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 +1,18 @@
class NiceDamTypeMoss12Z extends NiceDamageTypeVetEnforcer
abstract;
defaultproperties
{ MaxPenetrations=3 bIsPowerWeapon=True WeaponClass=Class'NicePack.NiceMoss12Z' DeathString="%k killed %o (Moss 12)." 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 NiceDamTypeMoss12Z extends NiceDamageTypeVetEnforcer
abstract;
defaultproperties
{
MaxPenetrations=3
bIsPowerWeapon=True
WeaponClass=Class'NicePack.NiceMoss12Z'
DeathString="%k killed %o (Moss 12)."
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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@ -1,5 +1,12 @@
class NiceMoss12Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceMoss12Pickup' AmmoPickupAmount=6 MaxAmmo=60 InitialAmount=16 PickupClass=Class'NicePack.NiceMoss12AmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
}
class NiceMoss12Ammo extends NiceAmmo;
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceMoss12Pickup'
AmmoPickupAmount=6
MaxAmmo=60
InitialAmount=16
PickupClass=Class'NicePack.NiceMoss12AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
}

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@ -1,4 +1,8 @@
class NiceMoss12AmmoPickup extends KFAmmoPickup;
defaultproperties
{ AmmoAmount=6 InventoryType=Class'NicePack.NiceMoss12Ammo' PickupMessage="12-Gauge Shells" StaticMesh=None
}
class NiceMoss12AmmoPickup extends KFAmmoPickup;
defaultproperties
{
AmmoAmount=6
InventoryType=Class'NicePack.NiceMoss12Ammo'
PickupMessage="12-Gauge Shells"
StaticMesh=None
}

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@ -1,9 +1,59 @@
class NiceMoss12Attachment extends NiceAttachment;
simulated function DoFlashEmitter(){
if (mMuzFlash3rd == none){ mMuzFlash3rd = Spawn(mMuzFlashClass); AttachToBone(mMuzFlash3rd, 'tip');
}
if(mMuzFlash3rd != none) mMuzFlash3rd.SpawnParticle(1);
}
defaultproperties
{ mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar' mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer' MovementAnims(0)="JogF_Shotgun" MovementAnims(1)="JogB_Shotgun" MovementAnims(2)="JogL_Shotgun" MovementAnims(3)="JogR_Shotgun" TurnLeftAnim="TurnL_Shotgun" TurnRightAnim="TurnR_Shotgun" CrouchAnims(0)="CHwalkF_Shotgun" CrouchAnims(1)="CHwalkB_Shotgun" CrouchAnims(2)="CHwalkL_Shotgun" CrouchAnims(3)="CHwalkR_Shotgun" WalkAnims(0)="WalkF_Shotgun" WalkAnims(1)="WalkB_Shotgun" WalkAnims(2)="WalkL_Shotgun" WalkAnims(3)="WalkR_Shotgun" CrouchTurnRightAnim="CH_TurnR_Shotgun" CrouchTurnLeftAnim="CH_TurnL_Shotgun" IdleCrouchAnim="CHIdle_Shotgun" IdleWeaponAnim="Idle_Shotgun" IdleRestAnim="Idle_Shotgun" IdleChatAnim="Idle_Shotgun" IdleHeavyAnim="Idle_Shotgun" IdleRifleAnim="Idle_Shotgun" FireAnims(0)="Fire_Shotgun" FireAnims(1)="Fire_Shotgun" FireAnims(2)="Fire_Shotgun" FireAnims(3)="Fire_Shotgun" FireAltAnims(0)="Fire_Shotgun" FireAltAnims(1)="Fire_Shotgun" FireAltAnims(2)="Fire_Shotgun" FireAltAnims(3)="Fire_Shotgun" FireCrouchAnims(0)="CHFire_Shotgun" FireCrouchAnims(1)="CHFire_Shotgun" FireCrouchAnims(2)="CHFire_Shotgun" FireCrouchAnims(3)="CHFire_Shotgun" FireCrouchAltAnims(0)="CHFire_Shotgun" FireCrouchAltAnims(1)="CHFire_Shotgun" FireCrouchAltAnims(2)="CHFire_Shotgun" FireCrouchAltAnims(3)="CHFire_Shotgun" HitAnims(0)="HitF_Shotgun" HitAnims(1)="HitB_Shotgun" HitAnims(2)="HitL_Shotgun" HitAnims(3)="HitR_Shotgun" PostFireBlendStandAnim="Blend_Shotgun" PostFireBlendCrouchAnim="CHBlend_Shotgun" MeshRef="NicePackA.Moss12_3rd"
}
class NiceMoss12Attachment extends NiceAttachment;
simulated function DoFlashEmitter(){
if (mMuzFlash3rd == none){
mMuzFlash3rd = Spawn(mMuzFlashClass);
AttachToBone(mMuzFlash3rd, 'tip');
}
if(mMuzFlash3rd != none)
mMuzFlash3rd.SpawnParticle(1);
}
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar'
mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
MovementAnims(0)="JogF_Shotgun"
MovementAnims(1)="JogB_Shotgun"
MovementAnims(2)="JogL_Shotgun"
MovementAnims(3)="JogR_Shotgun"
TurnLeftAnim="TurnL_Shotgun"
TurnRightAnim="TurnR_Shotgun"
CrouchAnims(0)="CHwalkF_Shotgun"
CrouchAnims(1)="CHwalkB_Shotgun"
CrouchAnims(2)="CHwalkL_Shotgun"
CrouchAnims(3)="CHwalkR_Shotgun"
WalkAnims(0)="WalkF_Shotgun"
WalkAnims(1)="WalkB_Shotgun"
WalkAnims(2)="WalkL_Shotgun"
WalkAnims(3)="WalkR_Shotgun"
CrouchTurnRightAnim="CH_TurnR_Shotgun"
CrouchTurnLeftAnim="CH_TurnL_Shotgun"
IdleCrouchAnim="CHIdle_Shotgun"
IdleWeaponAnim="Idle_Shotgun"
IdleRestAnim="Idle_Shotgun"
IdleChatAnim="Idle_Shotgun"
IdleHeavyAnim="Idle_Shotgun"
IdleRifleAnim="Idle_Shotgun"
FireAnims(0)="Fire_Shotgun"
FireAnims(1)="Fire_Shotgun"
FireAnims(2)="Fire_Shotgun"
FireAnims(3)="Fire_Shotgun"
FireAltAnims(0)="Fire_Shotgun"
FireAltAnims(1)="Fire_Shotgun"
FireAltAnims(2)="Fire_Shotgun"
FireAltAnims(3)="Fire_Shotgun"
FireCrouchAnims(0)="CHFire_Shotgun"
FireCrouchAnims(1)="CHFire_Shotgun"
FireCrouchAnims(2)="CHFire_Shotgun"
FireCrouchAnims(3)="CHFire_Shotgun"
FireCrouchAltAnims(0)="CHFire_Shotgun"
FireCrouchAltAnims(1)="CHFire_Shotgun"
FireCrouchAltAnims(2)="CHFire_Shotgun"
FireCrouchAltAnims(3)="CHFire_Shotgun"
HitAnims(0)="HitF_Shotgun"
HitAnims(1)="HitB_Shotgun"
HitAnims(2)="HitL_Shotgun"
HitAnims(3)="HitR_Shotgun"
PostFireBlendStandAnim="Blend_Shotgun"
PostFireBlendCrouchAnim="CHBlend_Shotgun"
MeshRef="NicePackA.Moss12_3rd"
}

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@ -1,4 +1,11 @@
class NiceMoss12Fire extends NiceShotgunFire;
defaultproperties
{ ProjectileSpeed=3500.000000 FireSoundRef="NicePackSnd.SG_Fire" StereoFireSoundRef="NicePackSnd.SG_FireST" NoAmmoSoundRef="NicePackSnd.SG_DryFire" DamageType=Class'NicePack.NiceDamTypeMoss12Z' DamageMax=25 AmmoClass=Class'NicePack.NiceMoss12Ammo'
}
class NiceMoss12Fire extends NiceShotgunFire;
defaultproperties
{
ProjectileSpeed=3500.000000
FireSoundRef="NicePackSnd.SG_Fire"
StereoFireSoundRef="NicePackSnd.SG_FireST"
NoAmmoSoundRef="NicePackSnd.SG_DryFire"
DamageType=Class'NicePack.NiceDamTypeMoss12Z'
DamageMax=25
AmmoClass=Class'NicePack.NiceMoss12Ammo'
}

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@ -1,4 +1,25 @@
class NiceMoss12Pickup extends NiceWeaponPickup;
defaultproperties
{ bBackupWeapon=True Weight=6.000000 cost=200 AmmoCost=15 BuyClipSize=6 PowerValue=70 SpeedValue=40 RangeValue=15 Description="Lightened pump shotgun model. Shoots weaker rounds, but is easy to reload." ItemName="Moss 12" ItemShortName="Moss 12" AmmoItemName="12-gauge shells" CorrespondingPerkIndex=1 EquipmentCategoryID=2 InventoryType=Class'NicePack.NiceMoss12Z' PickupMessage="You got the Moss 12" PickupSound=Sound'NicePackSnd.Moss12.SG_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'NicePackSM.Moss12.KF_Moss12' CollisionRadius=35.000000 CollisionHeight=5.000000
}
class NiceMoss12Pickup extends NiceWeaponPickup;
defaultproperties
{
bBackupWeapon=True
Weight=6.000000
cost=200
AmmoCost=15
BuyClipSize=6
PowerValue=70
SpeedValue=40
RangeValue=15
Description="Lightened pump shotgun model. Shoots weaker rounds, but is easy to reload."
ItemName="Moss 12"
ItemShortName="Moss 12"
AmmoItemName="12-gauge shells"
CorrespondingPerkIndex=1
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceMoss12Z'
PickupMessage="You got the Moss 12"
PickupSound=Sound'NicePackSnd.Moss12.SG_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'NicePackSM.Moss12.KF_Moss12'
CollisionRadius=35.000000
CollisionHeight=5.000000
}

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@ -1,15 +1,53 @@
class NiceMoss12Z extends NiceWeapon;
var() float ThrowGrenadeAnimRate;
var() name ThrowGrenadeAnim;
simulated function fillSubReloadStages(){
// Loading 8 shells during 175 frames tops, with first shell loaded at frame 16, with 17 frames between load moments
generateReloadStages(8, 175, 16, 17);
reloadStages[3] = 69.0 / 175.0;
reloadStages[4] = 87.0 / 175.0;
reloadStages[5] = 105.0 / 175.0;
reloadStages[6] = 123.0 / 175.0;
reloadStages[7] = 140.0 / 175.0;
}
defaultproperties
{ reloadType=RTYPE_SINGLE FirstPersonFlashlightOffset=(X=-25.000000,Y=-18.000000,Z=8.000000) MagCapacity=6 ReloadRate=0.444444 ReloadAnim="Reload" ReloadAnimRate=1.200000 bHoldToReload=True WeaponReloadAnim="Reload_Shotgun" Weight=6.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=65.000000 SleeveNum=0 TraderInfoTexture=Texture'NicePackT.Moss12.Trader_Moss12' MeshRef="NicePackA.Moss12Weapon" SkinRefs(0)="NicePackT.Moss12.Moss12_2048x2048" SelectSoundRef="NicePackSnd.SG_Select" HudImageRef="NicePackT.Moss12.Trader_Moss12_unselected" SelectedHudImageRef="NicePackT.Moss12.Trader_Moss12_selected" PlayerIronSightFOV=70.000000 ZoomedDisplayFOV=40.000000 FireModeClass(0)=Class'NicePack.NiceMoss12Fire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" AIRating=0.600000 CurrentRating=0.600000 Description="Lightened pump shotgun model. Shoots weaker rounds, but is easy to reload." DisplayFOV=65.000000 Priority=15 InventoryGroup=3 GroupOffset=1 PickupClass=Class'NicePack.NiceMoss12Pickup' PlayerViewOffset=(X=20.000000,Y=18.750000,Z=-7.500000) BobDamping=7.000000 AttachmentClass=Class'NicePack.NiceMoss12Attachment' IconCoords=(X1=169,Y1=172,X2=245,Y2=208) ItemName="Moss 12" TransientSoundVolume=1.000000
}
class NiceMoss12Z extends NiceWeapon;
var() float ThrowGrenadeAnimRate;
var() name ThrowGrenadeAnim;
simulated function fillSubReloadStages(){
// Loading 8 shells during 175 frames tops, with first shell loaded at frame 16, with 17 frames between load moments
generateReloadStages(8, 175, 16, 17);
reloadStages[3] = 69.0 / 175.0;
reloadStages[4] = 87.0 / 175.0;
reloadStages[5] = 105.0 / 175.0;
reloadStages[6] = 123.0 / 175.0;
reloadStages[7] = 140.0 / 175.0;
}
defaultproperties
{
reloadType=RTYPE_SINGLE
FirstPersonFlashlightOffset=(X=-25.000000,Y=-18.000000,Z=8.000000)
MagCapacity=6
ReloadRate=0.444444
ReloadAnim="Reload"
ReloadAnimRate=1.200000
bHoldToReload=True
WeaponReloadAnim="Reload_Shotgun"
Weight=6.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=65.000000
SleeveNum=0
TraderInfoTexture=Texture'NicePackT.Moss12.Trader_Moss12'
MeshRef="NicePackA.Moss12Weapon"
SkinRefs(0)="NicePackT.Moss12.Moss12_2048x2048"
SelectSoundRef="NicePackSnd.SG_Select"
HudImageRef="NicePackT.Moss12.Trader_Moss12_unselected"
SelectedHudImageRef="NicePackT.Moss12.Trader_Moss12_selected"
PlayerIronSightFOV=70.000000
ZoomedDisplayFOV=40.000000
FireModeClass(0)=Class'NicePack.NiceMoss12Fire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
AIRating=0.600000
CurrentRating=0.600000
Description="Lightened pump shotgun model. Shoots weaker rounds, but is easy to reload."
DisplayFOV=65.000000
Priority=15
InventoryGroup=3
GroupOffset=1
PickupClass=Class'NicePack.NiceMoss12Pickup'
PlayerViewOffset=(X=20.000000,Y=18.750000,Z=-7.500000)
BobDamping=7.000000
AttachmentClass=Class'NicePack.NiceMoss12Attachment'
IconCoords=(X1=169,Y1=172,X2=245,Y2=208)
ItemName="Moss 12"
TransientSoundVolume=1.000000
}