Fix new line symbol issues
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51bb9add5b
commit
d66d86b2b1
846 changed files with 33896 additions and 12983 deletions
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@ -1,5 +1,12 @@
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class NiceAA12Ammo extends NiceAmmo;
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#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
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defaultproperties
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{
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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}
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class NiceAA12Ammo 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.NiceAA12Pickup'
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AmmoPickupAmount=20
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MaxAmmo=100
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InitialAmount=25
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PickupClass=Class'NicePack.NiceAA12AmmoPickup'
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IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
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IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
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}
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@ -1,4 +1,8 @@
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class NiceAA12AmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=20
InventoryType=Class'NicePack.NiceAA12Ammo'
PickupMessage="12-Gauge Drum"
StaticMesh=None
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}
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class NiceAA12AmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
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AmmoAmount=20
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InventoryType=Class'NicePack.NiceAA12Ammo'
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PickupMessage="12-Gauge Drum"
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StaticMesh=None
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}
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@ -1,4 +1,51 @@
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class NiceAA12Attachment extends NiceAttachment;
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defaultproperties
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{
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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}
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class NiceAA12Attachment extends NiceAttachment;
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defaultproperties
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{
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mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar'
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mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
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MovementAnims(0)="JogF_AA12"
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MovementAnims(1)="JogB_AA12"
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MovementAnims(2)="JogL_AA12"
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MovementAnims(3)="JogR_AA12"
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TurnLeftAnim="TurnL_AA12"
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TurnRightAnim="TurnR_AA12"
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CrouchAnims(0)="CHWalkF_AA12"
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CrouchAnims(1)="CHWalkB_AA12"
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CrouchAnims(2)="CHWalkL_AA12"
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CrouchAnims(3)="CHWalkR_AA12"
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WalkAnims(0)="WalkF_AA12"
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WalkAnims(1)="WalkB_AA12"
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WalkAnims(2)="WalkL_AA12"
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WalkAnims(3)="WalkR_AA12"
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CrouchTurnRightAnim="CH_TurnR_AA12"
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CrouchTurnLeftAnim="CH_TurnL_AA12"
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IdleCrouchAnim="CHIdle_AA12"
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IdleWeaponAnim="Idle_AA12"
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IdleRestAnim="Idle_AA12"
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IdleChatAnim="Idle_AA12"
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IdleHeavyAnim="Idle_AA12"
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IdleRifleAnim="Idle_AA12"
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FireAnims(0)="Fire_AA12"
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FireAnims(1)="Fire_AA12"
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FireAnims(2)="Fire_AA12"
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FireAnims(3)="Fire_AA12"
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FireAltAnims(0)="Fire_AA12"
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FireAltAnims(1)="Fire_AA12"
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FireAltAnims(2)="Fire_AA12"
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FireAltAnims(3)="Fire_AA12"
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FireCrouchAnims(0)="CHFire_AA12"
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FireCrouchAnims(1)="CHFire_AA12"
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FireCrouchAnims(2)="CHFire_AA12"
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FireCrouchAnims(3)="CHFire_AA12"
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FireCrouchAltAnims(0)="CHFire_AA12"
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FireCrouchAltAnims(1)="CHFire_AA12"
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FireCrouchAltAnims(2)="CHFire_AA12"
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FireCrouchAltAnims(3)="CHFire_AA12"
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HitAnims(0)="HitF_AA12"
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HitAnims(1)="HitB_AA12"
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HitAnims(2)="HitL_AA12"
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HitAnims(3)="HitR_AA12"
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PostFireBlendStandAnim="Blend_AA12"
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PostFireBlendCrouchAnim="CHBlend_AA12"
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MeshRef="KF_Weapons3rd2_Trip.AA12_3rd"
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}
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@ -1,15 +1,57 @@
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class NiceAA12AutoShotgun extends NiceWeapon;
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// Use alt fire to switch fire modes
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simulated function AltFire(float F){
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DoToggle();
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}
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exec function SwitchModes(){
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DoToggle();
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}
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defaultproperties
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{
reloadPreEndFrame=0.473000
reloadEndFrame=0.828000
reloadChargeEndFrame=-1.000000
reloadMagStartFrame=0.591000
reloadChargeStartFrame=-1.000000
MagCapacity=20
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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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class NiceAA12AutoShotgun extends NiceWeapon;
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// Use alt fire to switch fire modes
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simulated function AltFire(float F){
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DoToggle();
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}
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exec function SwitchModes(){
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DoToggle();
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}
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defaultproperties
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{
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reloadPreEndFrame=0.473000
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reloadEndFrame=0.828000
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reloadChargeEndFrame=-1.000000
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reloadMagStartFrame=0.591000
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reloadChargeStartFrame=-1.000000
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MagCapacity=20
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Weight=6.000000
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ReloadRate=3.133000
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ReloadAnim="Reload"
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ReloadAnimRate=1.000000
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WeaponReloadAnim="Reload_AA12"
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bHasAimingMode=True
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IdleAimAnim="Idle_Iron"
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StandardDisplayFOV=65.000000
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TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_AA12'
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bIsTier3Weapon=True
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MeshRef="KF_Weapons2_Trip.AA12_Trip"
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SkinRefs(0)="KF_Weapons2_Trip_T.Special.AA12_cmb"
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SelectSoundRef="KF_AA12Snd.AA12_Select"
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HudImageRef="KillingFloor2HUD.WeaponSelect.AA12_unselected"
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SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.AA12"
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PlayerIronSightFOV=80.000000
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ZoomedDisplayFOV=45.000000
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FireModeClass(0)=Class'NicePack.NiceAA12Fire'
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FireModeClass(1)=Class'KFMod.NoFire'
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PutDownAnim="PutDown"
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SelectForce="SwitchToAssaultRifle"
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AIRating=0.550000
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CurrentRating=0.550000
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bShowChargingBar=True
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Description="An advanced fully automatic shotgun."
