Fix new line symbol issues
This commit is contained in:
parent
51bb9add5b
commit
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846 changed files with 33896 additions and 12983 deletions
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@ -1,9 +1,22 @@
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class NiceDamTypeShotgun extends NiceDamageTypeVetEnforcer
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abstract;
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defaultproperties
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{
/*MaxPenetrations=3
bIsPowerWeapon=True*/
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MaxPenetrations=4
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MediumZedPenDmgReduction=1.000000
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PenDmgReduction=0.800000
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bIsPowerWeapon=True
WeaponClass=Class'NicePack.NiceShotgun'
DeathString="%k killed %o (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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}
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class NiceDamTypeShotgun extends NiceDamageTypeVetEnforcer
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abstract;
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defaultproperties
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{
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/*MaxPenetrations=3
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bIsPowerWeapon=True*/
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MaxPenetrations=4
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MediumZedPenDmgReduction=1.000000
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PenDmgReduction=0.800000
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bIsPowerWeapon=True
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WeaponClass=Class'NicePack.NiceShotgun'
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DeathString="%k killed %o (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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@ -1,14 +1,56 @@
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class NiceShotgun extends NiceWeapon;
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simulated function fillSubReloadStages(){
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// Loading 8 shells during 173 frames tops, with first shell loaded at frame 15, with 18 frames between load moments
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generateReloadStages(8, 173, 15, 18);
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// Make corrections, based on notify sound positioning
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/*reloadStages[0] = 16.0 / 173.0;
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reloadStages[2] = 50.0 / 173.0;
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reloadStages[7] = 140.0 / 173.0;*/
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}
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defaultproperties
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{
bChangeClipIcon=True
hudClipTexture=Texture'KillingFloorHUD.HUD.Hud_Single_Bullet'
reloadType=RTYPE_SINGLE
FirstPersonFlashlightOffset=(X=-25.000000,Y=-18.000000,Z=8.000000)
ForceZoomOutOnFireTime=0.010000
MagCapacity=8
ReloadRate=0.666667
ReloadAnim="Reload"
ReloadAnimRate=1.000000
bHoldToReload=True
WeaponReloadAnim="Reload_Shotgun"
Weight=4.000000
bTorchEnabled=True
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=65.000000
TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_Combat_Shotgun'
MeshRef="KF_Weapons_Trip.Shotgun_Trip"
SkinRefs(0)="KF_Weapons_Trip_T.Shotguns.shotgun_cmb"
SelectSoundRef="KF_PumpSGSnd.SG_Select"
HudImageRef="KillingFloorHUD.WeaponSelect.combat_shotgun_unselected"
SelectedHudImageRef="KillingFloorHUD.WeaponSelect.combat_shotgun"
PlayerIronSightFOV=70.000000
ZoomedDisplayFOV=40.000000
FireModeClass(0)=Class'NicePack.NiceShotgunFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
AIRating=0.600000
CurrentRating=0.600000
bShowChargingBar=True
Description="A rugged tactical pump action shotgun common to police divisions the world over. It accepts a maximum of 8 shells and can fire in rapid succession."
