This patch reverts first step of global weapon conversion that would have halted the release of the next version for too long.
47 lines
1.6 KiB
Ucode
47 lines
1.6 KiB
Ucode
class NiceSingleFire extends NiceFire;
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var bool bWasInZedTime;
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simulated function ModeTick(float delta){
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local NicePlayerController nicePlayer;
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if(instigator != none)
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nicePlayer = NicePlayerController(instigator.controller);
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if(nicePlayer != none && nicePlayer.IsZedTimeActive() != bWasInZedTime){
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bWasInZedTime = !bWasInZedTime;
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if(bWasInZedTime)
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niceNextFireTime = Level.TimeSeconds + (niceNextFireTime - Level.TimeSeconds) * KFGameType(Level.Game).ZedTimeSlomoScale;
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nextFireTime = niceNextFireTime;
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}
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super.ModeTick(delta);
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}
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defaultproperties
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{
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FireAimedAnim="Fire_Iron"
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RecoilRate=0.070000
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maxVerticalRecoilAngle=300
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maxHorizontalRecoilAngle=50
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ShellEjectClass=Class'ROEffects.KFShellEject9mm'
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ShellEjectBoneName="Shell_eject"
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bRandomPitchFireSound=False
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DamageMin=35
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DamageMax=35
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Momentum=10000.000000
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bPawnRapidFireAnim=True
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bWaitForRelease=True
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bAttachSmokeEmitter=True
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TransientSoundVolume=1.800000
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FireAnimRate=1.500000
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TweenTime=0.025000
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FireForce="AssaultRifleFire"
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FireRate=0.175000
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AmmoClass=Class'NicePack.NiceSingleAmmo'
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ShakeRotMag=(X=75.000000,Y=75.000000,Z=250.000000)
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ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
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ShakeRotTime=3.000000
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ShakeOffsetMag=(X=6.000000,Y=3.000000,Z=10.000000)
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ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
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ShakeOffsetTime=2.000000
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BotRefireRate=0.350000
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FlashEmitterClass=Class'ROEffects.MuzzleFlash1stMP'
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aimerror=30.000000
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}
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