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@ -5,7 +5,7 @@
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* selling pistols in a certain way. |
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* |
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* It fixes all of the issues by manually setting pistols' |
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* 'SellValue' variables to proper values. |
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* `SellValue` variables to proper values. |
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* Fix only works with vanilla pistols, as it's unpredictable what |
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* custom ones can do and they can handle these issues on their own |
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* in a better way. |
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@ -39,23 +39,23 @@ class FixDualiesCost extends Feature
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* 2. When player has dual pistols and drops one on the floor, - |
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* the sell value for the one left with the player isn't set. |
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* All weapons in Killing Floor get sell value assigned to them |
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* (appropriately, in a 'SellValue' variable). This is to ensure that the sell |
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* (appropriately, in a `SellValue` variable). This is to ensure that the sell |
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* price is set the moment players buys the gun. Otherwise, due to ridiculous |
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* perked discounts, you'd be able to buy a pistol at 30% price |
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* as sharpshooter, but sell at 75% of a price as any other perk, |
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* resulting in 45% of pure profit. |
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* Unfortunately, that's exactly what happens when 'SellValue' isn't set |
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* (left as it's default value of '-1'): sell value of such weapons is |
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* Unfortunately, that's exactly what happens when `SellValue` isn't set |
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* (left as it's default value of `-1`): sell value of such weapons is |
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* determined only at the moment of sale and depends on the perk of the seller, |
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* allowing for possible exploits. |
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* |
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* These issues are fixed by directly assigning |
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* proper values to 'SellValue'. To do that we need to detect when player |
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* proper values to `SellValue`. To do that we need to detect when player |
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* buys/sells/drops/picks up weapons, which we accomplish by catching |
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* 'CheckReplacement' event for weapon instances. This approach has two issues. |
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* `CheckReplacement()` event for weapon instances. This approach has two issues. |
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* One is that, if vanilla's code sets an incorrect sell value, - |
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* it's doing it after weapon is spawned and, therefore, |
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* after 'CheckReplacement' call, so we have, instead, to remember to do |
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* after `CheckReplacement()` call, so we have, instead, to remember to do |
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* it later, as early as possible |
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* (either the next tick or before another operation with weapons). |
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* Another issue is that when you have a pistol and pick up a pistol of |
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@ -68,13 +68,13 @@ class FixDualiesCost extends Feature
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* player can start touching them (which triggers a pickup) at the same time, |
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* picking them both in a single tick. This leaves us no room to record |
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* the value of a single pistol players picks up first. |
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* To get it we use game rules to catch 'OverridePickupQuery' event that's |
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* To get it we use game rules to catch `OverridePickupQuery` event that's |
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* called before the first one gets destroyed, |
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* but after it's sell value was already set. |
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* Last issue is that when player picks up a second pistol - we don't know |
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* it's sell value and, therefore, can't calculate value of dual pistols. |
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* This is resolved by recording that value directly from a pickup, |
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* in abovementioned function 'OverridePickupQuery'. |
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* in abovementioned function `OverridePickupQuery`. |
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* NOTE: 9mm is an exception due to the fact that you always have at least |
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* one and the last one can't be sold. We'll deal with it by setting |
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* the following rule: sell value of the un-droppable pistol is always 0 |
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@ -110,7 +110,7 @@ class FixDualiesCost extends Feature
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// These people are, without a question, complete degenerates. |
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// But making mods for only non-mentally challenged isn't inclusive. |
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// So we add this option. |
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// Set it to 'false' if you only want to fix ammo printing |
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// Set it to `false` if you only want to fix ammo printing |
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// and leave the rest of the bullshit as-is. |
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var private config const bool allowSellValueIncrease; |
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@ -137,13 +137,13 @@ struct WeaponDataRecord
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var class<KFWeapon> class; |
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var float value; |
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// The whole point of this structure is to remember value of a weapon |
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// after it's destroyed. Since 'reference' will become 'none' by then, |
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// we will use the 'owner' reference to identify the weapon. |
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// after it's destroyed. Since `reference` will become `none` by then, |
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// we will use the `owner` reference to identify the weapon. |
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var Pawn owner; |
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}; |
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var private const array<WeaponDataRecord> storedValues; |
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// Sell value of the last seen pickup in 'OverridePickupQuery' |
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// Sell value of the last seen pickup in `OverridePickupQuery` |
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var private int nextSellValue; |
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protected function OnEnabled() |
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@ -189,8 +189,8 @@ public final function SetNextSellValue(int newValue)
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nextSellValue = newValue; |
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} |
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// Finds a weapon of a given class in given 'Pawn' 's inventory. |
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// Returns 'none' if weapon isn't there. |
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// Finds a weapon of a given class in given `Pawn`'s inventory. |
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// Returns `none` if weapon isn't there. |
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private final function KFWeapon GetWeaponOfClass( |
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Pawn playerPawn, |
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class<KFWeapon> weaponClass |
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@ -213,9 +213,9 @@ private final function KFWeapon GetWeaponOfClass(
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// Gets weapon index in our record of dual pistol classes. |
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// Second variable determines whether we're searching for single |
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// or dual variant: |
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// ~ 'true' - searching for single |
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// ~ 'false' - for dual |
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// Returns '-1' if weapon isn't found |
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// ~ `true` - searching for single |
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// ~ `false` - for dual |
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// Returns `-1` if weapon isn't found |
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// (dual MK23 won't be found as a single weapon). |
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private final function int GetIndexAs(KFWeapon weapon, bool asSingle) |
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{ |
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@ -296,9 +296,9 @@ public final function FixCostAfterThrow(KFWeapon singlePistol)
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dualiesClasses[index].dual); |
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if (dualPistols == none) return; |
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// Sell value recorded into 'dualPistols' will end up as a value of |
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// Sell value recorded into `dualPistols` will end up as a value of |
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// a dropped pickup. |
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// Sell value of 'singlePistol' will be the value for the pistol, |
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// Sell value of `singlePistol` will be the value for the pistol, |
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// left in player's hands. |
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if (dualPistols.class == class'KFMod.Single') |
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{ |
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@ -328,8 +328,8 @@ public final function FixCostAfterBuying(KFWeapon dualPistols)
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dualiesClasses[index].single); |
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if (singlePistol == none) return; |
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// 'singlePistol' will get destroyed, so it's sell value is irrelevant. |
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// 'dualPistols' will be the new pair of pistols, but it's value will |
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// `singlePistol` will get destroyed, so it's sell value is irrelevant. |
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// `dualPistols` will be the new pair of pistols, but it's value will |
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// get overwritten by vanilla's code after this function. |
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// So we must add it to pending values to be changed later. |
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newPendingValue.weapon = dualPistols; |
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@ -343,8 +343,8 @@ public final function FixCostAfterBuying(KFWeapon dualPistols)
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else |
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{ |
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// Otherwise price of a pair is the price of two pistols: |
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// 'singlePistol.sellValue' - the one we had |
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// '(FullCost / 2) * 0.75' - and the one we bought |
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// `singlePistol.sellValue` - the one we had |
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// `(FullCost / 2) * 0.75` - and the one we bought |
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newPendingValue.value = singlePistol.sellValue |
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+ (GetFullCost(dualPistols) / 2) * 0.75; |
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} |
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@ -364,12 +364,12 @@ public final function FixCostAfterPickUp(KFWeapon dualPistols)
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// 1. buying dualies, without having a single pistol of |
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// corresponding type; |
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// 2. picking up a second pistol, while having another one; |
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// by the time of 'CheckReplacement' (and, therefore, this function) |
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// by the time of `CheckReplacement()` (and, therefore, this function) |
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// is called, there's no longer any single pistol in player's inventory |
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// (in first case it never was there, in second - it got destroyed). |
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// To distinguish between those possibilities we can check the owner of |
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// the spawned weapon, since it's only set to instigator at the time of |
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// 'CheckReplacement' when player picks up a weapon. |
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// `CheckReplacement()` when player picks up a weapon. |
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// So we require that owner exists. |
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if (dualPistols.owner == none) return; |
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index = GetIndexAs(dualPistols, false); |
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@ -399,7 +399,7 @@ public final function ApplyPendingValues()
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for (i = 0; i < pendingValues.length; i += 1) |
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{ |
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if (pendingValues[i].weapon == none) continue; |
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// Our fixes can only increase the correct ('!= -1') |
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// Our fixes can only increase the correct (`!= -1`) |
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// sell value of weapons, so if we only need to change sell value |
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// if we're allowed to increase it or it's incorrect. |
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if (allowSellValueIncrease || pendingValues[i].weapon.sellValue == -1) { |
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