DisplayFOV=65.000000
Priority=135
InventoryGroup=3
GroupOffset=2
PickupClass=Class'NicePack.NiceShotgunPickup'
PlayerViewOffset=(X=20.000000,Y=18.750000,Z=-7.500000)
BobDamping=7.000000
AttachmentClass=Class'NicePack.NiceShotgunAttachment'
IconCoords=(X1=169,Y1=172,X2=245,Y2=208)
ItemName="Shotgun"
TransientSoundVolume=1.000000
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class NiceShotgun extends NiceWeapon;
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simulated function fillSubReloadStages(){
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// Loading 8 shells during 173 frames tops, with first shell loaded at frame 15, with 18 frames between load moments
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generateReloadStages(8, 173, 15, 18);
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// Make corrections, based on notify sound positioning
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/*reloadStages[0] = 16.0 / 173.0;
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reloadStages[2] = 50.0 / 173.0;
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reloadStages[7] = 140.0 / 173.0;*/
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}
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defaultproperties
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{
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bChangeClipIcon=True
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hudClipTexture=Texture'KillingFloorHUD.HUD.Hud_Single_Bullet'
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reloadType=RTYPE_SINGLE
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FirstPersonFlashlightOffset=(X=-25.000000,Y=-18.000000,Z=8.000000)
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ForceZoomOutOnFireTime=0.010000
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MagCapacity=8
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ReloadRate=0.666667
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ReloadAnim="Reload"
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ReloadAnimRate=1.000000
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bHoldToReload=True
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WeaponReloadAnim="Reload_Shotgun"
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Weight=4.000000
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bTorchEnabled=True
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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'KillingFloorHUD.Trader_Weapon_Images.Trader_Combat_Shotgun'
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MeshRef="KF_Weapons_Trip.Shotgun_Trip"
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SkinRefs(0)="KF_Weapons_Trip_T.Shotguns.shotgun_cmb"
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SelectSoundRef="KF_PumpSGSnd.SG_Select"
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HudImageRef="KillingFloorHUD.WeaponSelect.combat_shotgun_unselected"
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SelectedHudImageRef="KillingFloorHUD.WeaponSelect.combat_shotgun"
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PlayerIronSightFOV=70.000000
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ZoomedDisplayFOV=40.000000
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FireModeClass(0)=Class'NicePack.NiceShotgunFire'
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FireModeClass(1)=Class'KFMod.NoFire'
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PutDownAnim="PutDown"
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AIRating=0.600000
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CurrentRating=0.600000
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bShowChargingBar=True
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Description="A rugged tactical pump action shotgun common to police divisions the world over. It accepts a maximum of 8 shells and can fire in rapid succession."
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DisplayFOV=65.000000
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Priority=135
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InventoryGroup=3
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GroupOffset=2
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PickupClass=Class'NicePack.NiceShotgunPickup'
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PlayerViewOffset=(X=20.000000,Y=18.750000,Z=-7.500000)
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BobDamping=7.000000
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AttachmentClass=Class'NicePack.NiceShotgunAttachment'
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IconCoords=(X1=169,Y1=172,X2=245,Y2=208)
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ItemName="Shotgun"
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TransientSoundVolume=1.000000
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}
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@ -1,5 +1,12 @@
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class NiceShotgunAmmo extends NiceAmmo;
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#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
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defaultproperties
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{
WeaponPickupClass=Class'NicePack.NiceShotgunPickup'
AmmoPickupAmount=4
MaxAmmo=32
InitialAmount=8
PickupClass=Class'NicePack.NiceShotgunAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
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class NiceShotgunAmmo 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.NiceShotgunPickup'
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AmmoPickupAmount=4
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MaxAmmo=32
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InitialAmount=8
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PickupClass=Class'NicePack.NiceShotgunAmmoPickup'