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EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
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DisplayFOV=65.000000
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Priority=200
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InventoryGroup=4
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GroupOffset=10
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PickupClass=Class'NicePack.NiceAA12Pickup'
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PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-2.000000)
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BobDamping=6.000000
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AttachmentClass=Class'NicePack.NiceAA12Attachment'
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IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
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ItemName="AA12 Shotgun"
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TransientSoundVolume=1.250000
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}
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@ -1,4 +1,25 @@
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class NiceAA12Fire extends NiceShotgunFire;
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defaultproperties
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{
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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}
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class NiceAA12Fire extends NiceShotgunFire;
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defaultproperties
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{
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ProjPerFire=5
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KickMomentum=(X=-35.000000,Z=5.000000)
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maxVerticalRecoilAngle=1000
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maxHorizontalRecoilAngle=500
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ShellEjectClass=Class'ROEffects.KFShellEjectShotty'
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ShellEjectBoneName="Shell_eject"
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FireSoundRef="KF_AA12Snd.AA12_Fire"
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StereoFireSoundRef="KF_AA12Snd.AA12_FireST"
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NoAmmoSoundRef="KF_AA12Snd.AA12_DryFire"
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DamageType=Class'NicePack.NiceDamTypeAA12Shotgun'
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DamageMax=48
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Momentum=60000.000000
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bWaitForRelease=False
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FireAnimRate=1.000000
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FireRate=0.200000
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AmmoClass=Class'NicePack.NiceAA12Ammo'
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ShakeRotMag=(Z=250.000000)
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ShakeRotTime=3.000000
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ShakeOffsetMag=(Z=6.000000)
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ShakeOffsetTime=1.250000
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BotRefireRate=0.250000
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}
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@ -1,4 +1,24 @@
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class NiceAA12Pickup extends NiceWeaponPickup;
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defaultproperties
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{
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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class NiceAA12Pickup extends NiceWeaponPickup;
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defaultproperties
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{
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cost=1250
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AmmoCost=80
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BuyClipSize=20
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PowerValue=85
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SpeedValue=65
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RangeValue=20
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Description="An advanced fully automatic shotgun."
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ItemName="AA12 Shotgun"
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ItemShortName="AA12 Shotgun"
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AmmoItemName="12-gauge drum"
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CorrespondingPerkIndex=1
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EquipmentCategoryID=3
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VariantClasses(0)=Class'KFMod.GoldenAA12Pickup'
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InventoryType=Class'NicePack.NiceAA12AutoShotgun'
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PickupMessage="You got the AA12 auto shotgun."
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PickupSound=Sound'KF_AA12Snd.AA12_Pickup'
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PickupForce="AssaultRiflePickup"
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StaticMesh=StaticMesh'KF_pickups2_Trip.Shotguns.AA12_Pickup'
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CollisionRadius=35.000000
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CollisionHeight=5.000000
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}
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@ -1,5 +1,19 @@
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class NiceDamTypeAA12Shotgun extends NiceDamageTypeVetEnforcer
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abstract;
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defaultproperties
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{
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
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class NiceDamTypeAA12Shotgun extends NiceDamageTypeVetEnforcer
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abstract;
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defaultproperties
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{
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MaxPenetrations=5
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PenDmgReduction=0.900000
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bIsPowerWeapon=True
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WeaponClass=Class'NicePack.NiceAA12AutoShotgun'
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DeathString="%k killed %o (AA12 Shotgun)."
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FemaleSuicide="%o shot herself in the foot."
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MaleSuicide="%o shot himself in the foot."
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bRagdollBullet=True
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bBulletHit=True
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FlashFog=(X=600.000000)
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KDamageImpulse=10000.000000
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KDeathVel=300.000000
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KDeathUpKick=100.000000
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VehicleDamageScaling=0.700000
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}
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