This is a sub-page of Killing Floor.
Unused Weapons#
Dragon's Breath Shotgun#
The standard shotgun but with dragon breath rounds. This was most likely the early base version of the Trenchgun before a specific shotgun design was finalized. When the Trenchgun was released during the Hillbilly Horror update, it use to display a flashlight on the player's HUD despite the gun not having a secondary fire. In KFMod.TrenchGun they left this in
bTorchEnabled=true
So if a player pressed their ToggleFlashlight key, nothing would happen nor would they swap to their 9mm. This accidental leftover would be removed in another October update.

Mosin Nagant#
A WWII-era sniper rifle. There is currently nothing left of this weapon in the files except for its UI textures. The model was leaked in the games files but were removed. The Mosin Nagant did not have any texture files and only its model with animations and some sounds. The only texture the model had was a reused scope texture.
ZED Control Device#
"ZED Control Device", apparently supposed to let you control zeds somehow. According to some old players it had some code in the files a long time ago but was removed at a later point. It is assigned to the AA12 animations, and appears to just be a rectangle and some kind of circle mesh. There are no textures or code left over from this weapon. In the files you can find an unused combiner for "Zed Control". It uses a Red Orchestra body texture, but presumably it would be swapped out with a zed texture using code. It likely had something to do with the cut ZED Control Device. It looks similar to the Siren scream effect. A small piece of evidence remains in KFMOD.ucl, it references classes that no longer exist and a fallback description which seems to be completely unique. Lastly some code referencing the ZCD functions is in KFMonster.

ClassName=KFMod.ZedControlDevice, PickupClassName=KFMod.ZCDPickup, AttachmentClassName=KFMod.ZCDAttachment, FriendlyName=KFMod.ZedControlDevice.ItemName, Description=KFMod.ZedControlDevice.Description, FallbackName="ZCD", FallbackDesc="An advanced tactical assault rifle. Fires in semi or full auto great power and accuracy."
var bool bZedUnderControl; // The zed is under the control of the zed control device
var int NumZCDHits; // How many times has this zed been hit with the ZCD Device
// This zed has been taken control of. Boost its health and speed
function SetMindControlled(bool bNewMindControlled)
{
if( bNewMindControlled )
{
NumZCDHits++;
if( bNewMindControlled != bZedUnderControl )
{
SetGroundSpeed(OriginalGroundSpeed * 1.25);
Health *= 1.25;
HealthMax *= 1.25;
}
}
else
{
NumZCDHits=0;
}
bZedUnderControl = bNewMindControlled;
}
// Handle the zed being commanded to move to a new location
function GivenNewMarker()
{
GotoState('');
}
// Getter for the Original groundspeed of the zed (adjusted for difficulty, etc)
simulated function float GetOriginalGroundSpeed()
{
if( bZedUnderControl )
{
return OriginalGroundSpeed * 1.25;
}
else
{
return OriginalGroundSpeed;
}
}
Zeds that have a rage mechanic (Gorefast, Scrake and Fleshpound) have some unique code.
// This zed has been taken control of. Boost its health and speed
function SetMindControlled(bool bNewMindControlled)
{
if( bNewMindControlled )
{
NumZCDHits++;
// if we hit him a couple of times, make him rage!
if( NumZCDHits > 1 )
{
if( !IsInState('RunningToMarker') )
{
GotoState('RunningToMarker');
}
else
{
NumZCDHits = 1;
if( IsInState('RunningToMarker') )
{
GotoState('');
}
}
}
else
{
if( IsInState('RunningToMarker') )
{
GotoState('');
}
}
if( bNewMindControlled != bZedUnderControl )
{
SetGroundSpeed(OriginalGroundSpeed * 1.25);
Health *= 1.25;
HealthMax *= 1.25;
}
}
else
{
NumZCDHits=0;
}
bZedUnderControl = bNewMindControlled;
}
// Handle the zed being commanded to move to a new location
function GivenNewMarker()
{
if( bRunning && NumZCDHits > 1 )
{
GotoState('RunningToMarker');
}
else
{
GotoState('');
}
}
Leftover Weapons#
In the "KFMod.u" file that holds most of the Killing Floor-specific code, you can find classes for 4 old KF Mod weapons. These are The "Bat", "Claws", "Machine Pistol" and the "StunNade". While they are pretty broken, they still can be spawned and picked up. All of these are leftovers from the mod. You can also find references in "KFMod.int" which holds most of the game's text strings. Here is some more detailed information on them and the state they are in on the retail game.
Bat/Broken Pipe/Machete#
This is the most interesting class, it was originally in KF Mod 1.0 as a baseball bat, was changed in 2.0 onwards to be a metal pipe, but retained the same class with just updated code and strings, and than it seems to have been the base for the retail Machete, There is some names changed in the code to be "Machete" in the retail game's version of the class.
This was also the only one to receive a little bit of retail style animation work not present in any KF Mod version, however it seems the model could of also been used as a placeholder for the machete as it shares the same animations launch animations, even missing the heavy attack that the machete didn't have on launch. the model used is just the KF Mod 2.5 model but shrunk. The 3rd person pickup also appears way too big. 
You can still use this weapon with cheats by using the command "summon KFMod.BatPickup" in the console. Broken Pipe trader description and pickup message:
"This bit of broken pipe looks like it was pried from a gas-line."
"You got a broken pipe."

Claws/Fists#
This is a very old leftover from KF Mod 1.0, it was only ever used there and never came back. As a result, the code is very broken and outdated, the weapon barely works and lost the double hit functionality it had in 1.0 and also has no heavy attack. The class is just called "Claws", possibly as before it was used for the fists. Maybe it was for Zeds to use, or to allow you to play as zeds in KF Mod.
The assets are all gone from the files and only the code and untextured view model remains so it has no view model. The pickup doesn't even fall like retail pickups and uses an oversized KF Mod 2.5 bullpup as the model, however this could simply be because you could not drop it in KF Mod. You can still summon it with cheats using the command "summon KFMod.ClawsPickup" in the console. Claws trader description and pickup message:
"Bloody and Sharp. Yikes! "
"Claws!"
Land Mine#
This is a cut KF Mod weapon that remains in the code, but almost all the functional code has been stripped, there is one model left. It does not work, even if you were to spawn it with cheats.
Machine Pistol#
This is a weapon from KF Mod 2.5, which was also unused there to my knowledge. In retail what remains is essentially a 9mm pistol with different stats, no view model, and a KF Mod 2.5 9mm pickup model. The full auto functionality is completely gone but it can still be fired very fast. Machine Pistol trader description and pickup message:
"A fully automatic 9mm pistol.."
"You got the Machine Pistol"
Stun Nade#
This is another cut KF Mod 2.5 weapon which has remnants left in the game, this one was I'm guessing going to behave somewhat like a flashbang, it has a lot of code left over but I am assuming it would not work in retail with all the changes. You can spawn it and have it in your inventory but cannot throw them, the projectile can also not be summoned, nothing happens if you attempt to. The view model uses the Frag Grenade from 2.5 with messed up and missing textures. There is a red version of the grenade texture you can find in the files and meshes using it that are just the normal frag but with the red textures in "KillingFloorStatics.usx" static mesh package. You can still summon it with cheats using the command "summon KFMod.StunNadePickup" in the console.


Stun Nade description and pickup message:
"the Concussion grenade does very little damage to enemies, but will stun any foes in the explosion AOE for a brief period of time."
"You got the Concussion Grenades"
SP Variants#
The "SP" variants of some weapons are still in the files. They look identical to the used weapons since they extend off the normal classes, and just have altered stats. These are leftover from the KF Mod 1.0 SinglePlayer.
DM Variants#
The cut KF Mod Deathmatch variants of weapons also still are in the files. They also look identical just with different stats.