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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 NiceShotgunAmmoPickup extends KFAmmoPickup;
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defaultproperties
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{
AmmoAmount=4
InventoryType=Class'NicePack.NiceShotgunAmmo'
PickupMessage="12-Gauge Shells"
StaticMesh=None
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class NiceShotgunAmmoPickup extends KFAmmoPickup;
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defaultproperties
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{
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AmmoAmount=4
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InventoryType=Class'NicePack.NiceShotgunAmmo'
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PickupMessage="12-Gauge Shells"
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StaticMesh=None
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}
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@ -1,29 +1,99 @@
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class NiceShotgunAttachment extends NiceAttachment;
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var Actor TacShine;
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var Effects TacShineCorona;
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var bool bBeamEnabled;
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simulated event ThirdPersonEffects(){
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if(FiringMode == 1)
return;
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super.ThirdPersonEffects();
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}
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simulated function Destroyed()
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{
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if(TacShineCorona != none)
TacShineCorona.Destroy();
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if (TacShine != none)
TacShine.Destroy();
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super.Destroyed();
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}
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simulated function UpdateTacBeam( float Dist ){
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local vector Sc;
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if(!bBeamEnabled){
if(TacShine == none){
TacShine = Spawn(Class'Single'.Default.TacShineClass,Owner,,,);
AttachToBone(TacShine,'FlashLight');
TacShine.RemoteRole = ROLE_none;
}
else
TacShine.bHidden = False;
if(TacShineCorona == none){
TacShineCorona = Spawn(class 'KFTacLightCorona',Owner,,,);
AttachToBone(TacShineCorona,'FlashLight');
TacShineCorona.RemoteRole = ROLE_none;
}
TacShineCorona.bHidden = False;
bBeamEnabled = True;
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}
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Sc = TacShine.DrawScale3D;
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Sc.Y = FClamp(Dist/90.f,0.02,1.f);
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if(TacShine.DrawScale3D != Sc)
TacShine.SetDrawScale3D(Sc);
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}
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simulated function TacBeamGone(){
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if(bBeamEnabled){
if(TacShine != none)
TacShine.bHidden = True;
if(TacShineCorona != none)
TacShineCorona.bHidden = True;
bBeamEnabled = False;
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}
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}
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defaultproperties
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{
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="KF_Weapons3rd_Trip.Shotgun_3rd"
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}
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class NiceShotgunAttachment extends NiceAttachment;
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var Actor TacShine;
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var Effects TacShineCorona;
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var bool bBeamEnabled;
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simulated event ThirdPersonEffects(){
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if(FiringMode == 1)
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return;
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super.ThirdPersonEffects();
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}
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simulated function Destroyed()
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{
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if(TacShineCorona != none)
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TacShineCorona.Destroy();
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if (TacShine != none)
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TacShine.Destroy();
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super.Destroyed();
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}
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simulated function UpdateTacBeam( float Dist ){
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local vector Sc;
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if(!bBeamEnabled){
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if(TacShine == none){
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TacShine = Spawn(Class'Single'.Default.TacShineClass,Owner,,,);
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AttachToBone(TacShine,'FlashLight');
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TacShine.RemoteRole = ROLE_none;
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}
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else
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TacShine.bHidden = False;
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if(TacShineCorona == none){
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TacShineCorona = Spawn(class 'KFTacLightCorona',Owner,,,);
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AttachToBone(TacShineCorona,'FlashLight');
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TacShineCorona.RemoteRole = ROLE_none;
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}
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TacShineCorona.bHidden = False;
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bBeamEnabled = True;
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}
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Sc = TacShine.DrawScale3D;
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Sc.Y = FClamp(Dist/90.f,0.02,1.f);
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if(TacShine.DrawScale3D != Sc)
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TacShine.SetDrawScale3D(Sc);
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}
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simulated function TacBeamGone(){
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if(bBeamEnabled){
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if(TacShine != none)
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TacShine.bHidden = True;
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if(TacShineCorona != none)
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TacShineCorona.bHidden = True;
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bBeamEnabled = False;
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}
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}
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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_Shotgun"
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MovementAnims(1)="JogB_Shotgun"
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MovementAnims(2)="JogL_Shotgun"
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MovementAnims(3)="JogR_Shotgun"
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TurnLeftAnim="TurnL_Shotgun"
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TurnRightAnim="TurnR_Shotgun"
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CrouchAnims(0)="CHwalkF_Shotgun"
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CrouchAnims(1)="CHwalkB_Shotgun"
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CrouchAnims(2)="CHwalkL_Shotgun"
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CrouchAnims(3)="CHwalkR_Shotgun"
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WalkAnims(0)="WalkF_Shotgun"
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WalkAnims(1)="WalkB_Shotgun"
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WalkAnims(2)="WalkL_Shotgun"
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WalkAnims(3)="WalkR_Shotgun"
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CrouchTurnRightAnim="CH_TurnR_Shotgun"
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CrouchTurnLeftAnim="CH_TurnL_Shotgun"
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IdleCrouchAnim="CHIdle_Shotgun"
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IdleWeaponAnim="Idle_Shotgun"
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IdleRestAnim="Idle_Shotgun"
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IdleChatAnim="Idle_Shotgun"
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IdleHeavyAnim="Idle_Shotgun"
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IdleRifleAnim="Idle_Shotgun"
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FireAnims(0)="Fire_Shotgun"
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FireAnims(1)="Fire_Shotgun"
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FireAnims(2)="Fire_Shotgun"
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FireAnims(3)="Fire_Shotgun"
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FireAltAnims(0)="Fire_Shotgun"
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FireAltAnims(1)="Fire_Shotgun"
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FireAltAnims(2)="Fire_Shotgun"
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FireAltAnims(3)="Fire_Shotgun"
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FireCrouchAnims(0)="CHFire_Shotgun"
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FireCrouchAnims(1)="CHFire_Shotgun"
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FireCrouchAnims(2)="CHFire_Shotgun"
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FireCrouchAnims(3)="CHFire_Shotgun"
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FireCrouchAltAnims(0)="CHFire_Shotgun"
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FireCrouchAltAnims(1)="CHFire_Shotgun"
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FireCrouchAltAnims(2)="CHFire_Shotgun"
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FireCrouchAltAnims(3)="CHFire_Shotgun"
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HitAnims(0)="HitF_Shotgun"
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HitAnims(1)="HitB_Shotgun"
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HitAnims(2)="HitL_Shotgun"
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HitAnims(3)="HitR_Shotgun"
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PostFireBlendStandAnim="Blend_Shotgun"
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PostFireBlendCrouchAnim="CHBlend_Shotgun"
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MeshRef="KF_Weapons3rd_Trip.Shotgun_3rd"
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}
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class NiceShotgunFire extends NiceFire;
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defaultproperties
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{
bProjectileFire=True
ProjPerFire=10//7
ProjSpawnOffset=(X=25.000000,Y=5.000000,Z=-6.000000)
EffectiveRange=700.000000
KickMomentum=(X=-85.000000,Z=15.000000)
LowGravKickMomentumScale=10.000000
ProjectileSpeed=18200.000000
bulletClass=Class'NicePack.NiceShotgunPellet'
FireAimedAnim="Fire_Iron"
RecoilRate=0.050000
maxVerticalRecoilAngle=1500
maxHorizontalRecoilAngle=900
bRandomPitchFireSound=False
FireSoundRef="KF_PumpSGSnd.SG_Fire"
StereoFireSoundRef="KF_PumpSGSnd.SG_FireST"
NoAmmoSoundRef="KF_PumpSGSnd.SG_DryFire"
DamageType=Class'NicePack.NiceDamTypeShotgun'
DamageMax=63//56
Momentum=50000.000000
bWaitForRelease=True
bAttachSmokeEmitter=True
TransientSoundVolume=2.000000
TransientSoundRadius=500.000000
FireEndAnim=
FireAnimRate=0.950000
FireForce="FlakCannonFire"
FireRate=0.965000
AmmoClass=Class'NicePack.NiceShotgunAmmo'
ShakeRotMag=(X=50.000000,Y=50.000000,Z=400.000000)
ShakeRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000)
ShakeRotTime=5.000000
ShakeOffsetMag=(X=6.000000,Y=2.000000,Z=10.000000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=3.000000
BotRefireRate=1.500000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'
aimerror=1.000000
Spread=3000.0//1125.000000
SpreadStyle=SS_Random
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class NiceShotgunFire extends NiceFire;
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defaultproperties
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{
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bProjectileFire=True
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ProjPerFire=10//7
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ProjSpawnOffset=(X=25.000000,Y=5.000000,Z=-6.000000)
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EffectiveRange=700.000000
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KickMomentum=(X=-85.000000,Z=15.000000)
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LowGravKickMomentumScale=10.000000
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ProjectileSpeed=18200.000000
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bulletClass=Class'NicePack.NiceShotgunPellet'
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FireAimedAnim="Fire_Iron"
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RecoilRate=0.050000
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maxVerticalRecoilAngle=1500
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maxHorizontalRecoilAngle=900
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bRandomPitchFireSound=False
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FireSoundRef="KF_PumpSGSnd.SG_Fire"
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StereoFireSoundRef="KF_PumpSGSnd.SG_FireST"
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NoAmmoSoundRef="KF_PumpSGSnd.SG_DryFire"
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DamageType=Class'NicePack.NiceDamTypeShotgun'
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DamageMax=63//56
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Momentum=50000.000000
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bWaitForRelease=True
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bAttachSmokeEmitter=True
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TransientSoundVolume=2.000000
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TransientSoundRadius=500.000000
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FireEndAnim=
|
||||
FireAnimRate=0.950000
|
||||
FireForce="FlakCannonFire"
|
||||
FireRate=0.965000
|
||||
AmmoClass=Class'NicePack.NiceShotgunAmmo'
|
||||
ShakeRotMag=(X=50.000000,Y=50.000000,Z=400.000000)
|
||||
ShakeRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000)
|
||||
ShakeRotTime=5.000000
|
||||
ShakeOffsetMag=(X=6.000000,Y=2.000000,Z=10.000000)
|
||||
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
|
||||
ShakeOffsetTime=3.000000
|
||||
BotRefireRate=1.500000
|
||||
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'
|
||||
aimerror=1.000000
|
||||
Spread=3000.0//1125.000000
|
||||
SpreadStyle=SS_Random
|
||||
}
|
||||
|
|
@ -1,4 +1,6 @@
|
|||
class NiceShotgunPellet extends NiceBullet;
|
||||
defaultproperties
|
||||
{
movementAcceleration=(Z=-1200.000000)
regularImpact=(decalClass=Class'KFMod.ShotgunDecal')
|
||||
}
|
||||
class NiceShotgunPellet extends NiceBullet;
|
||||
defaultproperties
|
||||
{
|
||||
movementAcceleration=(Z=-1200.000000)
|
||||
regularImpact=(decalClass=Class'KFMod.ShotgunDecal')
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,27 @@
|
|||
class NiceShotgunPickup extends NiceWeaponPickup;
|
||||
|
||||
defaultproperties
|
||||
{
bBackupWeapon=True
Weight=6.000000
cost=200
AmmoCost=15
BuyClipSize=8
PowerValue=70
SpeedValue=40
RangeValue=15
Description="A rugged tactical pump action shotgun common to police divisions the world over. It accepts a maximum of 8 shells and can fire in rapid succession."
ItemName="Shotgun"
ItemShortName="Shotgun"
AmmoItemName="12-gauge shells"
CorrespondingPerkIndex=1
EquipmentCategoryID=2
VariantClasses(0)=Class'KFMod.CamoShotgunPickup'
InventoryType=Class'NicePack.NiceShotgun'
PickupMessage="You got the Shotgun"
PickupSound=Sound'KF_PumpSGSnd.SG_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups_Trip.Shotgun.shotgun_pickup'
CollisionRadius=35.000000
CollisionHeight=5.000000
|
||||
class NiceShotgunPickup extends NiceWeaponPickup;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
bBackupWeapon=True
|
||||
Weight=6.000000
|
||||
cost=200
|
||||
AmmoCost=15
|
||||
BuyClipSize=8
|
||||
PowerValue=70
|
||||
SpeedValue=40
|
||||
RangeValue=15
|
||||
Description="A rugged tactical pump action shotgun common to police divisions the world over. It accepts a maximum of 8 shells and can fire in rapid succession."
|
||||
ItemName="Shotgun"
|
||||
ItemShortName="Shotgun"
|
||||
AmmoItemName="12-gauge shells"
|
||||
CorrespondingPerkIndex=1
|
||||
EquipmentCategoryID=2
|
||||
VariantClasses(0)=Class'KFMod.CamoShotgunPickup'
|
||||
InventoryType=Class'NicePack.NiceShotgun'
|
||||
PickupMessage="You got the Shotgun"
|
||||
PickupSound=Sound'KF_PumpSGSnd.SG_Pickup'
|
||||
PickupForce="AssaultRiflePickup"
|
||||
StaticMesh=StaticMesh'KF_pickups_Trip.Shotgun.shotgun_pickup'
|
||||
CollisionRadius=35.000000
|
||||
CollisionHeight=5.000000
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue