Fix new line symbol issues
This commit is contained in:
parent
51bb9add5b
commit
d66d86b2b1
846 changed files with 33896 additions and 12983 deletions
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@ -1,5 +1,19 @@
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class NiceDamTypeSPShotgun 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.NiceSPAutoShotgun'
DeathString="%k killed %o (M.C.Z. Thrower)."
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 NiceDamTypeSPShotgun 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.NiceSPAutoShotgun'
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DeathString="%k killed %o (M.C.Z. Thrower)."
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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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@ -1,19 +1,72 @@
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class NiceSPAutoShotgun extends NiceWeapon;
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// Toggle semi/auto fire
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simulated function DoToggle (){}
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// Set the new fire mode on the server
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function ServerChangeFireMode(bool bNewWaitForRelease){}
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exec function SwitchModes(){}
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simulated function WeaponTick(float dt)
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{
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local float SteamCharge;
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local rotator DialRot;
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super.WeaponTick(dt);
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if(Level.NetMode!=NM_DedicatedServer){
if(FireMode[1].NextFireTime >= Level.TimeSeconds)
SteamCharge = 1.0 - ((FireMode[1].NextFireTime - Level.TimeSeconds)/FireMode[1].FireRate);
else
SteamCharge = 1.0;
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if(SteamCharge > 0.1 && FireMode[0].NextFireTime >= Level.TimeSeconds)
SteamCharge -= 0.1 * ((FireMode[0].NextFireTime - Level.TimeSeconds)/FireMode[0].FireRate);
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DialRot.roll = 26500 - ( 53000 * SteamCharge );
SetBoneRotation('Dail2',DialRot,1.0);
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}
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}
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defaultproperties
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{
reloadPreEndFrame=0.143000
reloadEndFrame=0.633000
reloadChargeEndFrame=-1.000000
reloadMagStartFrame=0.276000
reloadChargeStartFrame=-1.000000
MagCapacity=10
ReloadRate=2.640000
ReloadAnim="Reload"
ReloadAnimRate=1.250000
WeaponReloadAnim="Reload_IJC_spJackHammer"
Weight=7.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=65.000000
SleeveNum=0
TraderInfoTexture=Texture'KF_IJC_HUD.Trader_Weapon_Icons.Trader_Jackhammer'
MeshRef="KF_IJC_Summer_Weps1.Jackhammer"
SkinRefs(0)="KF_Weapons_Trip_T.hands.hands_1stP_military_cmb"
SkinRefs(1)="KF_IJC_Summer_Weapons.Jackhammer.jackhammer_cmb"
SkinRefs(2)="KF_Weapons_Trip_T.Rifles.crossbow_cmb"
SelectSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Select"
HudImageRef="KF_IJC_HUD.WeaponSelect.Jackhammer_unselected"
SelectedHudImageRef="KF_IJC_HUD.WeaponSelect.Jackhammer"
PlayerIronSightFOV=80.000000
ZoomedDisplayFOV=45.000000
FireModeClass(0)=Class'NicePack.NiceSPShotgunFire'
FireModeClass(1)=Class'NicePack.NiceSPShotgunAltFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.550000
CurrentRating=0.550000
bShowChargingBar=True
Description="A device for throwing lead and getting sodding enemies out of your face."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=65.000000
Priority=167
InventoryGroup=4
GroupOffset=15
PickupClass=Class'NicePack.NiceSPShotgunPickup'
PlayerViewOffset=(X=20.000000,Y=23.000000,Z=-2.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceSPShotgunAttachment'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="Multichamber ZED Thrower"
TransientSoundVolume=1.250000
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}
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class NiceSPAutoShotgun extends NiceWeapon;
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// Toggle semi/auto fire
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simulated function DoToggle (){}
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// Set the new fire mode on the server
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function ServerChangeFireMode(bool bNewWaitForRelease){}
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exec function SwitchModes(){}
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simulated function WeaponTick(float dt)
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{
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local float SteamCharge;
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local rotator DialRot;
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super.WeaponTick(dt);
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if(Level.NetMode!=NM_DedicatedServer){
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if(FireMode[1].NextFireTime >= Level.TimeSeconds)
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SteamCharge = 1.0 - ((FireMode[1].NextFireTime - Level.TimeSeconds)/FireMode[1].FireRate);
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else
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SteamCharge = 1.0;
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if(SteamCharge > 0.1 && FireMode[0].NextFireTime >= Level.TimeSeconds)
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SteamCharge -= 0.1 * ((FireMode[0].NextFireTime - Level.TimeSeconds)/FireMode[0].FireRate);
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DialRot.roll = 26500 - ( 53000 * SteamCharge );
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SetBoneRotation('Dail2',DialRot,1.0);
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}
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}
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defaultproperties
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{
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reloadPreEndFrame=0.143000
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reloadEndFrame=0.633000
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reloadChargeEndFrame=-1.000000
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reloadMagStartFrame=0.276000
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reloadChargeStartFrame=-1.000000
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MagCapacity=10
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ReloadRate=2.640000
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ReloadAnim="Reload"
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ReloadAnimRate=1.250000
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WeaponReloadAnim="Reload_IJC_spJackHammer"
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Weight=7.000000
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bHasAimingMode=True
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IdleAimAnim="Idle_Iron"
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StandardDisplayFOV=65.000000
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SleeveNum=0
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TraderInfoTexture=Texture'KF_IJC_HUD.Trader_Weapon_Icons.Trader_Jackhammer'
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MeshRef="KF_IJC_Summer_Weps1.Jackhammer"
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SkinRefs(0)="KF_Weapons_Trip_T.hands.hands_1stP_military_cmb"
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SkinRefs(1)="KF_IJC_Summer_Weapons.Jackhammer.jackhammer_cmb"
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SkinRefs(2)="KF_Weapons_Trip_T.Rifles.crossbow_cmb"
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SelectSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Select"
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HudImageRef="KF_IJC_HUD.WeaponSelect.Jackhammer_unselected"
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SelectedHudImageRef="KF_IJC_HUD.WeaponSelect.Jackhammer"
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PlayerIronSightFOV=80.000000
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ZoomedDisplayFOV=45.000000
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FireModeClass(0)=Class'NicePack.NiceSPShotgunFire'
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FireModeClass(1)=Class'NicePack.NiceSPShotgunAltFire'
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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="A device for throwing lead and getting sodding enemies out of your face."
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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=167
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InventoryGroup=4
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GroupOffset=15
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PickupClass=Class'NicePack.NiceSPShotgunPickup'
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PlayerViewOffset=(X=20.000000,Y=23.000000,Z=-2.000000)
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BobDamping=6.000000
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AttachmentClass=Class'NicePack.NiceSPShotgunAttachment'
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IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
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ItemName="Multichamber ZED Thrower"
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TransientSoundVolume=1.250000
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}
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@ -1,4 +1,8 @@
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class NiceSPGrenadeAmmo extends SPGrenadeAmmo;
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defaultproperties
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{
AmmoPickupAmount=2
MaxAmmo=16
InitialAmount=8
PickupClass=Class'NicePack.NiceSPGrenadeAmmoPickup'
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}
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class NiceSPGrenadeAmmo extends SPGrenadeAmmo;
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defaultproperties
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{
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AmmoPickupAmount=2
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MaxAmmo=16
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InitialAmount=8
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PickupClass=Class'NicePack.NiceSPGrenadeAmmoPickup'
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}
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@ -1,4 +1,6 @@
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class NiceSPGrenadeAmmoPickup extends SPGrenadeAmmoPickup;
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defaultproperties
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{
AmmoAmount=2
InventoryType=Class'NicePack.NiceSPGrenadeAmmo'
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}
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class NiceSPGrenadeAmmoPickup extends SPGrenadeAmmoPickup;
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defaultproperties
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{
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AmmoAmount=2
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InventoryType=Class'NicePack.NiceSPGrenadeAmmo'
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}
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@ -1,4 +1,6 @@
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class NiceSPGrenadeFire extends SPGrenadeFire;
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defaultproperties
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{
AmmoClass=Class'NicePack.NiceSPGrenadeAmmo'
ProjectileClass=Class'NicePack.NiceSPGrenadeProjectile'
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}
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class NiceSPGrenadeFire extends SPGrenadeFire;
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defaultproperties
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{
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AmmoClass=Class'NicePack.NiceSPGrenadeAmmo'
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ProjectileClass=Class'NicePack.NiceSPGrenadeProjectile'
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}
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@ -1,4 +1,8 @@
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class NiceSPGrenadeLauncher extends SPGrenadeLauncher;
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defaultproperties
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{
AppID=0
FireModeClass(0)=Class'NicePack.NiceSPGrenadeFire'
PickupClass=Class'NicePack.NiceSPGrenadePickup'
ItemName="The Orca Bomb Propeller NW"
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}
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class NiceSPGrenadeLauncher extends SPGrenadeLauncher;
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defaultproperties
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{
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AppID=0
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FireModeClass(0)=Class'NicePack.NiceSPGrenadeFire'
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PickupClass=Class'NicePack.NiceSPGrenadePickup'
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ItemName="The Orca Bomb Propeller NW"
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}
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@ -1,4 +1,8 @@
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class NiceSPGrenadePickup extends SPGrenadePickup;
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defaultproperties
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{
AmmoCost=12
ItemName="The Orca Bomb Propeller NW"
ItemShortName="The Orca NW"
InventoryType=Class'NicePack.NiceSPGrenadeLauncher'
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}
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class NiceSPGrenadePickup extends SPGrenadePickup;
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defaultproperties
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{
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AmmoCost=12
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ItemName="The Orca Bomb Propeller NW"
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ItemShortName="The Orca NW"
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InventoryType=Class'NicePack.NiceSPGrenadeLauncher'
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}
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@ -1,5 +1,6 @@
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class NiceSPGrenadeProjectile extends SPGrenadeProjectile;
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#exec OBJ LOAD FILE=ProjectileSounds.uax
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defaultproperties
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{
Damage=450.000000
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}
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class NiceSPGrenadeProjectile extends SPGrenadeProjectile;
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#exec OBJ LOAD FILE=ProjectileSounds.uax
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defaultproperties
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{
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Damage=450.000000
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}
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@ -1,54 +1,112 @@
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class NiceSPShotgunAltFire extends NiceShotgunFire;
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var InterpCurve AppliedMomentumCurve; // How much momentum to apply to a zed based on how much mass it has
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var float WideDamageMinHitAngle; // The angle to do sweeping strikes in front of the player. If zero do no strikes
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var float PushRange; // The range to push zeds away when firing
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simulated function bool AllowFire(){
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if(currentContext.sourceWeapon == none || KFPawn(Instigator) == none)
return false;
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if(currentContext.sourceWeapon.bIsReloading)
return false;
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if(KFPawn(Instigator).SecondaryItem!=none)
return false;
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if(KFPawn(Instigator).bThrowingNade)
return false;
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// No ammo so just always fire
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return true;
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}
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// No need to client-side this one
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function bool IsClientSide(){
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return false;
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}
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// And there's nothing to force
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function bool shouldFireProjectile(){
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return false;
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}
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function DoFireEffect(){
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local Vector StartProj, StartTrace, X,Y,Z;
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local Rotator Aim;
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local Vector HitLocation, HitNormal;
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local Actor Other;
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local Pawn Victims;
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local vector dir, lookdir;
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local float DiffAngle, VictimDist;
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local float AppliedMomentum;
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local vector vMomentum;
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Instigator.MakeNoise(1.0);
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Weapon.GetViewAxes(X,Y,Z);
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StartTrace = Instigator.Location + Instigator.EyePosition();
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StartProj = StartTrace + X*ProjSpawnOffset.X;
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if (!Weapon.WeaponCentered() && !KFWeap.bAimingRifle)
StartProj = StartProj + Weapon.Hand * Y*ProjSpawnOffset.Y + Z*ProjSpawnOffset.Z;
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// check if projectile would spawn through a wall and adjust start location accordingly
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Other = Weapon.Trace(HitLocation, HitNormal, StartProj, StartTrace, false);
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if(Other != none)
StartProj = HitLocation;
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Aim = AdjustAim(StartProj, AimError);
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if(WideDamageMinHitAngle > 0){
foreach Weapon.VisibleCollidingActors(class'Pawn', Victims, (PushRange * 2), StartTrace){
if(Victims.Health <= 0)
continue;
if(Victims != Instigator){
// Don't push team mates
if(Victims.GetTeamNum() == Instigator.GetTeamNum())
continue;
VictimDist = VSizeSquared(Instigator.Location - Victims.Location);
if(VictimDist > (((PushRange * 1.1) * (PushRange * 1.1)) + (Victims.CollisionRadius * Victims.CollisionRadius)))
continue;
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lookdir = Normal(Vector(Instigator.GetViewRotation()));
dir = Normal(Victims.Location - Instigator.Location);
DiffAngle = lookdir dot dir;
dir = Normal((Victims.Location + Victims.EyePosition()) - Instigator.Location);
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if(DiffAngle > WideDamageMinHitAngle){
AppliedMomentum = InterpCurveEval(AppliedMomentumCurve,Victims.Mass);
HandleAchievement( Victims );
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vMomentum = (dir * AppliedMomentum)/Victims.Mass;
Victims.AddVelocity(vMomentum);
if(KFMonster(Victims) != none)
KFMonster(Victims).BreakGrapple();
}
}
}
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}
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if(Instigator != none && Instigator.Physics == PHYS_Falling && Instigator.PhysicsVolume.Gravity.Z > class'PhysicsVolume'.default.Gravity.Z)
Instigator.AddVelocity((KickMomentum * 10.0) >> Instigator.GetViewRotation());
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}
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function HandleAchievement(Pawn Victim){
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local KFSteamStatsAndAchievements KFSteamStats;
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if(Victim.IsA('NiceZombieScrake')){
if(PlayerController(Instigator.Controller) != none){
KFSteamStats = KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements);
if(KFSteamStats != none)
KFSteamStats.CheckAndSetAchievementComplete(KFSteamStats.KFACHIEVEMENT_PushScrakeSPJ);
}
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}
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}
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defaultproperties
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{
AppliedMomentumCurve=(Points=((OutVal=10000.000000),(InVal=350.000000,OutVal=175000.000000),(InVal=600.000000,OutVal=250000.000000)))
WideDamageMinHitAngle=0.600000
PushRange=150.000000
ProjPerFire=0
KickMomentum=(X=-35.000000,Z=5.000000)
maxVerticalRecoilAngle=3200
FireSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Secondary_Fire_M"
StereoFireSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Secondary_Fire_S"
NoAmmoSoundRef="KF_AA12Snd.AA12_DryFire"
bWaitForRelease=False
bModeExclusive=False
FireAnimRate=1.000000
FireRate=1.200000
AmmoClass=None
AmmoPerFire=0
ShakeRotMag=(Z=250.000000)
ShakeRotTime=3.000000
ShakeOffsetMag=(Z=6.000000)
ShakeOffsetTime=1.250000
BotRefireRate=1.750000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSPShotgunAlt'
Spread=0.000000
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}
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class NiceSPShotgunAltFire extends NiceShotgunFire;
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var InterpCurve AppliedMomentumCurve; // How much momentum to apply to a zed based on how much mass it has
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var float WideDamageMinHitAngle; // The angle to do sweeping strikes in front of the player. If zero do no strikes
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var float PushRange; // The range to push zeds away when firing
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simulated function bool AllowFire(){
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if(currentContext.sourceWeapon == none || KFPawn(Instigator) == none)
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return false;
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if(currentContext.sourceWeapon.bIsReloading)
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return false;
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if(KFPawn(Instigator).SecondaryItem!=none)
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return false;
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if(KFPawn(Instigator).bThrowingNade)
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return false;
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// No ammo so just always fire
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return true;
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}
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// No need to client-side this one
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function bool IsClientSide(){
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return false;
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}
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// And there's nothing to force
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function bool shouldFireProjectile(){
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return false;
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}
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function DoFireEffect(){
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local Vector StartProj, StartTrace, X,Y,Z;
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local Rotator Aim;
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local Vector HitLocation, HitNormal;
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local Actor Other;
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local Pawn Victims;
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local vector dir, lookdir;
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local float DiffAngle, VictimDist;
