGreen;
M7A3MMedicGun(Inv).ScopeRed = default.ScopeRed;
M7A3MMedicGun(Inv).MyScriptedTexture = default.MyScriptedTexture;
M7A3MMedicGun(Inv).MyFont = default.MyFont;
M7A3MMedicGun(Inv).MyFont2 = default.MyFont2;
M7A3MMedicGun(Inv).SmallMyFont = default.SmallMyFont;
}
super.PreloadAssets(Inv, bSkipRefCount);
}
static function bool UnloadAssets(){
if(super.UnloadAssets()){
default.ScopeGreen = none;
default.ScopeRed = none;
default.MyScriptedTexture = none;
default.MyFont = none;
default.MyFont2 = none;
default.SmallMyFont = none;
return true;
}
return false;
}
simulated final function SetTextColor(byte R, byte G, byte B){
MyFontColor.R = R;
MyFontColor.G = G;
MyFontColor.B = B;
MyFontColor.A = 255;
}
simulated final function SetTextColor2(byte R, byte G, byte B){
MyFontColor2.R = R;
MyFontColor2.G = G;
MyFontColor2.B = B;
MyFontColor2.A = 255;
}
simulated function RenderOverlays(Canvas Canvas){
if(medicCharge >= 50){
SetTextColor2(76,148,177);
MyScriptedTexture.Revision ++;
}
else{
SetTextColor2(218,18,18);
MyScriptedTexture.Revision ++;
}
if(AmmoAmount(0) <= 0){
if(OldValue != -5){
OldValue = -5;
Skins[2] = ScopeRed;
MyFont = SmallMyFont;
SetTextColor(218,18,18);
MyMessage = EmptyMessage;
MyScriptedTexture.Revision ++;
}
}
else if(bIsReloading){
if(OldValue != -4){
OldValue = -4;
MyFont = SmallMyFont;
SetTextColor(32,187,112);
MyMessage = ReloadMessage;
++MyScriptedTexture.Revision;
}
}
else if(OldValue != (MagAmmoRemaining + 1)){
OldValue = MagAmmoRemaining+1;
Skins[2] = ScopeGreen;
MyFont = Default.MyFont;
if(MagAmmoRemaining <= (MagCapacity/2))
SetTextColor(32,187,112);
if(MagAmmoRemaining <= (MagCapacity / 3)){
SetTextColor(218,18,18);
Skins[2] = ScopeRed;
}
if(MagAmmoRemaining >= (MagCapacity/2))
SetTextColor(76,148,177);
MyMessage = String(MagAmmoRemaining);
MyScriptedTexture.Revision ++;
}
MyScriptedTexture.Client = Self;
Super.RenderOverlays(Canvas);
MyScriptedTexture.Client = None;
}
simulated function RenderTexture(ScriptedTexture Tex){
local int w, h;
// Ammo
Tex.TextSize( MyMessage, MyFont, w, h );
Tex.DrawText( ( Tex.USize / 2 ) - ( w / 2 ), ( Tex.VSize / 2 ) - ( h / 1.2 ),MyMessage, MyFont, MyFontColor );
// Health
Tex.TextSize( int(medicCharge), MyFont2, w, h );
Tex.DrawText( ( Tex.USize / 2 ) - ( w / 2 ), ( Tex.VSize / 2 ) - 8, int(medicCharge), MyFont2, MyFontColor2 );
}
defaultproperties
{
ReloadMessage="REL"
EmptyMessage="Empty"
MyFontColor=(B=177,G=148,R=76,A=255)
MyFontColor2=(B=177,G=148,R=76,A=255)
reloadPreEndFrame=0.148000
reloadEndFrame=0.519000
reloadChargeEndFrame=0.740000
reloadMagStartFrame=0.222000
reloadChargeStartFrame=0.531000
MagCapacity=30
ReloadRate=3.066000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_M7A3"
Weight=5.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=55.000000
SleeveNum=3
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_M7A3'
bIsTier3Weapon=True
MeshRef="KF_Wep_M7A3.M7A3"
SkinRefs(0)="KF_Weapons5_Trip_T.Weapons.M7A3_cmb"
SkinRefs(1)="KF_Weapons5_Scopes_Trip_T.M7A3_Ammo_Script.AmmoShader"
SkinRefs(2)="KF_Weapons5_Scopes_Trip_T.M7A3.Scope_Finall"
SelectSoundRef="KF_M7A3Snd.M7A3_Select"
HudImageRef="KillingFloor2HUD.WeaponSelect.M7A3_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.M7A3"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=45.000000
FireModeClass(0)=Class'NicePack.NiceM7A3MFire'
FireModeClass(1)=Class'NicePack.NiceM7A3MAltFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="An advanced Horzine prototype assault rifle. Modified to fire healing darts."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=55.000000
Priority=100
InventoryGroup=4
GroupOffset=13
PickupClass=Class'NicePack.NiceM7A3MPickup'
PlayerViewOffset=(X=20.000000,Y=15.000000,Z=-5.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceM7A3MAttachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="M7A3 Medic Gun"
TransientSoundVolume=1.250000
}

