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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@ -1,34 +1,86 @@
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class NiceCrossbow extends NiceScopedWeapon;
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simulated function PostBeginPlay(){
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local AutoReloadAnimDesc reloadDesc;
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autoReloadsDescriptions.Length = 0;
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reloadDesc.canInterruptFrame = 0.349;
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reloadDesc.trashStartFrame = 0.857;
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reloadDesc.resumeFrame = 0.349;
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reloadDesc.speedFrame = 0.143;
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reloadDesc.animName = 'Fire';
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autoReloadsDescriptions[0] = reloadDesc;
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reloadDesc.animName = 'Fire_Iron';
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autoReloadsDescriptions[1] = reloadDesc;
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super.PostBeginPlay();
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}
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// Adjust a single FOV based on the current aspect ratio. Adjust FOV is the default NON-aspect ratio adjusted FOV to adjust
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simulated function float CalcAspectRatioAdjustedFOV(float AdjustFOV){
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local KFPlayerController KFPC;
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local float ResX, ResY;
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local float AspectRatio;
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KFPC = KFPlayerController(Level.GetLocalPlayerController());
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if(KFPC == none)
return AdjustFOV;
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ResX = float(GUIController(KFPC.Player.GUIController).ResX);
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ResY = float(GUIController(KFPC.Player.GUIController).ResY);
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AspectRatio = ResX / ResY;
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if(KFPC.bUseTrueWideScreenFOV && AspectRatio >= 1.60)
return CalcFOVForAspectRatio(AdjustFOV);
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else
return AdjustFOV;
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}
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simulated event Destroyed(){
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PreTravelCleanUp();
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Super.Destroyed();
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}
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defaultproperties
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{
lenseMaterialID=2
scopePortalFOVHigh=22.000000
scopePortalFOV=12.000000
ZoomMatRef="KillingFloorWeapons.Xbow.CommandoCrossFinalBlend"
ScriptedTextureFallbackRef="KF_Weapons_Trip_T.CBLens_cmb"
CrosshairTexRef="KillingFloorWeapons.CommandoCross"
reloadType=RTYPE_AUTO
bHasScope=True
ZoomedDisplayFOVHigh=35.000000
ForceZoomOutOnFireTime=0.400000
MagCapacity=1
ReloadRate=0.010000
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_Crossbow"
Weight=9.000000
bHasAimingMode=True
IdleAimAnim="Idle_Iron"
StandardDisplayFOV=65.000000
TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_CrossBow'
bIsTier2Weapon=True
MeshRef="KF_Weapons_Trip.Crossbow_Trip"
SkinRefs(0)="KF_Weapons_Trip_T.Rifles.crossbow_cmb"
SelectSoundRef="KF_XbowSnd.Xbow_Select"
HudImageRef="KillingFloorHUD.WeaponSelect.Crossbow_unselected"
SelectedHudImageRef="KillingFloorHUD.WeaponSelect.Crossbow"
PlayerIronSightFOV=32.000000
ZoomedDisplayFOV=60.000000
FireModeClass(0)=Class'NicePack.NiceCrossbowFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.650000
CurrentRating=0.650000
Description="Recreational hunting weapon, equipped with powerful scope and firing trigger. Comes with special ammunition, designed to tear through low-resistance materials."
DisplayFOV=65.000000
Priority=140
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=4
GroupOffset=1
PickupClass=Class'NicePack.NiceCrossbowPickup'
PlayerViewOffset=(X=15.000000,Y=16.000000,Z=-12.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceCrossbowAttachment'
IconCoords=(X1=253,Y1=146,X2=333,Y2=181)
ItemName="Compound Crossbow"
LightType=LT_None
LightBrightness=0.000000
LightRadius=0.000000
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}
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class NiceCrossbow extends NiceScopedWeapon;
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simulated function PostBeginPlay(){
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local AutoReloadAnimDesc reloadDesc;
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autoReloadsDescriptions.Length = 0;
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reloadDesc.canInterruptFrame = 0.349;
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reloadDesc.trashStartFrame = 0.857;
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reloadDesc.resumeFrame = 0.349;
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reloadDesc.speedFrame = 0.143;
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reloadDesc.animName = 'Fire';
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autoReloadsDescriptions[0] = reloadDesc;
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reloadDesc.animName = 'Fire_Iron';
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autoReloadsDescriptions[1] = reloadDesc;
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super.PostBeginPlay();
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}
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// Adjust a single FOV based on the current aspect ratio. Adjust FOV is the default NON-aspect ratio adjusted FOV to adjust
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simulated function float CalcAspectRatioAdjustedFOV(float AdjustFOV){
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local KFPlayerController KFPC;
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local float ResX, ResY;
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local float AspectRatio;
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KFPC = KFPlayerController(Level.GetLocalPlayerController());
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if(KFPC == none)
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return AdjustFOV;
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ResX = float(GUIController(KFPC.Player.GUIController).ResX);
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ResY = float(GUIController(KFPC.Player.GUIController).ResY);
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AspectRatio = ResX / ResY;
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if(KFPC.bUseTrueWideScreenFOV && AspectRatio >= 1.60)
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return CalcFOVForAspectRatio(AdjustFOV);
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else
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return AdjustFOV;
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}
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simulated event Destroyed(){
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PreTravelCleanUp();
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Super.Destroyed();
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}
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defaultproperties
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{
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lenseMaterialID=2
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scopePortalFOVHigh=22.000000
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scopePortalFOV=12.000000
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ZoomMatRef="KillingFloorWeapons.Xbow.CommandoCrossFinalBlend"
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ScriptedTextureFallbackRef="KF_Weapons_Trip_T.CBLens_cmb"
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CrosshairTexRef="KillingFloorWeapons.CommandoCross"
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reloadType=RTYPE_AUTO
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bHasScope=True
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ZoomedDisplayFOVHigh=35.000000
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ForceZoomOutOnFireTime=0.400000
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MagCapacity=1
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ReloadRate=0.010000
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ReloadAnimRate=1.000000
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WeaponReloadAnim="Reload_Crossbow"
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Weight=9.000000
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bHasAimingMode=True
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IdleAimAnim="Idle_Iron"
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StandardDisplayFOV=65.000000
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TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_CrossBow'
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bIsTier2Weapon=True
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MeshRef="KF_Weapons_Trip.Crossbow_Trip"
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SkinRefs(0)="KF_Weapons_Trip_T.Rifles.crossbow_cmb"
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SelectSoundRef="KF_XbowSnd.Xbow_Select"
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HudImageRef="KillingFloorHUD.WeaponSelect.Crossbow_unselected"
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SelectedHudImageRef="KillingFloorHUD.WeaponSelect.Crossbow"
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PlayerIronSightFOV=32.000000
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ZoomedDisplayFOV=60.000000
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FireModeClass(0)=Class'NicePack.NiceCrossbowFire'
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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=0.650000
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CurrentRating=0.650000
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Description="Recreational hunting weapon, equipped with powerful scope and firing trigger. Comes with special ammunition, designed to tear through low-resistance materials."
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DisplayFOV=65.000000
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Priority=140
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CustomCrosshair=11
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CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
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InventoryGroup=4
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GroupOffset=1
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PickupClass=Class'NicePack.NiceCrossbowPickup'
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PlayerViewOffset=(X=15.000000,Y=16.000000,Z=-12.000000)
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BobDamping=6.000000
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AttachmentClass=Class'NicePack.NiceCrossbowAttachment'
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IconCoords=(X1=253,Y1=146,X2=333,Y2=181)
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ItemName="Compound Crossbow"
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LightType=LT_None
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LightBrightness=0.000000
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LightRadius=0.000000
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}
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@ -1,5 +1,12 @@
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class NiceCrossbowAmmo extends NiceAmmo;
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#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
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defaultproperties
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{
WeaponPickupClass=Class'NicePack.NiceCrossbowPickup'
AmmoPickupAmount=4
MaxAmmo=40
PickupClass=Class'NicePack.NiceCrossbowAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=4,Y1=350,X2=110,Y2=395)
ItemName="An arrow"
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}
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class NiceCrossbowAmmo 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.NiceCrossbowPickup'
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AmmoPickupAmount=4
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MaxAmmo=40
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PickupClass=Class'NicePack.NiceCrossbowAmmoPickup'
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IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
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IconCoords=(X1=4,Y1=350,X2=110,Y2=395)
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ItemName="An arrow"
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}
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@ -1,4 +1,9 @@
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class NiceCrossbowAmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
AmmoAmount=4
InventoryType=Class'NicePack.NiceCrossbowAmmo'
PickupMessage="Bolts"
StaticMesh=StaticMesh'KillingFloorStatics.XbowAmmo'
CollisionRadius=25.000000
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}
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class NiceCrossbowAmmoPickup extends NiceAmmoPickup;
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defaultproperties
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{
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AmmoAmount=4
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InventoryType=Class'NicePack.NiceCrossbowAmmo'
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PickupMessage="Bolts"
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StaticMesh=StaticMesh'KillingFloorStatics.XbowAmmo'
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CollisionRadius=25.000000
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}
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@ -1,4 +1,50 @@
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class NiceCrossbowAttachment extends NiceAttachment;
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defaultproperties
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{
bDoFiringEffects=False
MovementAnims(0)="JogF_Crossbow"
MovementAnims(1)="JogB_Crossbow"
MovementAnims(2)="JogL_Crossbow"
MovementAnims(3)="JogR_Crossbow"
TurnLeftAnim="TurnL_Crossbow"
TurnRightAnim="TurnR_Crossbow"
CrouchAnims(0)="CHwalkF_Crossbow"
CrouchAnims(1)="CHwalkB_Crossbow"
CrouchAnims(2)="CHwalkL_Crossbow"
CrouchAnims(3)="CHwalkR_Crossbow"
WalkAnims(0)="WalkF_Crossbow"
WalkAnims(1)="WalkB_Crossbow"
WalkAnims(2)="WalkL_Crossbow"
WalkAnims(3)="WalkR_Crossbow"
CrouchTurnRightAnim="CH_TurnR_Crossbow"
CrouchTurnLeftAnim="CH_TurnL_Crossbow"
IdleCrouchAnim="CHIdle_Crossbow"
IdleWeaponAnim="Idle_Crossbow"
IdleRestAnim="Idle_Crossbow"
IdleChatAnim="Idle_Crossbow"
IdleHeavyAnim="Idle_Crossbow"
IdleRifleAnim="Idle_Crossbow"
FireAnims(0)="Fire_Crossbow"
FireAnims(1)="Fire_Crossbow"
FireAnims(2)="Fire_Crossbow"
FireAnims(3)="Fire_Crossbow"
FireAltAnims(0)="Fire_Crossbow"
FireAltAnims(1)="Fire_Crossbow"
FireAltAnims(2)="Fire_Crossbow"
FireAltAnims(3)="Fire_Crossbow"
FireCrouchAnims(0)="CHFire_Crossbow"
FireCrouchAnims(1)="CHFire_Crossbow"
FireCrouchAnims(2)="CHFire_Crossbow"
FireCrouchAnims(3)="CHFire_Crossbow"
FireCrouchAltAnims(0)="CHFire_Crossbow"
FireCrouchAltAnims(1)="CHFire_Crossbow"
FireCrouchAltAnims(2)="CHFire_Crossbow"
FireCrouchAltAnims(3)="CHFire_Crossbow"
HitAnims(0)="HitF_Crossbow"
HitAnims(1)="HitB_Crossbow"
HitAnims(2)="HitL_Crossbow"
HitAnims(3)="HitR_Crossbow"
PostFireBlendStandAnim="Blend_Crossbow"
PostFireBlendCrouchAnim="CHBlend_Crossbow"
MeshRef="KF_Weapons3rd_Trip.Crossbow_3rd"
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}
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class NiceCrossbowAttachment extends NiceAttachment;
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defaultproperties
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{
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bDoFiringEffects=False
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MovementAnims(0)="JogF_Crossbow"
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MovementAnims(1)="JogB_Crossbow"
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MovementAnims(2)="JogL_Crossbow"
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MovementAnims(3)="JogR_Crossbow"
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TurnLeftAnim="TurnL_Crossbow"
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TurnRightAnim="TurnR_Crossbow"
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CrouchAnims(0)="CHwalkF_Crossbow"
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CrouchAnims(1)="CHwalkB_Crossbow"
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CrouchAnims(2)="CHwalkL_Crossbow"
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CrouchAnims(3)="CHwalkR_Crossbow"
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WalkAnims(0)="WalkF_Crossbow"
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WalkAnims(1)="WalkB_Crossbow"
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WalkAnims(2)="WalkL_Crossbow"
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WalkAnims(3)="WalkR_Crossbow"
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CrouchTurnRightAnim="CH_TurnR_Crossbow"
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CrouchTurnLeftAnim="CH_TurnL_Crossbow"
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IdleCrouchAnim="CHIdle_Crossbow"
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IdleWeaponAnim="Idle_Crossbow"
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IdleRestAnim="Idle_Crossbow"
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IdleChatAnim="Idle_Crossbow"
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IdleHeavyAnim="Idle_Crossbow"
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IdleRifleAnim="Idle_Crossbow"
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FireAnims(0)="Fire_Crossbow"
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FireAnims(1)="Fire_Crossbow"
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FireAnims(2)="Fire_Crossbow"
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FireAnims(3)="Fire_Crossbow"
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FireAltAnims(0)="Fire_Crossbow"
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FireAltAnims(1)="Fire_Crossbow"
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FireAltAnims(2)="Fire_Crossbow"
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FireAltAnims(3)="Fire_Crossbow"
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FireCrouchAnims(0)="CHFire_Crossbow"
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FireCrouchAnims(1)="CHFire_Crossbow"
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FireCrouchAnims(2)="CHFire_Crossbow"
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FireCrouchAnims(3)="CHFire_Crossbow"
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FireCrouchAltAnims(0)="CHFire_Crossbow"
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FireCrouchAltAnims(1)="CHFire_Crossbow"
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FireCrouchAltAnims(2)="CHFire_Crossbow"
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FireCrouchAltAnims(3)="CHFire_Crossbow"
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HitAnims(0)="HitF_Crossbow"
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HitAnims(1)="HitB_Crossbow"
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HitAnims(2)="HitL_Crossbow"
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HitAnims(3)="HitR_Crossbow"
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PostFireBlendStandAnim="Blend_Crossbow"
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PostFireBlendCrouchAnim="CHBlend_Crossbow"
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MeshRef="KF_Weapons3rd_Trip.Crossbow_3rd"
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}
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@ -1,4 +1,27 @@
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class NiceCrossbowFire extends NiceFire;
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defaultproperties
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{
bProjectileFire=True
ProjSpawnOffset=(X=25.000000)
EffectiveRange=2500.000000
ProjectileSpeed=20000.000000
FireAimedAnim="Fire_Iron"
maxVerticalRecoilAngle=100
maxHorizontalRecoilAngle=25
bRandomPitchFireSound=False
FireSoundRef="KF_XbowSnd.Xbow_Fire"
NoAmmoSoundRef="KF_XbowSnd.Xbow_DryFire"
DamageType=Class'NicePack.NiceDamTypeCrossbow'
DamageMax=300
Momentum=150000.000000
bWaitForRelease=True
TransientSoundVolume=1.800000
FireForce="AssaultRifleFire"
FireRate=0.000000
AmmoClass=Class'NicePack.NiceCrossbowAmmo'
ShakeRotMag=(X=3.000000,Y=4.000000,Z=2.000000)
ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
ShakeOffsetMag=(X=3.000000,Y=3.000000,Z=3.000000)
BotRefireRate=1.800000
aimerror=1.000000
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}
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class NiceCrossbowFire extends NiceFire;
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defaultproperties
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{
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bProjectileFire=True
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ProjSpawnOffset=(X=25.000000)
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EffectiveRange=2500.000000
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ProjectileSpeed=20000.000000
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FireAimedAnim="Fire_Iron"
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maxVerticalRecoilAngle=100
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maxHorizontalRecoilAngle=25
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bRandomPitchFireSound=False
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FireSoundRef="KF_XbowSnd.Xbow_Fire"
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NoAmmoSoundRef="KF_XbowSnd.Xbow_DryFire"
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DamageType=Class'NicePack.NiceDamTypeCrossbow'
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DamageMax=300
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Momentum=150000.000000
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bWaitForRelease=True
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TransientSoundVolume=1.800000
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FireForce="AssaultRifleFire"
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FireRate=0.000000
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AmmoClass=Class'NicePack.NiceCrossbowAmmo'
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ShakeRotMag=(X=3.000000,Y=4.000000,Z=2.000000)
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ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
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ShakeOffsetMag=(X=3.000000,Y=3.000000,Z=3.000000)
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BotRefireRate=1.800000
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aimerror=1.000000
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}
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class NiceCrossbowPickup extends NiceWeaponPickup;
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#exec OBJ LOAD FILE=KillingFloorWeapons.utx
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defaultproperties
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{
Weight=9.000000
AmmoCost=10
BuyClipSize=1
PowerValue=64
SpeedValue=50
RangeValue=100
Description="Recreational hunting weapon, equipped with powerful scope and firing trigger. Comes with special ammunition, designed to tear through low-resistance materials."
ItemName="Crossbow"
ItemShortName="Crossbow"
AmmoItemName="Crossbow Bolts"
AmmoMesh=StaticMesh'KillingFloorStatics.XbowAmmo'
CorrespondingPerkIndex=2
EquipmentCategoryID=3
MaxDesireability=0.790000
InventoryType=Class'NicePack.NiceCrossbow'
PickupMessage="You got the Crossbow"
PickupSound=Sound'KF_XbowSnd.Xbow_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'KF_pickups_Trip.Rifle.crossbow_pickup'
CollisionRadius=25.000000
CollisionHeight=5.000000
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}
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class NiceCrossbowPickup extends NiceWeaponPickup;
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#exec OBJ LOAD FILE=KillingFloorWeapons.utx
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defaultproperties
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{
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Weight=9.000000
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AmmoCost=10
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BuyClipSize=1
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PowerValue=64
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SpeedValue=50
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RangeValue=100
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Description="Recreational hunting weapon, equipped with powerful scope and firing trigger. Comes with special ammunition, designed to tear through low-resistance materials."
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ItemName="Crossbow"
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ItemShortName="Crossbow"
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AmmoItemName="Crossbow Bolts"
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AmmoMesh=StaticMesh'KillingFloorStatics.XbowAmmo'
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CorrespondingPerkIndex=2
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EquipmentCategoryID=3
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MaxDesireability=0.790000
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InventoryType=Class'NicePack.NiceCrossbow'
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PickupMessage="You got the Crossbow"
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PickupSound=Sound'KF_XbowSnd.Xbow_Pickup'
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PickupForce="AssaultRiflePickup"
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StaticMesh=StaticMesh'KF_pickups_Trip.Rifle.crossbow_pickup'
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CollisionRadius=25.000000
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CollisionHeight=5.000000
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}
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class NiceDamTypeCrossbow extends NiceDamageTypeVetSharpshooter;
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static function AwardKill(KFSteamStatsAndAchievements KFStatsAndAchievements, KFPlayerController Killer, KFMonster Killed )
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{
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local NiceMonster niceKilled;
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niceKilled = NiceMonster(Killed);
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if(KFStatsAndAchievements!=none && (Killed.BurnDown > 0 || (niceKilled != none && niceKilled.bOnFire == true) ))
KFStatsAndAchievements.AddBurningCrossbowKill();
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}
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defaultproperties
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{
MaxPenetrations=-1
BigZedPenDmgReduction=0.000000
MediumZedPenDmgReduction=1.000000
PenDmgReduction=1.000000
HeadShotDamageMult=4.000000
bSniperWeapon=True
WeaponClass=Class'NicePack.NiceCrossbow'
bThrowRagdoll=True
bRagdollBullet=True
PawnDamageEmitter=Class'ROEffects.ROBloodPuff'
LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore'
LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall'
DamageThreshold=1
KDamageImpulse=2000.000000
KDeathVel=110.000000
KDeathUpKick=10.000000
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}
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class NiceDamTypeCrossbow extends NiceDamageTypeVetSharpshooter;
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static function AwardKill(KFSteamStatsAndAchievements KFStatsAndAchievements, KFPlayerController Killer, KFMonster Killed )
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{
|
||||
local NiceMonster niceKilled;
|
||||
niceKilled = NiceMonster(Killed);
|
||||
if(KFStatsAndAchievements!=none && (Killed.BurnDown > 0 || (niceKilled != none && niceKilled.bOnFire == true) ))
|
||||
KFStatsAndAchievements.AddBurningCrossbowKill();
|
||||
}
|
||||
defaultproperties
|
||||
{
|
||||
MaxPenetrations=-1
|
||||
BigZedPenDmgReduction=0.000000
|
||||
MediumZedPenDmgReduction=1.000000
|
||||
PenDmgReduction=1.000000
|
||||
HeadShotDamageMult=4.000000
|
||||
bSniperWeapon=True
|
||||
WeaponClass=Class'NicePack.NiceCrossbow'
|
||||
bThrowRagdoll=True
|
||||
bRagdollBullet=True
|
||||
PawnDamageEmitter=Class'ROEffects.ROBloodPuff'
|
||||
LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore'
|
||||
LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall'
|
||||
DamageThreshold=1
|
||||
KDamageImpulse=2000.000000
|
||||
KDeathVel=110.000000
|
||||
KDeathUpKick=10.000000
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue