Fix new line symbol issues

This commit is contained in:
Anton Tarasenko 2020-04-19 00:44:48 +07:00
commit d66d86b2b1
846 changed files with 33896 additions and 12983 deletions

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@ -1,4 +1,19 @@
class NiceDamTypeVSSDT extends NiceDamageTypeVetSharpshooter;
defaultproperties
{ stunMultiplier=0.500000 HeadShotDamageMult=1.490000 bSniperWeapon=True WeaponClass=Class'NicePack.NiceVSSDT' DeathString="%k killed %o (Vintorez)." bRagdollBullet=True bBulletHit=True PawnDamageEmitter=Class'ROEffects.ROBloodPuff' LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore' LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall' FlashFog=(X=600.000000) KDamageImpulse=3000.000000 KDeathVel=110.000000 KDeathUpKick=10.000000 VehicleDamageScaling=0.700000
}
class NiceDamTypeVSSDT extends NiceDamageTypeVetSharpshooter;
defaultproperties
{
stunMultiplier=0.500000
HeadShotDamageMult=1.490000
bSniperWeapon=True
WeaponClass=Class'NicePack.NiceVSSDT'
DeathString="%k killed %o (Vintorez)."
bRagdollBullet=True
bBulletHit=True
PawnDamageEmitter=Class'ROEffects.ROBloodPuff'
LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore'
LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall'
FlashFog=(X=600.000000)
KDamageImpulse=3000.000000
KDeathVel=110.000000
KDeathUpKick=10.000000
VehicleDamageScaling=0.700000
}

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@ -1,6 +1,62 @@
class NiceVSSDT extends NiceScopedWeapon;
simulated function AltFire(float F){}
exec function SwitchModes(){}
defaultproperties
{ lenseMaterialID=2 scopePortalFOVHigh=30.000000 scopePortalFOV=30.000000 ZoomMatRef="ScrnWeaponPack_T.VSS.PSO1ScopeFinalBlend" ScriptedTextureFallbackRef="ScrnWeaponPack_T.SVD.AlphaLens" CrosshairTexRef="ScrnWeaponPack_T.VSS.PSO1Sope" reloadPreEndFrame=0.120000 reloadEndFrame=0.490000 reloadChargeEndFrame=0.764000 reloadMagStartFrame=0.302000 reloadChargeStartFrame=0.613000 MagazineBone="clip" bHasScope=True ZoomedDisplayFOVHigh=55.000000 MagCapacity=10 ReloadRate=3.000000 ReloadAnim="Reload" ReloadAnimRate=1.000000 WeaponReloadAnim="Reload_AK47" Weight=7.000000 bHasAimingMode=True IdleAimAnim="Iron_Idle" StandardDisplayFOV=65.000000 SleeveNum=0 TraderInfoTexture=Texture'ScrnWeaponPack_T.VSS.VSSDT_Trader' MeshRef="ScrnWeaponPack_A.vintorezDTmesh" SkinRefs(0)="KF_Weapons2_Trip_T.hands.BritishPara_Hands_1st_P" SkinRefs(1)="KF_Weapons_Trip_T.Rifles.CBLens_cmb" SkinRefs(2)="ScrnWeaponPack_T.SVD.AlphaLens" SkinRefs(3)="ScrnWeaponPack_T.VSS.newvss" SkinRefs(4)="ScrnWeaponPack_T.VSS.mag_9x39_cmb" SkinRefs(5)="ScrnWeaponPack_T.VSS.Scope" SelectSoundRef="ScrnWeaponPack_SND.VSS.VSS_Draw" HudImageRef="ScrnWeaponPack_T.VSS.vssDT_Unselected" SelectedHudImageRef="ScrnWeaponPack_T.VSS.vssDT_selected" PlayerIronSightFOV=32.000000 ZoomedDisplayFOV=55.000000 FireModeClass(0)=Class'NicePack.NiceVSSDTFire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.650000 CurrentRating=0.650000 Description="The VSS (Special Sniper Rifle), also called the Vintorez (thread cutter), is a suppressed sniper rifle that is extremely suitable for quick dispatching of an enemy." DisplayFOV=65.000000 Priority=160 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=3 GroupOffset=3 PickupClass=Class'NicePack.NiceVSSDTPickup' PlayerViewOffset=(X=12.000000,Y=12.000000,Z=-3.000000) BobDamping=6.000000 AttachmentClass=Class'NicePack.NiceVSSDTAttachment' IconCoords=(X1=253,Y1=146,X2=333,Y2=181) ItemName="VSS (Vintorez)"
}
class NiceVSSDT extends NiceScopedWeapon;
simulated function AltFire(float F){}
exec function SwitchModes(){}
defaultproperties
{
lenseMaterialID=2
scopePortalFOVHigh=30.000000
scopePortalFOV=30.000000
ZoomMatRef="ScrnWeaponPack_T.VSS.PSO1ScopeFinalBlend"
ScriptedTextureFallbackRef="ScrnWeaponPack_T.SVD.AlphaLens"
CrosshairTexRef="ScrnWeaponPack_T.VSS.PSO1Sope"
reloadPreEndFrame=0.120000
reloadEndFrame=0.490000
reloadChargeEndFrame=0.764000
reloadMagStartFrame=0.302000
reloadChargeStartFrame=0.613000
MagazineBone="clip"
bHasScope=True
ZoomedDisplayFOVHigh=55.000000
MagCapacity=10
ReloadRate=3.000000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_AK47"
Weight=7.000000
bHasAimingMode=True
IdleAimAnim="Iron_Idle"
StandardDisplayFOV=65.000000
SleeveNum=0
TraderInfoTexture=Texture'ScrnWeaponPack_T.VSS.VSSDT_Trader'
MeshRef="ScrnWeaponPack_A.vintorezDTmesh"
SkinRefs(0)="KF_Weapons2_Trip_T.hands.BritishPara_Hands_1st_P"
SkinRefs(1)="KF_Weapons_Trip_T.Rifles.CBLens_cmb"
SkinRefs(2)="ScrnWeaponPack_T.SVD.AlphaLens"
SkinRefs(3)="ScrnWeaponPack_T.VSS.newvss"
SkinRefs(4)="ScrnWeaponPack_T.VSS.mag_9x39_cmb"
SkinRefs(5)="ScrnWeaponPack_T.VSS.Scope"
SelectSoundRef="ScrnWeaponPack_SND.VSS.VSS_Draw"
HudImageRef="ScrnWeaponPack_T.VSS.vssDT_Unselected"
SelectedHudImageRef="ScrnWeaponPack_T.VSS.vssDT_selected"
PlayerIronSightFOV=32.000000
ZoomedDisplayFOV=55.000000
FireModeClass(0)=Class'NicePack.NiceVSSDTFire'
FireModeClass(1)=Class'KFMod.NoFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.650000
CurrentRating=0.650000
Description="The VSS (Special Sniper Rifle), also called the Vintorez (thread cutter), is a suppressed sniper rifle that is extremely suitable for quick dispatching of an enemy."
DisplayFOV=65.000000
Priority=160
CustomCrosshair=11
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=3
GroupOffset=3
PickupClass=Class'NicePack.NiceVSSDTPickup'
PlayerViewOffset=(X=12.000000,Y=12.000000,Z=-3.000000)
BobDamping=6.000000
AttachmentClass=Class'NicePack.NiceVSSDTAttachment'
IconCoords=(X1=253,Y1=146,X2=333,Y2=181)
ItemName="VSS (Vintorez)"
}

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@ -1,5 +1,13 @@
class NiceVSSDTAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=InterfaceContent.utx
defaultproperties
{ WeaponPickupClass=Class'NicePack.NiceVSSDTPickup' AmmoPickupAmount=10 MaxAmmo=80 InitialAmount=20 PickupClass=Class'NicePack.NiceVSSDTAmmoPickup' IconMaterial=Texture'KillingFloorHUD.Generic.HUD' IconCoords=(X1=338,Y1=40,X2=393,Y2=79) ItemName="9x39mm round SP-5"
}
class NiceVSSDTAmmo extends NiceAmmo;
#EXEC OBJ LOAD FILE=InterfaceContent.utx
defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceVSSDTPickup'
AmmoPickupAmount=10
MaxAmmo=80
InitialAmount=20
PickupClass=Class'NicePack.NiceVSSDTAmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=338,Y1=40,X2=393,Y2=79)
ItemName="9x39mm round SP-5"
}

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@ -1,4 +1,7 @@
class NiceVSSDTAmmoPickup extends NiceAmmoPickup;
defaultproperties
{ AmmoAmount=10 InventoryType=Class'NicePack.NiceVSSDTAmmo' PickupMessage="9x39mm round SP-5"
}
class NiceVSSDTAmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=10
InventoryType=Class'NicePack.NiceVSSDTAmmo'
PickupMessage="9x39mm round SP-5"
}

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@ -1,4 +1,58 @@
class NiceVSSDTAttachment extends NiceAttachment;
defaultproperties
{ bSpawnLight=False mMuzFlashClass=Class'ScrnWeaponPack.MuzzleFlash3rdVSSDT' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' ShellEjectBoneName="Shell_eject" MovementAnims(0)="JogF_AK47" MovementAnims(1)="JogB_AK47" MovementAnims(2)="JogL_AK47" MovementAnims(3)="JogR_AK47" TurnLeftAnim="TurnL_AK47" TurnRightAnim="TurnR_AK47" CrouchAnims(0)="CHWalkF_AK47" CrouchAnims(1)="CHWalkB_AK47" CrouchAnims(2)="CHWalkL_AK47" CrouchAnims(3)="CHWalkR_AK47" WalkAnims(0)="WalkF_AK47" WalkAnims(1)="WalkB_AK47" WalkAnims(2)="WalkL_AK47" WalkAnims(3)="WalkR_AK47" CrouchTurnRightAnim="CH_TurnR_AK47" CrouchTurnLeftAnim="CH_TurnL_AK47" IdleCrouchAnim="CHIdle_AK47" IdleWeaponAnim="Idle_AK47" IdleRestAnim="Idle_AK47" IdleChatAnim="Idle_AK47" IdleHeavyAnim="Idle_AK47" IdleRifleAnim="Idle_AK47" FireAnims(0)="Fire_AK47" FireAnims(1)="Fire_AK47" FireAnims(2)="Fire_AK47" FireAnims(3)="Fire_AK47" FireAltAnims(0)="IS_Fire_AK47" FireAltAnims(1)="IS_Fire_AK47" FireAltAnims(2)="IS_Fire_AK47" FireAltAnims(3)="IS_Fire_AK47" FireCrouchAnims(0)="CHFire_AK47" FireCrouchAnims(1)="CHFire_AK47" FireCrouchAnims(2)="CHFire_AK47" FireCrouchAnims(3)="CHFire_AK47" FireCrouchAltAnims(0)="CHFire_AK47" FireCrouchAltAnims(1)="CHFire_AK47" FireCrouchAltAnims(2)="CHFire_AK47" FireCrouchAltAnims(3)="CHFire_AK47" HitAnims(0)="HitF_AK47" HitAnims(1)="HitB_AK47" HitAnims(2)="HitL_AK47" HitAnims(3)="HitR_AK47" PostFireBlendStandAnim="Blend_AK47" PostFireBlendCrouchAnim="CHBlend_AK47" MeshRef="ScrnWeaponPack_A.vintorezDT3rd" bHeavy=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000 DrawScale=0.550000
}
class NiceVSSDTAttachment extends NiceAttachment;
defaultproperties
{
bSpawnLight=False
mMuzFlashClass=Class'ScrnWeaponPack.MuzzleFlash3rdVSSDT'
mTracerClass=Class'KFMod.KFNewTracer'
mShellCaseEmitterClass=Class'KFMod.KFShellSpewer'
ShellEjectBoneName="Shell_eject"
MovementAnims(0)="JogF_AK47"
MovementAnims(1)="JogB_AK47"
MovementAnims(2)="JogL_AK47"
MovementAnims(3)="JogR_AK47"
TurnLeftAnim="TurnL_AK47"
TurnRightAnim="TurnR_AK47"
CrouchAnims(0)="CHWalkF_AK47"
CrouchAnims(1)="CHWalkB_AK47"
CrouchAnims(2)="CHWalkL_AK47"
CrouchAnims(3)="CHWalkR_AK47"
WalkAnims(0)="WalkF_AK47"
WalkAnims(1)="WalkB_AK47"
WalkAnims(2)="WalkL_AK47"
WalkAnims(3)="WalkR_AK47"
CrouchTurnRightAnim="CH_TurnR_AK47"
CrouchTurnLeftAnim="CH_TurnL_AK47"
IdleCrouchAnim="CHIdle_AK47"
IdleWeaponAnim="Idle_AK47"
IdleRestAnim="Idle_AK47"
IdleChatAnim="Idle_AK47"
IdleHeavyAnim="Idle_AK47"
IdleRifleAnim="Idle_AK47"
FireAnims(0)="Fire_AK47"
FireAnims(1)="Fire_AK47"
FireAnims(2)="Fire_AK47"
FireAnims(3)="Fire_AK47"
FireAltAnims(0)="IS_Fire_AK47"
FireAltAnims(1)="IS_Fire_AK47"
FireAltAnims(2)="IS_Fire_AK47"
FireAltAnims(3)="IS_Fire_AK47"
FireCrouchAnims(0)="CHFire_AK47"
FireCrouchAnims(1)="CHFire_AK47"
FireCrouchAnims(2)="CHFire_AK47"
FireCrouchAnims(3)="CHFire_AK47"
FireCrouchAltAnims(0)="CHFire_AK47"
FireCrouchAltAnims(1)="CHFire_AK47"
FireCrouchAltAnims(2)="CHFire_AK47"
FireCrouchAltAnims(3)="CHFire_AK47"
HitAnims(0)="HitF_AK47"
HitAnims(1)="HitB_AK47"
HitAnims(2)="HitL_AK47"
HitAnims(3)="HitR_AK47"
PostFireBlendStandAnim="Blend_AK47"
PostFireBlendCrouchAnim="CHBlend_AK47"
MeshRef="ScrnWeaponPack_A.vintorezDT3rd"
bHeavy=True
SplashEffect=Class'ROEffects.BulletSplashEmitter'
CullDistance=5000.000000
DrawScale=0.550000
}

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@ -1,4 +1,33 @@
class NiceVSSDTFire extends NiceFire;
defaultproperties
{ ProjectileSpeed=46250.000000 FireAimedAnim="Iron_Idle" RecoilRate=0.100000 maxVerticalRecoilAngle=75 maxHorizontalRecoilAngle=25 ShellEjectClass=Class'ROEffects.KFShellEjectMac' ShellEjectBoneName="Shell_eject" FireSoundRef="ScrnWeaponPack_SND.VSS.VSS_Fire" StereoFireSoundRef="ScrnWeaponPack_SND.VSS.VSS_Fire" NoAmmoSoundRef="KF_RifleSnd.Rifle_DryFire" DamageType=Class'NicePack.NiceDamTypeVSSDT' DamageMin=255 DamageMax=255 bWaitForRelease=True bModeExclusive=False TransientSoundVolume=2.800000 FireLoopAnim= FireForce="ShockRifleFire" FireRate=0.150000 AmmoClass=Class'NicePack.NiceVSSDTAmmo' ShakeRotMag=(X=100.000000,Y=100.000000,Z=500.000000) ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000) ShakeRotTime=2.000000 ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.000000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=2.000000 BotRefireRate=0.650000 FlashEmitterClass=Class'ScrnWeaponPack.MuzzleFlash3rdVSSDT' aimerror=1.000000
}
class NiceVSSDTFire extends NiceFire;
defaultproperties
{
ProjectileSpeed=46250.000000
FireAimedAnim="Iron_Idle"
RecoilRate=0.100000
maxVerticalRecoilAngle=75
maxHorizontalRecoilAngle=25
ShellEjectClass=Class'ROEffects.KFShellEjectMac'
ShellEjectBoneName="Shell_eject"
FireSoundRef="ScrnWeaponPack_SND.VSS.VSS_Fire"
StereoFireSoundRef="ScrnWeaponPack_SND.VSS.VSS_Fire"
NoAmmoSoundRef="KF_RifleSnd.Rifle_DryFire"
DamageType=Class'NicePack.NiceDamTypeVSSDT'
DamageMin=255
DamageMax=255
bWaitForRelease=True
bModeExclusive=False
TransientSoundVolume=2.800000
FireLoopAnim=
FireForce="ShockRifleFire"
FireRate=0.150000
AmmoClass=Class'NicePack.NiceVSSDTAmmo'
ShakeRotMag=(X=100.000000,Y=100.000000,Z=500.000000)
ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
ShakeRotTime=2.000000
ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=7.000000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=2.000000
BotRefireRate=0.650000
FlashEmitterClass=Class'ScrnWeaponPack.MuzzleFlash3rdVSSDT'
aimerror=1.000000
}

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@ -1,4 +1,25 @@
class NiceVSSDTPickup extends NiceWeaponPickup;
defaultproperties
{ Weight=7.000000 cost=1000 AmmoCost=15 BuyClipSize=10 PowerValue=80 SpeedValue=40 RangeValue=100 Description="The VSS (Special Sniper Rifle), also called the Vintorez (thread cutter), is a suppressed sniper rifle that is extremely suitable for quick dispatching of an enemy." ItemName="VSS (Vintorez)" ItemShortName="VSS" AmmoItemName="Rifle bullets" CorrespondingPerkIndex=2 EquipmentCategoryID=2 InventoryType=Class'NicePack.NiceVSSDT' PickupMessage="You've got Vintorez" PickupSound=Sound'KF_RifleSnd.RifleBase.Rifle_Pickup' PickupForce="AssaultRiflePickup" StaticMesh=StaticMesh'ScrnWeaponPack_SM.vintorezDT_sm' DrawScale=1.200000 CollisionRadius=30.000000 CollisionHeight=5.000000
}
class NiceVSSDTPickup extends NiceWeaponPickup;
defaultproperties
{
Weight=7.000000
cost=1000
AmmoCost=15
BuyClipSize=10
PowerValue=80
SpeedValue=40
RangeValue=100
Description="The VSS (Special Sniper Rifle), also called the Vintorez (thread cutter), is a suppressed sniper rifle that is extremely suitable for quick dispatching of an enemy."
ItemName="VSS (Vintorez)"
ItemShortName="VSS"
AmmoItemName="Rifle bullets"
CorrespondingPerkIndex=2
EquipmentCategoryID=2
InventoryType=Class'NicePack.NiceVSSDT'
PickupMessage="You've got Vintorez"
PickupSound=Sound'KF_RifleSnd.RifleBase.Rifle_Pickup'
PickupForce="AssaultRiflePickup"
StaticMesh=StaticMesh'ScrnWeaponPack_SM.vintorezDT_sm'
DrawScale=1.200000
CollisionRadius=30.000000
CollisionHeight=5.000000
}