View file

@ -1,4 +1,24 @@
class NiceM7A3MPickup extends NiceWeaponPickup;
defaultproperties
{ Weight=5.000000 cost=1250 AmmoCost=50 BuyClipSize=30 PowerValue=45 SpeedValue=60 RangeValue=55 Description="An advanced Horzine prototype assault rifle. Modified to fire healing darts." ItemName="M7A3 Medic Gun" ItemShortName="M7A3M" AmmoItemName="7.6x40mm Ammo" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' EquipmentCategoryID=3 InventoryType=Class'NicePack.NiceM7A3MMedicGun' PickupMessage="You got the M7A3 Medic Gun" PickupSound=Sound'KF_M7A3Snd.M7A3_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups4_Trip.Rifles.M7A3_Pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
}
class NiceM7A3MPickup extends NiceWeaponPickup;
defaultproperties
{
Weight=5.000000
cost=1250
AmmoCost=50
BuyClipSize=30
PowerValue=45
SpeedValue=60
RangeValue=55
Description="An advanced Horzine prototype assault rifle. Modified to fire healing darts."
ItemName="M7A3 Medic Gun"
ItemShortName="M7A3M"
AmmoItemName="7.6x40mm Ammo"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
EquipmentCategoryID=3
InventoryType=Class'NicePack.NiceM7A3MMedicGun'
PickupMessage="You got the M7A3 Medic Gun"
PickupSound=Sound'KF_M7A3Snd.M7A3_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups4_Trip.Rifles.M7A3_Pickup'
CollisionRadius=25.000000
CollisionHeight=5.000000
}

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@ -1,5 +1,7 @@
class NiceDamTypeMP5M extends NiceDamTypeMedicBullet
abstract;
defaultproperties
{ HeadShotDamageMult=2.000000 WeaponClass=Class'NicePack.NiceMP5MMedicGun'
}
class NiceDamTypeMP5M extends NiceDamTypeMedicBullet
abstract;
defaultproperties
{
HeadShotDamageMult=2.000000
WeaponClass=Class'NicePack.NiceMP5MMedicGun'
}

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@ -1,5 +1,7 @@
class NiceDamTypeMP5MDart extends NiceDamTypeMedicDart
abstract;
defaultproperties
{ HeadShotDamageMult=2.000000 WeaponClass=Class'NicePack.NiceMP5MMedicGun'
}
class NiceDamTypeMP5MDart extends NiceDamTypeMedicDart
abstract;
defaultproperties
{
HeadShotDamageMult=2.000000
WeaponClass=Class'NicePack.NiceMP5MMedicGun'
}

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@ -1,4 +1,5 @@
class NiceMP5MAltFire extends NiceMedicDartFire;
defaultproperties
{ DamageType=Class'NicePack.NiceDamTypeMP5MDart'
}
class NiceMP5MAltFire extends NiceMedicDartFire;
defaultproperties
{
DamageType=Class'NicePack.NiceDamTypeMP5MDart'
}

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@ -1,4 +1,12 @@
class NiceMP5MAmmo extends NiceAmmo;
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceMP5MPickup' AmmoPickupAmount=30 MaxAmmo=600 InitialAmount=150 PickupClass=Class'NicePack.NiceMP5MAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="MP5M bullets"
}
class NiceMP5MAmmo extends NiceAmmo;
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceMP5MPickup'
AmmoPickupAmount=30
MaxAmmo=600
InitialAmount=150
PickupClass=Class'NicePack.NiceMP5MAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="MP5M bullets"
}

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@ -1,4 +1,8 @@
class NiceMP5MAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=30 InventoryType=Class'NicePack.NiceMP5MAmmo' PickupMessage="Rounds 9x19mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}
class NiceMP5MAmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=30
InventoryType=Class'NicePack.NiceMP5MAmmo'
PickupMessage="Rounds 9x19mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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@ -1,4 +1,58 @@
class NiceMP5MAttachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' ShellEjectBoneName="Shell_eject" MovementAnims(0)="JogF_MP5" MovementAnims(1)="JogB_MP5" MovementAnims(2)="JogL_MP5" MovementAnims(3)="JogR_MP5" TurnLeftAnim="TurnL_MP5" TurnRightAnim="TurnR_MP5" CrouchAnims(0)="CHWalkF_MP5" CrouchAnims(1)="CHWalkB_MP5" CrouchAnims(2)="CHWalkL_MP5" CrouchAnims(3)="CHWalkR_MP5" WalkAnims(0)="WalkF_MP5" WalkAnims(1)="WalkB_MP5" WalkAnims(2)="WalkL_MP5" WalkAnims(3)="WalkR_MP5" CrouchTurnRightAnim="CH_TurnR_MP5" CrouchTurnLeftAnim="CH_TurnL_MP5" IdleCrouchAnim="CHIdle_MP5" IdleWeaponAnim="Idle_MP5" IdleRestAnim="Idle_MP5" IdleChatAnim="Idle_MP5" IdleHeavyAnim="Idle_MP5" IdleRifleAnim="Idle_MP5" FireAnims(0)="Fire_MP5" FireAnims(1)="Fire_MP5" FireAnims(2)="Fire_MP5" FireAnims(3)="Fire_MP5" FireAltAnims(0)="Fire_MP5" FireAltAnims(1)="Fire_MP5" FireAltAnims(2)="Fire_MP5" FireAltAnims(3)="Fire_MP5" FireCrouchAnims(0)="CHFire_MP5" FireCrouchAnims(1)="CHFire_MP5" FireCrouchAnims(2)="CHFire_MP5" FireCrouchAnims(3)="CHFire_MP5" FireCrouchAltAnims(0)="CHFire_MP5" FireCrouchAltAnims(1)="CHFire_MP5" FireCrouchAltAnims(2)="CHFire_MP5" FireCrouchAltAnims(3)="CHFire_MP5" HitAnims(0)="HitF_MP5" HitAnims(1)="HitB_MP5" HitAnims(2)="HitL_MP5" HitAnims(3)="HitR_MP5" PostFireBlendStandAnim="Blend_MP5" PostFireBlendCrouchAnim="CHBlend_MP5" MeshRef="KF_Weapons3rd3_Trip.Mp5_3rd" WeaponAmbientScale=2.000000 bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}
class NiceMP5MAttachment extends NiceAttachment;
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
ShellEjectBoneName="Shell_eject"
MovementAnims(0)="JogF_MP5"
MovementAnims(1)="JogB_MP5"
MovementAnims(2)="JogL_MP5"
MovementAnims(3)="JogR_MP5"
TurnLeftAnim="TurnL_MP5"
TurnRightAnim="TurnR_MP5"
CrouchAnims(0)="CHWalkF_MP5"
CrouchAnims(1)="CHWalkB_MP5"
CrouchAnims(2)="CHWalkL_MP5"
CrouchAnims(3)="CHWalkR_MP5"
WalkAnims(0)="WalkF_MP5"
WalkAnims(1)="WalkB_MP5"
WalkAnims(2)="WalkL_MP5"
WalkAnims(3)="WalkR_MP5"
CrouchTurnRightAnim="CH_TurnR_MP5"
CrouchTurnLeftAnim="CH_TurnL_MP5"
IdleCrouchAnim="CHIdle_MP5"
IdleWeaponAnim="Idle_MP5"
IdleRestAnim="Idle_MP5"
IdleChatAnim="Idle_MP5"
IdleHeavyAnim="Idle_MP5"
IdleRifleAnim="Idle_MP5"
FireAnims(0)="Fire_MP5"
FireAnims(1)="Fire_MP5"
FireAnims(2)="Fire_MP5"
FireAnims(3)="Fire_MP5"
FireAltAnims(0)="Fire_MP5"
FireAltAnims(1)="Fire_MP5"
FireAltAnims(2)="Fire_MP5"
FireAltAnims(3)="Fire_MP5"
FireCrouchAnims(0)="CHFire_MP5"
FireCrouchAnims(1)="CHFire_MP5"
FireCrouchAnims(2)="CHFire_MP5"
FireCrouchAnims(3)="CHFire_MP5"
FireCrouchAltAnims(0)="CHFire_MP5"
FireCrouchAltAnims(1)="CHFire_MP5"
FireCrouchAltAnims(2)="CHFire_MP5"
FireCrouchAltAnims(3)="CHFire_MP5"
HitAnims(0)="HitF_MP5"
HitAnims(1)="HitB_MP5"
HitAnims(2)="HitL_MP5"
HitAnims(3)="HitR_MP5"
PostFireBlendStandAnim="Blend_MP5"
PostFireBlendCrouchAnim="CHBlend_MP5"
MeshRef="KF_Weapons3rd3_Trip.Mp5_3rd"
WeaponAmbientScale=2.000000
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
}

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@ -1,4 +1,28 @@
class NiceMP5MFire extends NiceHighROFFire;
defaultproperties
{ FireEndSoundRef="KF_MP5Snd.MP5_Fire_Loop_End_M" FireEndStereoSoundRef="KF_MP5Snd.MP5_Fire_Loop_End_S" AmbientFireSoundRef="KF_MP5Snd.MP5_Fire_Loop" ProjectileSpeed=21250.000000 RecoilRate=0.075000 maxVerticalRecoilAngle=160 maxHorizontalRecoilAngle=80 RecoilVelocityScale=0.000000 ShellEjectClass=Class'ROEffects.KFShellEjectMP5SMG' ShellEjectBoneName="Shell_eject" NoAmmoSoundRef="KF_MP7Snd.MP7_DryFire" DamageType=Class'NicePack.NiceDamTypeMP5M' DamageMin=35 DamageMax=35 Momentum=5500.000000 FireRate=0.075000 AmmoClass=Class'NicePack.NiceMP5MAmmo' ShakeRotMag=(X=25.000000,Y=25.000000,Z=125.000000) ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000) ShakeRotTime=3.000000 ShakeOffsetMag=(X=4.000000,Y=2.500000,Z=5.000000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.250000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stMP'
}
class NiceMP5MFire extends NiceHighROFFire;
defaultproperties
{
FireEndSoundRef="KF_MP5Snd.MP5_Fire_Loop_End_M"
FireEndStereoSoundRef="KF_MP5Snd.MP5_Fire_Loop_End_S"
AmbientFireSoundRef="KF_MP5Snd.MP5_Fire_Loop"
ProjectileSpeed=21250.000000
RecoilRate=0.075000
maxVerticalRecoilAngle=160
maxHorizontalRecoilAngle=80
RecoilVelocityScale=0.000000
ShellEjectClass=Class'ROEffects.KFShellEjectMP5SMG'
ShellEjectBoneName="Shell_eject"
NoAmmoSoundRef="KF_MP7Snd.MP7_DryFire"
DamageType=Class'NicePack.NiceDamTypeMP5M'
DamageMin=35
DamageMax=35
Momentum=5500.000000
FireRate=0.075000
AmmoClass=Class'NicePack.NiceMP5MAmmo'
ShakeRotMag=(X=25.000000,Y=25.000000,Z=125.000000)
ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
ShakeRotTime=3.000000
ShakeOffsetMag=(X=4.000000,Y=2.500000,Z=5.000000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.250000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stMP'
}

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@ -1,45 +1,107 @@
class NiceMP5MMedicGun extends NiceMedicGun;
var bool chargerOpen;
var float chargerStartOpeningTiming, chargerOpenedTiming, chargeCloseTiming;
var const string chargerStartOpeningTimeStr, chargerOpenedTimeStr, chargeCloseTimeStr;
function NicePlainData.Data GetNiceData(){
local NicePlainData.Data transferData;
transferData = super.GetNiceData();
class'NicePlainData'.static.SetBool(transferData, "MP5MChargerOpen", chargerOpen);
return transferData;
}
function SetNiceData(NicePlainData.Data transferData, optional NiceHumanPawn newOwner){
super.SetNiceData(transferData, newOwner);
chargerOpen = class'NicePlainData'.static.GetBool(transferData, "MP5MChargerOpen", false);
}
simulated function PostBeginPlay(){
local EventRecord record;
// Setup reload events
record.eventName = chargerStartOpeningTimeStr;
record.eventFrame = chargerStartOpeningTiming;
relEvents[relEvents.Length] = record;
record.eventName = chargerOpenedTimeStr;
record.eventFrame = chargerOpenedTiming;
relEvents[relEvents.Length] = record;
record.eventName = chargeCloseTimeStr;
record.eventFrame = chargeCloseTiming;
relEvents[relEvents.Length] = record;
super.PostBeginPlay();
}
simulated function ReloadEvent(string eventName){
local float magStart;
// Calculate the point from which we should resume the magazine part
if(bMagazineOut) magStart = 0.605;
else if(IsMagazineFull()) magStart = 0.868;
else magStart = 0.351;
// Jump if needed
if(eventName ~= chargerStartOpeningTimeStr && (bRoundInChamber || chargerOpen)){ ScrollAnim(magStart); lastEventCheckFrame = magStart;
}
// Flag changes
if(eventName ~= chargerOpenedTimeStr){ chargerOpen = true; if(bMagazineOut || !IsMagazineFull()){ ScrollAnim(magStart); lastEventCheckFrame = magStart; }
}
if(eventName ~= chargeCloseTimeStr) chargerOpen = false;
}
defaultproperties
{ chargerOpen=True chargerStartOpeningTiming=0.010000 chargerOpenedTiming=0.175000 chargeCloseTiming=0.895000 chargerStartOpeningTimeStr="openChargerS" chargerOpenedTimeStr="openChargerE" chargeCloseTimeStr="closeCharger" reloadPreEndFrame=0.544000 reloadEndFrame=0.728000 reloadChargeEndFrame=0.895000 MagazineBone="Empty_Magazine" MagCapacity=30 ReloadRate=3.040000 ReloadAnim="Reload" ReloadAnimRate=1.250000 WeaponReloadAnim="Reload_MP5" Weight=4.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=55.000000 SleeveNum=2 TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_Mp5Medic' bIsTier2Weapon=True MeshRef="KF_Wep_MP5.MP5_Trip" SkinRefs(0)="KF_Weapons4_Trip_T.Weapons.MP5_cmb" SkinRefs(1)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr" SelectSoundRef="KF_MP5Snd.WEP_MP5_Foley_Select" HudImageRef="KillingFloor2HUD.WeaponSelect.Mp5Medic_unselected" SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.Mp5Medic" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=45.000000 FireModeClass(0)=Class'NicePack.NiceMP5MFire' FireModeClass(1)=Class'NicePack.NiceMP5MAltFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="MP5 sub machine gun. Modified to fire healing darts. Better damage and healing than MP7M with a larger mag." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=55.000000 Priority=80 InventoryGroup=3 GroupOffset=4 PickupClass=Class'NicePack.NiceMP5MPickup' PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-6.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceMP5MAttachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="MP5M Medic Gun" TransientSoundVolume=1.250000
}
class NiceMP5MMedicGun extends NiceMedicGun;
var bool chargerOpen;
var float chargerStartOpeningTiming, chargerOpenedTiming, chargeCloseTiming;
var const string chargerStartOpeningTimeStr, chargerOpenedTimeStr, chargeCloseTimeStr;
function NicePlainData.Data GetNiceData(){
local NicePlainData.Data transferData;
transferData = super.GetNiceData();
class'NicePlainData'.static.SetBool(transferData, "MP5MChargerOpen", chargerOpen);
return transferData;
}
function SetNiceData(NicePlainData.Data transferData, optional NiceHumanPawn newOwner){
super.SetNiceData(transferData, newOwner);
chargerOpen = class'NicePlainData'.static.GetBool(transferData, "MP5MChargerOpen", false);
}
simulated function PostBeginPlay(){
local EventRecord record;
// Setup reload events
record.eventName = chargerStartOpeningTimeStr;
record.eventFrame = chargerStartOpeningTiming;
relEvents[relEvents.Length] = record;
record.eventName = chargerOpenedTimeStr;
record.eventFrame = chargerOpenedTiming;
relEvents[relEvents.Length] = record;
record.eventName = chargeCloseTimeStr;
record.eventFrame = chargeCloseTiming;
relEvents[relEvents.Length] = record;
super.PostBeginPlay();
}
simulated function ReloadEvent(string eventName){
local float magStart;
// Calculate the point from which we should resume the magazine part
if(bMagazineOut)
magStart = 0.605;
else if(IsMagazineFull())
magStart = 0.868;
else
magStart = 0.351;
// Jump if needed
if(eventName ~= chargerStartOpeningTimeStr && (bRoundInChamber || chargerOpen)){
ScrollAnim(magStart);
lastEventCheckFrame = magStart;
}
// Flag changes
if(eventName ~= chargerOpenedTimeStr){
chargerOpen = true;
if(bMagazineOut || !IsMagazineFull()){
ScrollAnim(magStart);
lastEventCheckFrame = magStart;
}
}
if(eventName ~= chargeCloseTimeStr)
chargerOpen = false;
}
defaultproperties
{
chargerOpen=True
chargerStartOpeningTiming=0.010000
chargerOpenedTiming=0.175000
chargeCloseTiming=0.895000
chargerStartOpeningTimeStr="openChargerS"
chargerOpenedTimeStr="openChargerE"
chargeCloseTimeStr="closeCharger"
reloadPreEndFrame=0.544000
reloadEndFrame=0.728000
reloadChargeEndFrame=0.895000
MagazineBone="Empty_Magazine"
MagCapacity=30
ReloadRate=3.040000
ReloadAnim="Reload"
ReloadAnimRate=1.250000
WeaponReloadAnim="Reload_MP5"
Weight=4.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=55.000000
SleeveNum=2
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_Mp5Medic'
bIsTier2Weapon=True
MeshRef="KF_Wep_MP5.MP5_Trip"
SkinRefs(0)="KF_Weapons4_Trip_T.Weapons.MP5_cmb"
SkinRefs(1)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr"
SelectSoundRef="KF_MP5Snd.WEP_MP5_Foley_Select"
HudImageRef="KillingFloor2HUD.WeaponSelect.Mp5Medic_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.Mp5Medic"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=45.000000
FireModeClass(0)=Class'NicePack.NiceMP5MFire'
FireModeClass(1)=Class'NicePack.NiceMP5MAltFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="MP5 sub machine gun. Modified to fire healing darts. Better damage and healing than MP7M with a larger mag."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=55.000000
Priority=80
InventoryGroup=3
GroupOffset=4
PickupClass=Class'NicePack.NiceMP5MPickup'
PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-6.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceMP5MAttachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="MP5M Medic Gun"
TransientSoundVolume=1.250000
}

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@ -1,4 +1,25 @@
class NiceMP5MPickup extends NiceWeaponPickup;
defaultproperties
{ Weight=4.000000 cost=250 AmmoCost=10 BuyClipSize=30 PowerValue=30 SpeedValue=85 RangeValue=45 Description="MP5 sub machine gun. Modified to fire healing darts. Better damage and healing than MP7M with a larger mag." ItemName="MP5M Medic Gun" ItemShortName="MP5M" AmmoItemName="9x19mm Ammo" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' EquipmentCategoryID=3 VariantClasses(0)=Class'KFMod.CamoMP5MPickup' InventoryType=Class'NicePack.NiceMP5MMedicGun' PickupMessage="You got the MP5M Medic Gun" PickupSound=Sound'KF_MP5Snd.foley.WEP_MP5_Foley_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups3_Trip.Rifles.Mp5_Pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
}
class NiceMP5MPickup extends NiceWeaponPickup;
defaultproperties
{
Weight=4.000000
cost=250
AmmoCost=10
BuyClipSize=30
PowerValue=30
SpeedValue=85
RangeValue=45
Description="MP5 sub machine gun. Modified to fire healing darts. Better damage and healing than MP7M with a larger mag."
ItemName="MP5M Medic Gun"
ItemShortName="MP5M"
AmmoItemName="9x19mm Ammo"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
EquipmentCategoryID=3
VariantClasses(0)=Class'KFMod.CamoMP5MPickup'
InventoryType=Class'NicePack.NiceMP5MMedicGun'
PickupMessage="You got the MP5M Medic Gun"
PickupSound=Sound'KF_MP5Snd.foley.WEP_MP5_Foley_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups3_Trip.Rifles.Mp5_Pickup'
CollisionRadius=25.000000
CollisionHeight=5.000000
}

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@ -1,5 +1,9 @@
class NiceDamTypeMP7M extends NiceDamTypeMedicBullet
abstract;
defaultproperties
{ bPenetrationHSOnly=True MaxPenetrations=1 HeadShotDamageMult=2.250000 WeaponClass=Class'NicePack.NiceMP7MMedicGun'
}
class NiceDamTypeMP7M extends NiceDamTypeMedicBullet
abstract;
defaultproperties
{
bPenetrationHSOnly=True
MaxPenetrations=1
HeadShotDamageMult=2.250000
WeaponClass=Class'NicePack.NiceMP7MMedicGun'
}

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@ -1,5 +1,7 @@
class NiceDamTypeMP7MDart extends NiceDamTypeMedicDart
abstract;
defaultproperties
{ HeadShotDamageMult=3.000000 WeaponClass=Class'NicePack.NiceMP7MMedicGun'
}
class NiceDamTypeMP7MDart extends NiceDamTypeMedicDart
abstract;
defaultproperties
{
HeadShotDamageMult=3.000000
WeaponClass=Class'NicePack.NiceMP7MMedicGun'
}

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@ -1,4 +1,6 @@
class NiceMP7MAltFire extends NiceMedicDartFire;
defaultproperties
{ DamageType=Class'NicePack.NiceDamTypeMP7MDart' AmmoPerFire=35
}
class NiceMP7MAltFire extends NiceMedicDartFire;
defaultproperties
{
DamageType=Class'NicePack.NiceDamTypeMP7MDart'
AmmoPerFire=35
}

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@ -1,4 +1,11 @@
class NiceMP7MAmmo extends NiceAmmo;
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceMP7MPickup' MaxAmmo=400 InitialAmount=100 PickupClass=Class'NicePack.NiceMP7MAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=336,Y1=82,X2=382,Y2=125) ItemName="MP7M bullets"
}
class NiceMP7MAmmo extends NiceAmmo;
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceMP7MPickup'
MaxAmmo=400
InitialAmount=100
PickupClass=Class'NicePack.NiceMP7MAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
ItemName="MP7M bullets"
}

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@ -1,4 +1,8 @@
class NiceMP7MAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=40 InventoryType=Class'NicePack.NiceMP7MAmmo' PickupMessage="Rounds 4.6x30mm" StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}
class NiceMP7MAmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=40
InventoryType=Class'NicePack.NiceMP7MAmmo'
PickupMessage="Rounds 4.6x30mm"
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
}

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@ -1,4 +1,57 @@
class NiceMP7MAttachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' MovementAnims(0)="JogF_MP7" MovementAnims(1)="JogB_MP7" MovementAnims(2)="JogL_MP7" MovementAnims(3)="JogR_MP7" TurnLeftAnim="TurnL_MP7" TurnRightAnim="TurnR_MP7" CrouchAnims(0)="CHWalkF_MP7" CrouchAnims(1)="CHWalkB_MP7" CrouchAnims(2)="CHWalkL_MP7" CrouchAnims(3)="CHWalkR_MP7" WalkAnims(0)="WalkF_MP7" WalkAnims(1)="WalkB_MP7" WalkAnims(2)="WalkL_MP7" WalkAnims(3)="WalkR_MP7" CrouchTurnRightAnim="CH_TurnR_MP7" CrouchTurnLeftAnim="CH_TurnL_MP7" IdleCrouchAnim="CHIdle_MP7" IdleWeaponAnim="Idle_MP7" IdleRestAnim="Idle_MP7" IdleChatAnim="Idle_MP7" IdleHeavyAnim="Idle_MP7" IdleRifleAnim="Idle_MP7" FireAnims(0)="Fire_MP7" FireAnims(1)="Fire_MP7" FireAnims(2)="Fire_MP7" FireAnims(3)="Fire_MP7" FireAltAnims(0)="Fire_MP7" FireAltAnims(1)="Fire_MP7" FireAltAnims(2)="Fire_MP7" FireAltAnims(3)="Fire_MP7" FireCrouchAnims(0)="CHFire_MP7" FireCrouchAnims(1)="CHFire_MP7" FireCrouchAnims(2)="CHFire_MP7" FireCrouchAnims(3)="CHFire_MP7" FireCrouchAltAnims(0)="CHFire_MP7" FireCrouchAltAnims(1)="CHFire_MP7" FireCrouchAltAnims(2)="CHFire_MP7" FireCrouchAltAnims(3)="CHFire_MP7" HitAnims(0)="HitF_MP7" HitAnims(1)="HitB_MP7" HitAnims(2)="HitL_MP7" HitAnims(3)="HitR_MP7" PostFireBlendStandAnim="Blend_MP7" PostFireBlendCrouchAnim="CHBlend_MP7" MeshRef="KF_Weapons3rd2_Trip.mp7_3rd" WeaponAmbientScale=2.000000 bRapidFire=True bAltRapidFire=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000
}
class NiceMP7MAttachment extends NiceAttachment;
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
MovementAnims(0)="JogF_MP7"
MovementAnims(1)="JogB_MP7"
MovementAnims(2)="JogL_MP7"
MovementAnims(3)="JogR_MP7"
TurnLeftAnim="TurnL_MP7"
TurnRightAnim="TurnR_MP7"
CrouchAnims(0)="CHWalkF_MP7"
CrouchAnims(1)="CHWalkB_MP7"
CrouchAnims(2)="CHWalkL_MP7"
CrouchAnims(3)="CHWalkR_MP7"
WalkAnims(0)="WalkF_MP7"
WalkAnims(1)="WalkB_MP7"
WalkAnims(2)="WalkL_MP7"
WalkAnims(3)="WalkR_MP7"
CrouchTurnRightAnim="CH_TurnR_MP7"
CrouchTurnLeftAnim="CH_TurnL_MP7"
IdleCrouchAnim="CHIdle_MP7"
IdleWeaponAnim="Idle_MP7"
IdleRestAnim="Idle_MP7"
IdleChatAnim="Idle_MP7"
IdleHeavyAnim="Idle_MP7"
IdleRifleAnim="Idle_MP7"
FireAnims(0)="Fire_MP7"
FireAnims(1)="Fire_MP7"
FireAnims(2)="Fire_MP7"
FireAnims(3)="Fire_MP7"
FireAltAnims(0)="Fire_MP7"
FireAltAnims(1)="Fire_MP7"
FireAltAnims(2)="Fire_MP7"
FireAltAnims(3)="Fire_MP7"
FireCrouchAnims(0)="CHFire_MP7"
FireCrouchAnims(1)="CHFire_MP7"
FireCrouchAnims(2)="CHFire_MP7"
FireCrouchAnims(3)="CHFire_MP7"
FireCrouchAltAnims(0)="CHFire_MP7"
FireCrouchAltAnims(1)="CHFire_MP7"
FireCrouchAltAnims(2)="CHFire_MP7"
FireCrouchAltAnims(3)="CHFire_MP7"
HitAnims(0)="HitF_MP7"
HitAnims(1)="HitB_MP7"
HitAnims(2)="HitL_MP7"
HitAnims(3)="HitR_MP7"
PostFireBlendStandAnim="Blend_MP7"
PostFireBlendCrouchAnim="CHBlend_MP7"
MeshRef="KF_Weapons3rd2_Trip.mp7_3rd"
WeaponAmbientScale=2.000000
bRapidFire=True
bAltRapidFire=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
}

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@ -1,4 +1,30 @@
class NiceMP7MFire extends NiceHighROFFire;
defaultproperties
{ FireEndSoundRef="KF_MP7Snd.MP7_tail" FireEndStereoSoundRef="KF_MP7Snd.MP7_tailST" AmbientFireSoundRef="KF_MP7Snd.MP7_FireLoop" ProjectileSpeed=36750.000000 RecoilRate=0.060000 maxVerticalRecoilAngle=70 maxHorizontalRecoilAngle=35 RecoilVelocityScale=0.000000 ShellEjectClass=Class'ROEffects.KFShellEjectMP' ShellEjectBoneName="Shell_eject" NoAmmoSoundRef="KF_MP7Snd.MP7_DryFire" DamageType=Class'NicePack.NiceDamTypeMP7M' DamageMin=20 DamageMax=20 Momentum=5500.000000 FireRate=0.063000 AmmoClass=Class'NicePack.NiceMP7MAmmo' ShakeRotMag=(X=25.000000,Y=25.000000,Z=125.000000) ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000) ShakeRotTime=3.000000 ShakeOffsetMag=(X=4.000000,Y=2.500000,Z=5.000000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=1.250000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stMP' Spread=0.012000 SpreadStyle=SS_Random
}
class NiceMP7MFire extends NiceHighROFFire;
defaultproperties
{
FireEndSoundRef="KF_MP7Snd.MP7_tail"
FireEndStereoSoundRef="KF_MP7Snd.MP7_tailST"
AmbientFireSoundRef="KF_MP7Snd.MP7_FireLoop"
ProjectileSpeed=36750.000000
RecoilRate=0.060000
maxVerticalRecoilAngle=70
maxHorizontalRecoilAngle=35
RecoilVelocityScale=0.000000
ShellEjectClass=Class'ROEffects.KFShellEjectMP'
ShellEjectBoneName="Shell_eject"
NoAmmoSoundRef="KF_MP7Snd.MP7_DryFire"
DamageType=Class'NicePack.NiceDamTypeMP7M'
DamageMin=20
DamageMax=20
Momentum=5500.000000
FireRate=0.063000
AmmoClass=Class'NicePack.NiceMP7MAmmo'
ShakeRotMag=(X=25.000000,Y=25.000000,Z=125.000000)
ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
ShakeRotTime=3.000000
ShakeOffsetMag=(X=4.000000,Y=2.500000,Z=5.000000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=1.250000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stMP'
Spread=0.012000
SpreadStyle=SS_Random
}

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@ -1,4 +1,50 @@
class NiceMP7MMedicGun extends NiceMedicGun;
defaultproperties
{ medicChargeRegenRate=7.000000 reloadPreEndFrame=0.074000 reloadEndFrame=0.574000 reloadChargeEndFrame=0.809000 reloadMagStartFrame=0.117000 reloadChargeStartFrame=0.681000 MagCapacity=40 ReloadRate=3.166000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_MP7" Weight=3.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=55.000000 SleeveNum=2 TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_MP7m' bIsTier2Weapon=True MeshRef="KF_Weapons2_Trip.MP7_Trip" SkinRefs(0)="KF_Weapons2_Trip_T.Special.MP_7_cmb" SkinRefs(1)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr" SelectSoundRef="KF_MP7Snd.MP7_Select" HudImageRef="KillingFloor2HUD.WeaponSelect.MP7m_unselected" SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.MP7m" PlayerIronSightFOV=65.000000 ZoomedDisplayFOV=45.000000 FireModeClass(0)=Class'NicePack.NiceMP7MFire' FireModeClass(1)=Class'NicePack.NiceMP7MAltFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="An advanced prototype submachine gun. Modified to fire healing darts." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=55.000000 Priority=90 InventoryGroup=3 GroupOffset=5 PickupClass=Class'NicePack.NiceMP7MPickup' PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-6.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceMP7MAttachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="MP7M Medic Gun" TransientSoundVolume=1.250000
}
class NiceMP7MMedicGun extends NiceMedicGun;
defaultproperties
{
medicChargeRegenRate=7.000000
reloadPreEndFrame=0.074000
reloadEndFrame=0.574000
reloadChargeEndFrame=0.809000
reloadMagStartFrame=0.117000
reloadChargeStartFrame=0.681000
MagCapacity=40
ReloadRate=3.166000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_MP7"
Weight=3.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=55.000000
SleeveNum=2
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_MP7m'
bIsTier2Weapon=True
MeshRef="KF_Weapons2_Trip.MP7_Trip"
SkinRefs(0)="KF_Weapons2_Trip_T.Special.MP_7_cmb"
SkinRefs(1)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr"
SelectSoundRef="KF_MP7Snd.MP7_Select"
HudImageRef="KillingFloor2HUD.WeaponSelect.MP7m_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.MP7m"
PlayerIronSightFOV=65.000000
ZoomedDisplayFOV=45.000000
FireModeClass(0)=Class'NicePack.NiceMP7MFire'
FireModeClass(1)=Class'NicePack.NiceMP7MAltFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="An advanced prototype submachine gun. Modified to fire healing darts."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=55.000000
Priority=90
InventoryGroup=3
GroupOffset=5
PickupClass=Class'NicePack.NiceMP7MPickup'
PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-6.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceMP7MAttachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="MP7M Medic Gun"
TransientSoundVolume=1.250000
}

View file

@ -1,4 +1,24 @@
class NiceMP7MPickup extends NiceWeaponPickup;
defaultproperties
{ bBackupWeapon=True Weight=3.000000 cost=200 BuyClipSize=40 PowerValue=22 SpeedValue=95 RangeValue=45 Description="Prototype sub machine gun. Modified to fire healing darts." ItemName="MP7M Medic Gun" ItemShortName="MP7M" AmmoItemName="4.6x30mm Ammo" AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo' EquipmentCategoryID=3 InventoryType=Class'NicePack.NiceMP7MMedicGun' PickupMessage="You got the MP7M Medic Gun" PickupSound=Sound'KF_MP7Snd.MP7_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups2_Trip.Supers.MP7_Pickup' CollisionRadius=25.000000 CollisionHeight=5.000000
class NiceMP7MPickup extends NiceWeaponPickup;
defaultproperties
{
bBackupWeapon=True
Weight=3.000000
cost=200
BuyClipSize=40
PowerValue=22
SpeedValue=95
RangeValue=45
Description="Prototype sub machine gun. Modified to fire healing darts."
ItemName="MP7M Medic Gun"
ItemShortName="MP7M"
AmmoItemName="4.6x30mm Ammo"
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
EquipmentCategoryID=3
InventoryType=Class'NicePack.NiceMP7MMedicGun'
PickupMessage="You got the MP7M Medic Gun"
PickupSound=Sound'KF_MP7Snd.MP7_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups2_Trip.Supers.MP7_Pickup'
CollisionRadius=25.000000
CollisionHeight=5.000000
}