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local float AppliedMomentum;
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local vector vMomentum;
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Instigator.MakeNoise(1.0);
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Weapon.GetViewAxes(X,Y,Z);
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StartTrace = Instigator.Location + Instigator.EyePosition();
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StartProj = StartTrace + X*ProjSpawnOffset.X;
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if (!Weapon.WeaponCentered() && !KFWeap.bAimingRifle)
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StartProj = StartProj + Weapon.Hand * Y*ProjSpawnOffset.Y + Z*ProjSpawnOffset.Z;
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// check if projectile would spawn through a wall and adjust start location accordingly
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Other = Weapon.Trace(HitLocation, HitNormal, StartProj, StartTrace, false);
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if(Other != none)
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StartProj = HitLocation;
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Aim = AdjustAim(StartProj, AimError);
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if(WideDamageMinHitAngle > 0){
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foreach Weapon.VisibleCollidingActors(class'Pawn', Victims, (PushRange * 2), StartTrace){
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if(Victims.Health <= 0)
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continue;
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if(Victims != Instigator){
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// Don't push team mates
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if(Victims.GetTeamNum() == Instigator.GetTeamNum())
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continue;
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VictimDist = VSizeSquared(Instigator.Location - Victims.Location);
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if(VictimDist > (((PushRange * 1.1) * (PushRange * 1.1)) + (Victims.CollisionRadius * Victims.CollisionRadius)))
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continue;
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lookdir = Normal(Vector(Instigator.GetViewRotation()));
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dir = Normal(Victims.Location - Instigator.Location);
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DiffAngle = lookdir dot dir;
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dir = Normal((Victims.Location + Victims.EyePosition()) - Instigator.Location);
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if(DiffAngle > WideDamageMinHitAngle){
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AppliedMomentum = InterpCurveEval(AppliedMomentumCurve,Victims.Mass);
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HandleAchievement( Victims );
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vMomentum = (dir * AppliedMomentum)/Victims.Mass;
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Victims.AddVelocity(vMomentum);
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if(KFMonster(Victims) != none)
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KFMonster(Victims).BreakGrapple();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if(Instigator != none && Instigator.Physics == PHYS_Falling && Instigator.PhysicsVolume.Gravity.Z > class'PhysicsVolume'.default.Gravity.Z)
|
||||
Instigator.AddVelocity((KickMomentum * 10.0) >> Instigator.GetViewRotation());
|
||||
}
|
||||
function HandleAchievement(Pawn Victim){
|
||||
local KFSteamStatsAndAchievements KFSteamStats;
|
||||
if(Victim.IsA('NiceZombieScrake')){
|
||||
if(PlayerController(Instigator.Controller) != none){
|
||||
KFSteamStats = KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements);
|
||||
if(KFSteamStats != none)
|
||||
KFSteamStats.CheckAndSetAchievementComplete(KFSteamStats.KFACHIEVEMENT_PushScrakeSPJ);
|
||||
}
|
||||
}
|
||||
}
|
||||
defaultproperties
|
||||
{
|
||||
AppliedMomentumCurve=(Points=((OutVal=10000.000000),(InVal=350.000000,OutVal=175000.000000),(InVal=600.000000,OutVal=250000.000000)))
|
||||
WideDamageMinHitAngle=0.600000
|
||||
PushRange=150.000000
|
||||
ProjPerFire=0
|
||||
KickMomentum=(X=-35.000000,Z=5.000000)
|
||||
maxVerticalRecoilAngle=3200
|
||||
FireSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Secondary_Fire_M"
|
||||
StereoFireSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Secondary_Fire_S"
|
||||
NoAmmoSoundRef="KF_AA12Snd.AA12_DryFire"
|
||||
bWaitForRelease=False
|
||||
bModeExclusive=False
|
||||
FireAnimRate=1.000000
|
||||
FireRate=1.200000
|
||||
AmmoClass=None
|
||||
AmmoPerFire=0
|
||||
ShakeRotMag=(Z=250.000000)
|
||||
ShakeRotTime=3.000000
|
||||
ShakeOffsetMag=(Z=6.000000)
|
||||
ShakeOffsetTime=1.250000
|
||||
BotRefireRate=1.750000
|
||||
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSPShotgunAlt'
|
||||
Spread=0.000000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,12 @@
