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 +1,12 @@
class NiceAA12Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceAA12Pickup' AmmoPickupAmount=20 MaxAmmo=100 InitialAmount=25 PickupClass=Class'NicePack.NiceAA12AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
}
class NiceAA12Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceAA12Pickup'
AmmoPickupAmount=20
MaxAmmo=100
InitialAmount=25
PickupClass=Class'NicePack.NiceAA12AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
}

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@ -1,4 +1,8 @@
class NiceAA12AmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=20 InventoryType=Class'NicePack.NiceAA12Ammo' PickupMessage="12-Gauge Drum" StaticMesh=None
}
class NiceAA12AmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=20
InventoryType=Class'NicePack.NiceAA12Ammo'
PickupMessage="12-Gauge Drum"
StaticMesh=None
}

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@ -1,4 +1,51 @@
class NiceAA12Attachment extends NiceAttachment;
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar' mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer' MovementAnims(0)="JogF_AA12" MovementAnims(1)="JogB_AA12" MovementAnims(2)="JogL_AA12" MovementAnims(3)="JogR_AA12" TurnLeftAnim="TurnL_AA12" TurnRightAnim="TurnR_AA12" CrouchAnims(0)="CHWalkF_AA12" CrouchAnims(1)="CHWalkB_AA12" CrouchAnims(2)="CHWalkL_AA12" CrouchAnims(3)="CHWalkR_AA12" WalkAnims(0)="WalkF_AA12" WalkAnims(1)="WalkB_AA12" WalkAnims(2)="WalkL_AA12" WalkAnims(3)="WalkR_AA12" CrouchTurnRightAnim="CH_TurnR_AA12" CrouchTurnLeftAnim="CH_TurnL_AA12" IdleCrouchAnim="CHIdle_AA12" IdleWeaponAnim="Idle_AA12" IdleRestAnim="Idle_AA12" IdleChatAnim="Idle_AA12" IdleHeavyAnim="Idle_AA12" IdleRifleAnim="Idle_AA12" FireAnims(0)="Fire_AA12" FireAnims(1)="Fire_AA12" FireAnims(2)="Fire_AA12" FireAnims(3)="Fire_AA12" FireAltAnims(0)="Fire_AA12" FireAltAnims(1)="Fire_AA12" FireAltAnims(2)="Fire_AA12" FireAltAnims(3)="Fire_AA12" FireCrouchAnims(0)="CHFire_AA12" FireCrouchAnims(1)="CHFire_AA12" FireCrouchAnims(2)="CHFire_AA12" FireCrouchAnims(3)="CHFire_AA12" FireCrouchAltAnims(0)="CHFire_AA12" FireCrouchAltAnims(1)="CHFire_AA12" FireCrouchAltAnims(2)="CHFire_AA12" FireCrouchAltAnims(3)="CHFire_AA12" HitAnims(0)="HitF_AA12" HitAnims(1)="HitB_AA12" HitAnims(2)="HitL_AA12" HitAnims(3)="HitR_AA12" PostFireBlendStandAnim="Blend_AA12" PostFireBlendCrouchAnim="CHBlend_AA12" MeshRef="KF_Weapons3rd2_Trip.AA12_3rd"
}
class NiceAA12Attachment extends NiceAttachment;
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar'
mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
MovementAnims(0)="JogF_AA12"
MovementAnims(1)="JogB_AA12"
MovementAnims(2)="JogL_AA12"
MovementAnims(3)="JogR_AA12"
TurnLeftAnim="TurnL_AA12"
TurnRightAnim="TurnR_AA12"
CrouchAnims(0)="CHWalkF_AA12"
CrouchAnims(1)="CHWalkB_AA12"
CrouchAnims(2)="CHWalkL_AA12"
CrouchAnims(3)="CHWalkR_AA12"
WalkAnims(0)="WalkF_AA12"
WalkAnims(1)="WalkB_AA12"
WalkAnims(2)="WalkL_AA12"
WalkAnims(3)="WalkR_AA12"
CrouchTurnRightAnim="CH_TurnR_AA12"
CrouchTurnLeftAnim="CH_TurnL_AA12"
IdleCrouchAnim="CHIdle_AA12"
IdleWeaponAnim="Idle_AA12"
IdleRestAnim="Idle_AA12"
IdleChatAnim="Idle_AA12"
IdleHeavyAnim="Idle_AA12"
IdleRifleAnim="Idle_AA12"
FireAnims(0)="Fire_AA12"
FireAnims(1)="Fire_AA12"
FireAnims(2)="Fire_AA12"
FireAnims(3)="Fire_AA12"
FireAltAnims(0)="Fire_AA12"
FireAltAnims(1)="Fire_AA12"
FireAltAnims(2)="Fire_AA12"
FireAltAnims(3)="Fire_AA12"
FireCrouchAnims(0)="CHFire_AA12"
FireCrouchAnims(1)="CHFire_AA12"
FireCrouchAnims(2)="CHFire_AA12"
FireCrouchAnims(3)="CHFire_AA12"
FireCrouchAltAnims(0)="CHFire_AA12"
FireCrouchAltAnims(1)="CHFire_AA12"
FireCrouchAltAnims(2)="CHFire_AA12"
FireCrouchAltAnims(3)="CHFire_AA12"
HitAnims(0)="HitF_AA12"
HitAnims(1)="HitB_AA12"
HitAnims(2)="HitL_AA12"
HitAnims(3)="HitR_AA12"
PostFireBlendStandAnim="Blend_AA12"
PostFireBlendCrouchAnim="CHBlend_AA12"
MeshRef="KF_Weapons3rd2_Trip.AA12_3rd"
}

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@ -1,15 +1,57 @@
class NiceAA12AutoShotgun extends NiceWeapon;
// Use alt fire to switch fire modes
simulated function AltFire(float F){
DoToggle();
}
exec function SwitchModes(){
DoToggle();
}
defaultproperties
{ reloadPreEndFrame=0.473000 reloadEndFrame=0.828000 reloadChargeEndFrame=-1.000000 reloadMagStartFrame=0.591000 reloadChargeStartFrame=-1.000000 MagCapacity=20
Weight=6.000000 ReloadRate=3.133000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_AA12" bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=65.000000 TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_AA12' bIsTier3Weapon=True MeshRef="KF_Weapons2_Trip.AA12_Trip" SkinRefs(0)="KF_Weapons2_Trip_T.Special.AA12_cmb" SelectSoundRef="KF_AA12Snd.AA12_Select" HudImageRef="KillingFloor2HUD.WeaponSelect.AA12_unselected" SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.AA12" PlayerIronSightFOV=80.000000 ZoomedDisplayFOV=45.000000 FireModeClass(0)=Class'NicePack.NiceAA12Fire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 bShowChargingBar=True Description="An advanced fully automatic shotgun." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=65.000000 Priority=200 InventoryGroup=4 GroupOffset=10 PickupClass=Class'NicePack.NiceAA12Pickup' PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-2.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceAA12Attachment' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="AA12 Shotgun" TransientSoundVolume=1.250000
class NiceAA12AutoShotgun extends NiceWeapon;
// Use alt fire to switch fire modes
simulated function AltFire(float F){
DoToggle();
}
exec function SwitchModes(){
DoToggle();
}
defaultproperties
{
reloadPreEndFrame=0.473000
reloadEndFrame=0.828000
reloadChargeEndFrame=-1.000000
reloadMagStartFrame=0.591000
reloadChargeStartFrame=-1.000000
MagCapacity=20
Weight=6.000000
ReloadRate=3.133000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_AA12"
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=65.000000
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_AA12'
bIsTier3Weapon=True
MeshRef="KF_Weapons2_Trip.AA12_Trip"
SkinRefs(0)="KF_Weapons2_Trip_T.Special.AA12_cmb"
SelectSoundRef="KF_AA12Snd.AA12_Select"
HudImageRef="KillingFloor2HUD.WeaponSelect.AA12_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.AA12"
PlayerIronSightFOV=80.000000
ZoomedDisplayFOV=45.000000
FireModeClass(0)=Class'NicePack.NiceAA12Fire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="An advanced fully automatic shotgun."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=65.000000
Priority=200
InventoryGroup=4
GroupOffset=10
PickupClass=Class'NicePack.NiceAA12Pickup'
PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-2.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceAA12Attachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="AA12 Shotgun"
TransientSoundVolume=1.250000
}

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@ -1,4 +1,25 @@
class NiceAA12Fire extends NiceShotgunFire;
defaultproperties
{ ProjPerFire=5 KickMomentum=(X=-35.000000,Z=5.000000) maxVerticalRecoilAngle=1000 maxHorizontalRecoilAngle=500 ShellEjectClass=Class'ROEffects.KFShellEjectShotty' ShellEjectBoneName="Shell_eject" FireSoundRef="KF_AA12Snd.AA12_Fire" StereoFireSoundRef="KF_AA12Snd.AA12_FireST" NoAmmoSoundRef="KF_AA12Snd.AA12_DryFire" DamageType=Class'NicePack.NiceDamTypeAA12Shotgun' DamageMax=48 Momentum=60000.000000 bWaitForRelease=False FireAnimRate=1.000000 FireRate=0.200000 AmmoClass=Class'NicePack.NiceAA12Ammo' ShakeRotMag=(Z=250.000000) ShakeRotTime=3.000000 ShakeOffsetMag=(Z=6.000000) ShakeOffsetTime=1.250000 BotRefireRate=0.250000
}
class NiceAA12Fire extends NiceShotgunFire;
defaultproperties
{
ProjPerFire=5
KickMomentum=(X=-35.000000,Z=5.000000)
maxVerticalRecoilAngle=1000
maxHorizontalRecoilAngle=500
ShellEjectClass=Class'ROEffects.KFShellEjectShotty'
ShellEjectBoneName="Shell_eject"
FireSoundRef="KF_AA12Snd.AA12_Fire"
StereoFireSoundRef="KF_AA12Snd.AA12_FireST"
NoAmmoSoundRef="KF_AA12Snd.AA12_DryFire"
DamageType=Class'NicePack.NiceDamTypeAA12Shotgun'
DamageMax=48
Momentum=60000.000000
bWaitForRelease=False
FireAnimRate=1.000000
FireRate=0.200000
AmmoClass=Class'NicePack.NiceAA12Ammo'
ShakeRotMag=(Z=250.000000)
ShakeRotTime=3.000000
ShakeOffsetMag=(Z=6.000000)
ShakeOffsetTime=1.250000
BotRefireRate=0.250000
}

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@ -1,4 +1,24 @@
class NiceAA12Pickup extends NiceWeaponPickup;
defaultproperties
{ cost=1250 AmmoCost=80 BuyClipSize=20 PowerValue=85 SpeedValue=65 RangeValue=20 Description="An advanced fully automatic shotgun." ItemName="AA12 Shotgun" ItemShortName="AA12 Shotgun" AmmoItemName="12-gauge drum" CorrespondingPerkIndex=1 EquipmentCategoryID=3 VariantClasses(0)=Class'KFMod.GoldenAA12Pickup' InventoryType=Class'NicePack.NiceAA12AutoShotgun' PickupMessage="You got the AA12 auto shotgun." PickupSound=Sound'KF_AA12Snd.AA12_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'KF_pickups2_Trip.Shotguns.AA12_Pickup' CollisionRadius=35.000000 CollisionHeight=5.000000
class NiceAA12Pickup extends NiceWeaponPickup;
defaultproperties
{
cost=1250
AmmoCost=80
BuyClipSize=20
PowerValue=85
SpeedValue=65
RangeValue=20
Description="An advanced fully automatic shotgun."
ItemName="AA12 Shotgun"
ItemShortName="AA12 Shotgun"
AmmoItemName="12-gauge drum"
CorrespondingPerkIndex=1
EquipmentCategoryID=3
VariantClasses(0)=Class'KFMod.GoldenAA12Pickup'
InventoryType=Class'NicePack.NiceAA12AutoShotgun'
PickupMessage="You got the AA12 auto shotgun."
PickupSound=Sound'KF_AA12Snd.AA12_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups2_Trip.Shotguns.AA12_Pickup'
CollisionRadius=35.000000
CollisionHeight=5.000000
}

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@ -1,5 +1,19 @@
class NiceDamTypeAA12Shotgun extends NiceDamageTypeVetEnforcer
abstract;
defaultproperties
{ MaxPenetrations=5 PenDmgReduction=0.900000 bIsPowerWeapon=True WeaponClass=Class'NicePack.NiceAA12AutoShotgun' DeathString="%k killed %o (AA12 Shotgun)." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True bBulletHit=True FlashFog=(X=600.000000) KDamageImpulse=10000.000000 KDeathVel=300.000000 KDeathUpKick=100.000000 VehicleDamageScaling=0.700000
class NiceDamTypeAA12Shotgun extends NiceDamageTypeVetEnforcer
abstract;
defaultproperties
{
MaxPenetrations=5
PenDmgReduction=0.900000
bIsPowerWeapon=True
WeaponClass=Class'NicePack.NiceAA12AutoShotgun'
DeathString="%k killed %o (AA12 Shotgun)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
bBulletHit=True
FlashFog=(X=600.000000)
KDamageImpulse=10000.000000
KDeathVel=300.000000
KDeathUpKick=100.000000
VehicleDamageScaling=0.700000
}