This patch reverts first step of global weapon conversion that would have halted the release of the next version for too long.
30 lines
3.1 KiB
Ucode
30 lines
3.1 KiB
Ucode
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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