|
|||
class NiceSPShotgunAmmo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
WeaponPickupClass=Class'NicePack.NiceSPShotgunPickup'
AmmoPickupAmount=10
MaxAmmo=80
InitialAmount=20
PickupClass=Class'NicePack.NiceSPShotgunAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
}
|
||||
class NiceSPShotgunAmmo extends NiceAmmo;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
|
||||
WeaponPickupClass=Class'NicePack.NiceSPShotgunPickup'
|
||||
AmmoPickupAmount=10
|
||||
MaxAmmo=80
|
||||
InitialAmount=20
|
||||
PickupClass=Class'NicePack.NiceSPShotgunAmmoPickup'
|
||||
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
|
||||
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,8 @@
|
|||
class NiceSPShotgunAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
AmmoAmount=10
InventoryType=Class'NicePack.NiceSPShotgunAmmo'
PickupMessage="12-Gauge Drum"
StaticMesh=None
|
||||
}
|
||||
class NiceSPShotgunAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
|
||||
AmmoAmount=10
|
||||
InventoryType=Class'NicePack.NiceSPShotgunAmmo'
|
||||
PickupMessage="12-Gauge Drum"
|
||||
StaticMesh=None
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,50 @@
|
|||
class NiceSPShotgunAttachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdSPShotgun'
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_IJC.spJackHammer_3rd"
|
||||
}
|
||||
class NiceSPShotgunAttachment extends NiceAttachment;
|
||||
defaultproperties
|
||||
{
|
||||
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdSPShotgun'
|
||||
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_IJC.spJackHammer_3rd"
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,26 @@
|
|||
class NiceSPShotgunFire extends NiceShotgunFire;
|
||||
defaultproperties
|
||||
{
KickMomentum=(X=-35.000000,Z=5.000000)
ProjectileSpeed=3500.000000
maxVerticalRecoilAngle=1000
maxHorizontalRecoilAngle=500
ShellEjectClass=Class'ROEffects.KFShellEjectShotty'
ShellEjectBoneName="Shell_eject"
FireSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Primary_Fire_M"
StereoFireSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Primary_Fire_S"
NoAmmoSoundRef="KF_AA12Snd.AA12_DryFire"
DamageType=Class'NicePack.NiceDamTypeSPShotgun'
DamageMax=30
Momentum=60000.000000
bWaitForRelease=False
FireAnimRate=1.200000
FireRate=0.292000
AmmoClass=Class'NicePack.NiceSPShotgunAmmo'
ShakeRotMag=(Z=250.000000)
ShakeRotTime=3.000000
ShakeOffsetMag=(Z=6.000000)
ShakeOffsetTime=1.250000
BotRefireRate=0.250000
Spread=1500.000000
|
||||
}
|
||||
class NiceSPShotgunFire extends NiceShotgunFire;
|
||||
defaultproperties
|
||||
{
|
||||
KickMomentum=(X=-35.000000,Z=5.000000)
|
||||
ProjectileSpeed=3500.000000
|
||||
maxVerticalRecoilAngle=1000
|
||||
maxHorizontalRecoilAngle=500
|
||||
ShellEjectClass=Class'ROEffects.KFShellEjectShotty'
|
||||
ShellEjectBoneName="Shell_eject"
|
||||
FireSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Primary_Fire_M"
|
||||
StereoFireSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Primary_Fire_S"
|
||||
NoAmmoSoundRef="KF_AA12Snd.AA12_DryFire"
|
||||
DamageType=Class'NicePack.NiceDamTypeSPShotgun'
|
||||
DamageMax=30
|
||||
Momentum=60000.000000
|
||||
bWaitForRelease=False
|
||||
FireAnimRate=1.200000
|
||||
FireRate=0.292000
|
||||
AmmoClass=Class'NicePack.NiceSPShotgunAmmo'
|
||||
ShakeRotMag=(Z=250.000000)
|
||||
ShakeRotTime=3.000000
|
||||
ShakeOffsetMag=(Z=6.000000)
|
||||
ShakeOffsetTime=1.250000
|
||||
BotRefireRate=0.250000
|
||||
Spread=1500.000000
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,23 @@
|
|||
class NiceSPShotgunPickup extends NiceWeaponPickup;
|
||||
defaultproperties
|
||||
{
Weight=7.000000
AmmoCost=30
BuyClipSize=8
PowerValue=60
SpeedValue=50
RangeValue=20
Description="A device for throwing lead and getting sodding enemies out of your face."
ItemName="Multichamber ZED Thrower"
ItemShortName="M.C.Z. Thrower"
AmmoItemName="M.C.Z. Drum"
CorrespondingPerkIndex=1
EquipmentCategoryID=3
InventoryType=Class'NicePack.NiceSPAutoShotgun'
PickupMessage="You got the Multichamber Lead Thrower."
PickupSound=Sound'KF_SP_ZEDThrowerSnd.KFO_Shotgun_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_IJC_Summer_Weps.Jackhammer'
CollisionRadius=35.000000
CollisionHeight=5.000000
|
||||
}
|
||||
class NiceSPShotgunPickup extends NiceWeaponPickup;
|
||||
defaultproperties
|
||||
{
|
||||
Weight=7.000000
|
||||
AmmoCost=30
|
||||
BuyClipSize=8
|
||||
PowerValue=60
|
||||
SpeedValue=50
|
||||
RangeValue=20
|
||||
Description="A device for throwing lead and getting sodding enemies out of your face."
|
||||
ItemName="Multichamber ZED Thrower"
|
||||
ItemShortName="M.C.Z. Thrower"
|
||||
AmmoItemName="M.C.Z. Drum"
|
||||
CorrespondingPerkIndex=1
|
||||
EquipmentCategoryID=3
|
||||
InventoryType=Class'NicePack.NiceSPAutoShotgun'
|
||||
PickupMessage="You got the Multichamber Lead Thrower."
|
||||
PickupSound=Sound'KF_SP_ZEDThrowerSnd.KFO_Shotgun_Pickup'
|
||||
PickupForce="AssaultRiflePickup"
|
||||
StaticMesh=StaticMesh'KF_IJC_Summer_Weps.Jackhammer'
|
||||
CollisionRadius=35.000000
|
||||
CollisionHeight=5.000000
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue