Prepare fixtures

This commit is contained in:
dkanus 2026-07-14 20:27:09 +07:00
commit 9c94356263
6021 changed files with 722805 additions and 22 deletions

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class Mut extends Mutator
config(KFPatcher);
//=============================================================================
struct FunctionRecord
{
var config string Info, Replace, With;
};
var config array<FunctionRecord> List;
//=============================================================================
event PreBeginPlay()
{
super.PreBeginPlay();
// temp hack fix for tosscahs!
class'stub_Pawn'.default.cashtimer = 0.0f;
// replacing vanilla functions with ours
ReplaceFunctions();
}
final function ReplaceFunctions()
{
local uFunction A, B;
local int i;
for (i = 0; i < List.Length; i++)
{
// This removes the need to declare variables for every new class we make.
DynamicLoadObject(class.outer.name $ "." $ Left(List[i].With,InStr(List[i].With,".")), class'class', true);
A = class'UFunction'.static.CastFunction(FindObject(List[i].Replace, class'function'));
B = class'UFunction'.static.CastFunction(FindObject(List[i].With, class'function'));
if (A == none)
{
log("> Failed to process " $ List[i].Replace);
continue;
}
if (B == none)
{
log("> Failed to process " $ List[i].With);
continue;
}
A.Script = B.Script;
log("> Processing: " $ List[i].Replace $ " ----> " $ List[i].With);
}
}
//=============================================================================
defaultproperties{}

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<html>
<head><title>Index of /kf_sources/KFPatcher/Classes/</title></head>
<body>
<h1>Index of /kf_sources/KFPatcher/Classes/</h1><hr><pre><a href="../">../</a>
<a href="Mut.uc">Mut.uc</a> 28-Jun-2021 13:12 1468
<a href="o_Helper.uc">o_Helper.uc</a> 28-Jun-2021 13:12 12444
<a href="o_Settings.uc">o_Settings.uc</a> 28-Jun-2021 13:12 460
<a href="stub_CashPickup.uc">stub_CashPickup.uc</a> 28-Jun-2021 13:12 1111
<a href="stub_Door.uc">stub_Door.uc</a> 28-Jun-2021 13:12 645
<a href="stub_DualPistol.uc">stub_DualPistol.uc</a> 28-Jun-2021 13:12 4181
<a href="stub_DualiesFire.uc">stub_DualiesFire.uc</a> 28-Jun-2021 13:12 3893
<a href="stub_FPAvoidArea.uc">stub_FPAvoidArea.uc</a> 28-Jun-2021 13:12 707
<a href="stub_FragFire.uc">stub_FragFire.uc</a> 28-Jun-2021 13:12 1335
<a href="stub_GT.uc">stub_GT.uc</a> 28-Jun-2021 13:12 40445
<a href="stub_KFWeaponPickup.uc">stub_KFWeaponPickup.uc</a> 28-Jun-2021 13:12 331
<a href="stub_LAWProj.uc">stub_LAWProj.uc</a> 28-Jun-2021 13:12 2590
<a href="stub_ModelSelect.uc">stub_ModelSelect.uc</a> 28-Jun-2021 13:12 4475
<a href="stub_Monster.uc">stub_Monster.uc</a> 28-Jun-2021 13:12 17407
<a href="stub_Nade.uc">stub_Nade.uc</a> 28-Jun-2021 13:12 1432
<a href="stub_PC.uc">stub_PC.uc</a> 28-Jun-2021 13:12 6972
<a href="stub_P_Shotgun.uc">stub_P_Shotgun.uc</a> 28-Jun-2021 13:12 2607
<a href="stub_Pawn.uc">stub_Pawn.uc</a> 28-Jun-2021 13:12 9823
<a href="stub_Pipe.uc">stub_Pipe.uc</a> 28-Jun-2021 13:12 5730
<a href="stub_Rule.uc">stub_Rule.uc</a> 28-Jun-2021 13:12 328
<a href="stub_ShopVolume.uc">stub_ShopVolume.uc</a> 28-Jun-2021 13:12 4322
<a href="stub_Syringe.uc">stub_Syringe.uc</a> 28-Jun-2021 13:12 560
<a href="stub_VotingHandler.uc">stub_VotingHandler.uc</a> 28-Jun-2021 13:12 5484
<a href="stub_VotingReplicationInfo.uc">stub_VotingReplicationInfo.uc</a> 28-Jun-2021 13:12 391
<a href="stub_Z_Bloat.uc">stub_Z_Bloat.uc</a> 28-Jun-2021 13:12 1576
<a href="stub_Z_Boss.uc">stub_Z_Boss.uc</a> 28-Jun-2021 13:12 5725
<a href="stub_Z_Husk.uc">stub_Z_Husk.uc</a> 28-Jun-2021 13:12 2500
<a href="stub_Z_Scrake.uc">stub_Z_Scrake.uc</a> 28-Jun-2021 13:12 3703
<a href="stub_Z_Scrake_Ctrl.uc">stub_Z_Scrake_Ctrl.uc</a> 28-Jun-2021 13:12 230
<a href="stub_Z_Siren.uc">stub_Z_Siren.uc</a> 28-Jun-2021 13:12 2460
</pre><hr></body>
</html>

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class o_Settings extends object
config(KFPatcher);
var() config bool bBuyEverywhere;
// player info
var() config string sAlive, sDead, sSpectator, sReady, sNotReady, sAwaiting;
var() config string sTagHP, sTagKills;
var() config bool bShowPerk;
var() config float fRefreshTime;
// zedtime
var() config bool bAllowZedTime;
// all traders
var() config bool bAllTradersOpen;
var() config string bAllTradersMessage;
defaultproperties{}

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class stub_CashPickup extends CashPickup;
function GiveCashTo( Pawn Other )
{
// mental-mad typecasting one love from TWI
if (!bDroppedCash)
CashAmount = (rand(0.5 * default.CashAmount) + default.CashAmount) * (KFGameReplicationInfo(Level.GRI).GameDiff * 0.5) ;
// FIX!
// added DroppedBy none check
else if ( Other.PlayerReplicationInfo != none && DroppedBy != none && DroppedBy.PlayerReplicationInfo != none &&
((DroppedBy.PlayerReplicationInfo.Score + float(CashAmount)) / Other.PlayerReplicationInfo.Score) >= 0.50 &&
PlayerController(DroppedBy) != none && KFSteamStatsAndAchievements(PlayerController(DroppedBy).SteamStatsAndAchievements) != none )
{
if (Other.PlayerReplicationInfo != DroppedBy.PlayerReplicationInfo)
KFSteamStatsAndAchievements(PlayerController(DroppedBy).SteamStatsAndAchievements).AddDonatedCash(CashAmount);
}
if (Other.Controller != none && Other.Controller.PlayerReplicationInfo != none)
Other.Controller.PlayerReplicationInfo.Score += CashAmount;
AnnouncePickup(Other);
SetRespawn();
}

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class stub_Door extends KFDoorMover;
// Forces zeds to actually ignore doors instead of just standing at them if bZombiesIgnore is true
function Tick(float Delta)
{
if (DoorPathNode != none && PathUdpTimer < Level.TimeSeconds)
{
PathUdpTimer = Level.TimeSeconds + 0.5;
DoorPathNode.ExtraCost = InitExtraCost;
if (bSealed && MyTrigger != none)
{
// Zeds will always ignore the path node associated with this door.
if (bZombiesIgnore)
DoorPathNode.ExtraCost = 9999999;
else
DoorPathNode.ExtraCost += 500 + MyTrigger.WeldStrength * 6;
}
}
}
defaultproperties{}

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class stub_DualPistol extends DualDeagle;
var KFWeaponPickup WPickup;
var KFWeapon SingleKFW;
var class<KFWeapon> SingleClass;
function DropFrom(vector StartLocation)
{
local int m;
local Pickup Pickup;
// local Inventory I;
local int AmmoThrown, OtherAmmo;
if (!bCanThrow)
return;
AmmoThrown = AmmoAmount(0);
ClientWeaponThrown();
for (m = 0; m < NUM_FIRE_MODES; m++)
{
if (FireMode[m].bIsFiring)
StopFire(m);
}
if (Instigator != none)
DetachFromPawn(Instigator);
if (Instigator.Health > 0)
{
OtherAmmo = AmmoThrown / 2;
AmmoThrown -= OtherAmmo;
// CHANGED HERE
class'stub_DualPistol'.default.SingleKFW = Instigator.spawn(class'stub_DualPistol'.static.GetSingleWC(self));
if (class'stub_DualPistol'.default.SingleKFW != none)
{
class'stub_DualPistol'.default.SingleKFW.GiveTo(Instigator);
class'stub_DualPistol'.default.SingleKFW.Ammo[0].AmmoAmount = OtherAmmo;
// cursed TWI does this check only for left ammo
MagAmmoRemaining = max(MagAmmoRemaining / 2, 0);
class'stub_DualPistol'.default.SingleKFW.MagAmmoRemaining = MagAmmoRemaining;
}
else
log("ALERT!!!!! WEAPON NOT SPAWNED FOR PAWN!!!");
// I = spawn(class'stub_DualPistol'.static.GetSingleWC(self));
// if (I == none)
// log("ALERT!! NO INVENTORY!!!");
// I.GiveTo(Instigator);
// if (Weapon(I) == none)
// log("ALERT!! NO Weapon(I)!!!");
// Weapon(I).Ammo[0].AmmoAmount = OtherAmmo;
// CHANGED HERE
// OLD: Deagle(I).MagAmmoRemaining = MagAmmoRemaining / 2;
// if (KFWeapon(I) == none)
// log("ALERT!! NO KFWeapon(I)!!!");
// KFWeapon(I).MagAmmoRemaining = MagAmmoRemaining / 2;
// CHANGED HERE
// OLD: MagAmmoRemaining = Max(MagAmmoRemaining - Deagle(I).MagAmmoRemaining, 0);
// MagAmmoRemaining = Max(MagAmmoRemaining - KFWeapon(I).MagAmmoRemaining, 0);
}
// CHANGE HERE
// OLD: Pickup = spawn(class'DeaglePickup',,, StartLocation);
Pickup = spawn(class'stub_DualPistol'.default.SingleKFW.default.PickupClass,,, StartLocation);
if (Pickup != none)
{
Pickup.InitDroppedPickupFor(self);
Pickup.Velocity = Velocity;
WeaponPickup(Pickup).AmmoAmount[0] = AmmoThrown;
if (KFWeaponPickup(Pickup) != none)
KFWeaponPickup(Pickup).MagAmmoRemaining = MagAmmoRemaining;
if (Instigator.Health > 0)
WeaponPickup(Pickup).bThrown = true;
}
class'stub_DualPistol'.default.SingleKFW = none;
// class'stub_DualPistol'.default.SingleKFW.Destroy();
Destroyed();
Destroy();
}
// static final function class<KFWeapon> GetSingleWC(KFWeapon KFWeapon)
// {
// if (KFWeapon == none)
// {
// log("Something is VERY WRONG, couldn't find single weapon class for pistol " $ KFWeapon);
// // drop beretas as a fail safe
// return class'Single';
// }
// switch (KFWeapon.class.name)
// {
// case 'Dualies':
// return class'Single';
// case 'DualDeagle':
// return class'Deagle';
// case 'GoldenDualDeagle':
// return class'GoldenDeagle';
// case 'Dual44Magnum':
// return class'Magnum44Pistol';
// case 'DualMK23Pistol':
// return class'MK23Pistol';
// case 'DualFlareRevolver':
// return class'FlareRevolver';
// }
// }
static final function class<KFWeapon> GetSingleWC(KFWeapon KFWeapon)
{
if (KFWeapon == none)
{
log("Something is VERY WRONG, couldn't find single weapon class for pistol " $ KFWeapon);
// drop beretas as a fail safe
return class'Single';
}
switch (KFWeapon.class.name)
{
case 'Dualies':
return class'Single';
case 'DualDeagle':
return class'Deagle';
case 'GoldenDualDeagle':
return class'GoldenDeagle';
case 'Dual44Magnum':
return class'Magnum44Pistol';
case 'DualMK23Pistol':
return class'MK23Pistol';
case 'DualFlareRevolver':
return class'FlareRevolver';
}
}
// allow variants of weapons to be picked up
function bool HandlePickupQuery(pickup Item)
{
return super(Weapon).HandlePickupQuery(Item);
}
defaultproperties{}

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class stub_DualiesFire extends DualiesFire;
var int penValue;
function DoTrace(Vector Start, Rotator Dir)
{
local Vector X,Y,Z, End, HitLocation, HitNormal, ArcEnd;
local Actor Other;
local byte HitCount,HCounter;
local float HitDamage;
local array<int> HitPoints;
local KFPawn HitPawn;
local array<Actor> IgnoreActors;
local Actor DamageActor;
local int i;
MaxRange();
Weapon.GetViewAxes(X, Y, Z);
if ( Weapon.WeaponCentered() )
{
ArcEnd = (Instigator.Location + Weapon.EffectOffset.X * X + 1.5 * Weapon.EffectOffset.Z * Z);
}
else
{
ArcEnd = (Instigator.Location + Instigator.CalcDrawOffset(Weapon) + Weapon.EffectOffset.X * X +
Weapon.Hand * Weapon.EffectOffset.Y * Y + Weapon.EffectOffset.Z * Z);
}
X = Vector(Dir);
End = Start + TraceRange * X;
HitDamage = DamageMax;
// MK23Fire, DualMK23Fire = 3
// DeagleFire, DualDeagleFire, Magnum44Fire, Dual44MagnumFire = 10
if (self.class.name == 'MK23Fire' || self.class.name == 'DualMK23Fire')
class'stub_DualiesFire'.default.penValue = 3;
else
class'stub_DualiesFire'.default.penValue = 10;
while( (HitCount++) < class'stub_DualiesFire'.default.penValue ) // there was fixed value here per parent class
{
DamageActor = none;
Other = Instigator.HitPointTrace(HitLocation, HitNormal, End, HitPoints, Start,, 1);
if( Other==None )
{
break;
}
else if( Other==Instigator || Other.Base == Instigator )
{
IgnoreActors[IgnoreActors.Length] = Other;
Other.SetCollision(false);
Start = HitLocation;
continue;
}
if( ExtendedZCollision(Other)!=None && Other.Owner!=None )
{
IgnoreActors[IgnoreActors.Length] = Other;
IgnoreActors[IgnoreActors.Length] = Other.Owner;
Other.SetCollision(false);
Other.Owner.SetCollision(false);
DamageActor = Pawn(Other.Owner);
}
if ( !Other.bWorldGeometry && Other!=Level )
{
HitPawn = KFPawn(Other);
if ( HitPawn != none )
{
// Hit detection debugging
/*log("PreLaunchTrace hit "$HitPawn.PlayerReplicationInfo.PlayerName);
HitPawn.HitStart = Start;
HitPawn.HitEnd = End;*/
if(!HitPawn.bDeleteMe)
HitPawn.ProcessLocationalDamage(int(HitDamage), Instigator, HitLocation, Momentum*X,DamageType,HitPoints);
// Hit detection debugging
/*if( Level.NetMode == NM_Standalone)
HitPawn.DrawBoneLocation();*/
IgnoreActors[IgnoreActors.Length] = Other;
IgnoreActors[IgnoreActors.Length] = HitPawn.AuxCollisionCylinder;
Other.SetCollision(false);
HitPawn.AuxCollisionCylinder.SetCollision(false);
DamageActor = Other;
}
else
{
if ( KFMonster(Other)!=None )
{
IgnoreActors[IgnoreActors.Length] = Other;
Other.SetCollision(false);
DamageActor = Other;
}
else if ( DamageActor == none )
{
DamageActor = Other;
}
Other.TakeDamage(int(HitDamage), Instigator, HitLocation, Momentum*X, DamageType);
}
if ( (HCounter++) >= 4 || Pawn(DamageActor) == None )
{
break;
}
HitDamage/=2;
Start = HitLocation;
}
else if ( HitScanBlockingVolume(Other) == None )
{
if ( KFWeaponAttachment(Weapon.ThirdPersonActor) != none )
KFWeaponAttachment(Weapon.ThirdPersonActor).UpdateHit(Other,HitLocation,HitNormal);
Break;
}
}
// Turn the collision back on for any actors we turned it off
// FIXED accessed none IgnoreActors !
if (IgnoreActors.Length <= 0)
return;
for (i=0; i<IgnoreActors.Length; i++)
{
if (IgnoreActors[i] != none)
IgnoreActors[i].SetCollision(true);
}
}

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class stub_FPAvoidArea extends FleshPoundAvoidArea;
// added KFMonsterController check
function Touch(actor Other)
{
if ((Pawn(Other) != none) && KFMonsterController(Pawn(Other).Controller) != none && RelevantTo(Pawn(Other)))
KFMonsterController(Pawn(Other).Controller).AvoidThisMonster(KFMonst);
}
// added health check, 1500 is FP's base health
function bool RelevantTo(Pawn P)
{
if (KFMonster(p) != none && KFMonster(p).default.Health >= 1500) // || KFMonster(p).IsInState('')) )
return false;
return ( KFMonst != none && VSizeSquared(KFMonst.Velocity) >= 75 && super(AvoidMarker).RelevantTo(P)
&& KFMonst.Velocity dot (P.Location - KFMonst.Location) > 0 );
}

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class stub_FragFire extends FragFire;
var transient float PrevAmmo;
function DoFireEffect()
{
local float MaxAmmo, CurAmmo;
local Vector StartProj, StartTrace, X,Y,Z;
local Rotator Aim;
local Vector HitLocation, HitNormal;
local Actor Other;
local int Hand;
// added working ammo check
Weapon.GetAmmoCount(MaxAmmo,CurAmmo);
if (CurAmmo == 0 && class'stub_FragFire'.default.PrevAmmo == 0)
return;
class'stub_FragFire'.default.PrevAmmo = CurAmmo;
Instigator.MakeNoise(1.0);
Weapon.GetViewAxes(X,Y,Z);
StartTrace = Instigator.Location + Instigator.EyePosition();// + X*Instigator.CollisionRadius;
StartProj = StartTrace + X*ProjSpawnOffset.X;
if( PlayerController(Instigator.Controller)!=None )
{ // We must do this as server dosen't get a chance to set weapon handedness.
Hand = int(PlayerController(Instigator.Controller).Handedness);
if( Hand==-1 || Hand==1 )
StartProj = StartProj + Hand * Y*ProjSpawnOffset.Y + Z*ProjSpawnOffset.Z;
}
// check if projectile would spawn through a wall and adjust start location accordingly
Other = Weapon.Trace(HitLocation, HitNormal, StartProj, StartTrace, false);
if (Other != None)
StartProj = HitLocation;
Aim = AdjustAim(StartProj, AimError);
SpawnProjectile(StartProj, Aim);
}

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class stub_KFWeaponPickup extends KFWeaponPickup;
// fix accessed none Inventory for destroyed weapon pickups
function Destroyed()
{
if ( bDropped && Inventory != none && KFGameType(Level.Game) != none )
KFGameType(Level.Game).WeaponDestroyed(class<Weapon>(Inventory.Class));
super(WeaponPickup).Destroyed();
}

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class stub_LAWProj extends LAWProj;
// removed SirenScream damage type check since 90% of the time they don't disentigrate anyway...
// also prevents detonation from fire or other explosives
function TakeDamage(int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex)
{
if(!bDud
&& DamageType != class'DamTypeFlamethrower'
&& DamageType != class'DamTypeFrag'
&& DamageType != class'DamTypeLaw'
&& DamageType != class'DamTypeM203Grenade'
&& DamageType != class'DamTypeM32Grenade'
&& DamageType != class'DamTypeM79Grenade'
&& DamageType != class'DamTypePipeBomb'
&& DamageType != class'DamTypeSealSquealExplosion'
&& DamageType != class'DamTypeSeekerSixRocket'
&& DamageType != class'DamTypeSPGrenade'
&& DamageType != class'SirenScreamDamage'
&& !ClassIsChildOf(damageType, class'DamTypeBurned'))
{
Explode(HitLocation, vect(0,0,0));
}
}
// RepInfo == none fix
simulated function ProcessTouch(Actor Other, Vector HitLocation)
{
// Don't let it hit this player, or blow up on another player
// added bBlockHitPointTraces check
if (Other == none || Other == Instigator || Other.Base == Instigator || !Other.bBlockHitPointTraces)
return;
// Don't collide with bullet whip attachments
if (KFBulletWhipAttachment(Other) != none)
return;
// Don't allow hits on poeple on the same team
// fixing RepInfo == none error, and using KFPawn instead of KFHumanPawn
if (KFPawn(Other) != none && Instigator != none && KFPawn(Other).GetTeamNum() == Instigator.GetTeamNum())
return;
// Use the instigator's location if it exists. This fixes issues with
// the original location of the projectile being really far away from
// the real Origloc due to it taking a couple of milliseconds to
// replicate the location to the client and the first replicated location has
// already moved quite a bit.
if (Instigator != none)
OrigLoc = Instigator.Location;
if (!bDud && ((VSizeSquared(Location - OrigLoc) < ArmDistSquared) || OrigLoc == vect(0,0,0)))
{
if( Role == ROLE_Authority )
{
AmbientSound = none;
PlaySound(sound'ProjectileSounds.PTRD_deflect04',,2.0);
Other.TakeDamage(ImpactDamage, Instigator, HitLocation, Normal(Velocity), ImpactDamageType);
}
bDud = true;
Velocity = vect(0,0,0);
LifeSpan = 1.0;
SetPhysics(PHYS_Falling);
}
if (!bDud)
Explode(HitLocation,Normal(HitLocation-Other.Location));
}
defaultproperties{}

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class stub_ModelSelect extends KFModelSelect;
// // Overridden to get rid of the Race combo
// function InitComponent(GUIController MyController, GUIComponent MyOwner)
// {
// super(LockedFloatingWindow).Initcomponent(MyController, MyOwner);
// sb_Main.SetPosition(0.040000,0.075000,0.680742,0.555859);
// sb_Main.RightPadding = 0.5;
// sb_Main.ManageComponent(CharList);
// class'xUtil'.static.GetPlayerList(PlayerList);
// RefreshCharacterList("DUP");
// // Spawn spinning character actor
// if ( SpinnyDude == None )
// SpinnyDude = PlayerOwner().spawn(class'XInterface.SpinnyWeap');
// SpinnyDude.SetDrawType(DT_Mesh);
// SpinnyDude.SetDrawScale(0.9);
// SpinnyDude.SpinRate = 0;
// }
function RefreshCharacterList(string ExcludedChars, optional string Race)
{
local int i, j;
local array<string> Excluded;
// Prevent list from calling OnChange events
CharList.List.bNotify = False;
CharList.Clear();
Split(ExcludedChars, ";", Excluded);
for ( i = 0; i < PlayerList.Length; i++ )
{
// Check that this character is selectable
if ( PlayerList[i].Menu != "" )
{
for (j = 0; j < Excluded.Length; j++)
if ( InStr(";" $ Playerlist[i].Menu $ ";", ";" $ Excluded[j] $ ";") != -1 )
break;
if ( j < Excluded.Length )
continue;
}
// if ( IsUnLocked(PlayerList[i]) )
// {
CharList.List.Add(Playerlist[i].Portrait, i, 0);
// }
// else if ( Playerlist[i].LockedPortrait == none )
// {
// CharList.List.Add(Playerlist[i].Portrait, i, 1);
// }
// else
// {
// CharList.List.Add(Playerlist[i].LockedPortrait, i, 1);
// }
}
CharList.List.LockedMat = LockedImage;
CharList.List.bNotify = True;
}
function HandleParameters( string Who, string Team )
{
local int i;
for ( i = 0; i < PlayerList.Length; i++)
{
if ( PlayerList[i].DefaultName ~= Who )
{
CharList.List.SetIndex(CharList.List.FindItem(i));
}
}
UpdateSpinnyDude();
}
// // Overridden to set Idle Animation
// function UpdateSpinnyDude()
// {
// local int idx;
// local xUtil.PlayerRecord Rec;
// local Mesh PlayerMesh;
// local Material BodySkin, HeadSkin;
// local string BodySkinName, HeadSkinName, TeamSuffix;
// idx = CharList.List.GetItem();
// if ( idx < 0 || idx >= Playerlist.Length )
// return;
// Rec = PlayerList[idx];
// if (Rec.Race ~= "Juggernaut" || Rec.DefaultName~="Axon" || Rec.DefaultName~="Cyclops" || Rec.DefaultName ~="Virus" )
// SpinnyDudeOffset=vect(250.0,1.00,-14.00);
// else
// SpinnyDudeOffset=vect(250.0,1.00,-24.00);
// PlayerMesh = Mesh(DynamicLoadObject(Rec.MeshName, class'Mesh'));
// if(PlayerMesh == None)
// {
// Log("Could not load mesh: "$Rec.MeshName$" For player: "$Rec.DefaultName);
// return;
// }
// // Get the body skin
// BodySkinName = Rec.BodySkinName;
// // Get the head skin
// HeadSkinName = Rec.FaceSkinName;
// if ( Rec.TeamFace )
// HeadSkinName $= TeamSuffix;
// BodySkin = Material(DynamicLoadObject(BodySkinName, class'Material'));
// if(BodySkin == None)
// {
// Log("Could not load body material: "$Rec.BodySkinName$" For player: "$Rec.DefaultName);
// return;
// }
// HeadSkin = Material(DynamicLoadObject(HeadSkinName, class'Material'));
// if(HeadSkin == None)
// {
// Log("Could not load head material: "$HeadSkinName$" For player: "$Rec.DefaultName);
// return;
// }
// SpinnyDude.LinkMesh(PlayerMesh);
// SpinnyDude.Skins[0] = BodySkin;
// SpinnyDude.Skins[1] = HeadSkin;
// SpinnyDude.LoopAnim('Profile_idle');
// }
// // Overridden to stop log spam
// function PopulateRaces()
// {
// }
// function HandleLockedCharacterClicked(int NewIndex)
// {
// if ( PlayerOwner() != none && PlayerOwner().PurchaseCharacter(Playerlist[NewIndex].DefaultName) )
// {
// Controller.CloseMenu(true);
// }
// }
// defaultproperties
// {
// co_Race=none
// Begin Object class=KFGUIVertImageListBox name=vil_CharList
// bScaleToParent=true
// bBoundToParent=true
// WinWidth=0.403407
// WinHeight=0.658125
// WinLeft=0.102888
// WinTop=0.185119
// CellStyle=Cell_FixedCount
// NoVisibleRows=3
// NoVisibleCols=4
// TabOrder=0
// OnChange=ListChange
// End Object
// CharList=vil_CharList
// }

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class stub_Monster extends KFMonster;
var transient float fLastAttackTime;
//=============================================================================
// controller == none fix
//=============================================================================
// when you kill zeds before they fall into stun
// should i check it before whole function body??
function bool FlipOver()
{
if (Physics == PHYS_Falling)
SetPhysics(PHYS_Walking);
bShotAnim = true;
SetAnimAction('KnockDown');
Acceleration = vect(0, 0, 0);
Velocity.X = 0;
Velocity.Y = 0;
// fix!
if (Controller != none && KFMonsterController(Controller) != none)
{
Controller.GoToState('WaitForAnim');
KFMonsterController(Controller).bUseFreezeHack = true;
}
return true;
}
simulated function HandleBumpGlass()
{
Acceleration = vect(0,0,0);
Velocity = vect(0,0,0);
SetAnimAction(MeleeAnims[0]);
bShotAnim = true;
// fix!
if (Controller != none)
controller.GotoState('WaitForAnim');
}
//=============================================================================
// instigatedBy == none fix
//=============================================================================
function TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional int HitIndex )
{
local bool bIsHeadshot;
local KFPlayerReplicationInfo KFPRI;
local float HeadShotCheckScale;
// if (InstigatedBy == none || class<KFWeaponDamageType>(DamType) == none)
LastDamagedBy = instigatedBy;
LastDamagedByType = damageType;
HitMomentum = VSize(momentum);
LastHitLocation = hitlocation;
LastMomentum = momentum;
if ( instigatedBy != none && KFPawn(instigatedBy) != none && instigatedBy.PlayerReplicationInfo != none )
KFPRI = KFPlayerReplicationInfo(instigatedBy.PlayerReplicationInfo);
// Scale damage if the Zed has been zapped
if ( bZapped )
Damage *= ZappedDamageMod;
// Zeds and fire dont mix.
if ( class<KFWeaponDamageType>(damageType) != none && class<KFWeaponDamageType>(damageType).default.bDealBurningDamage )
{
if( BurnDown<=0 || Damage > LastBurnDamage )
{
// LastBurnDamage variable is storing last burn damage (unperked) received,
// which will be used to make additional damage per every burn tick (second).
LastBurnDamage = Damage;
// FireDamageClass variable stores damage type, which started zed's burning
// and will be passed to this function again every next burn tick (as damageType argument)
if ( class<DamTypeTrenchgun>(damageType) != none ||
class<DamTypeFlareRevolver>(damageType) != none ||
class<DamTypeMAC10MPInc>(damageType) != none)
{
FireDamageClass = damageType;
}
else
{
FireDamageClass = class'DamTypeFlamethrower';
}
}
if ( class<DamTypeMAC10MPInc>(damageType) == none )
Damage *= 1.5; // Increase burn damage 1.5 times, except MAC10.
// BurnDown variable indicates how many ticks are remaining for zed to burn.
// It is 0, when zed isn't burning (or stopped burning).
// So all the code below will be executed only, if zed isn't already burning
if ( BurnDown <= 0 )
{
if( HeatAmount > 4 || Damage >= 15 )
{
bBurnified = true;
BurnDown = 10; // Inits burn tick count to 10
SetGroundSpeed(GroundSpeed *= 0.80); // Lowers movement speed by 20%
BurnInstigator = instigatedBy;
SetTimer(1.0,false); // Sets timer function to be executed each second
}
else
HeatAmount++;
}
}
if ( !bDecapitated && class<KFWeaponDamageType>(damageType)!=none &&
class<KFWeaponDamageType>(damageType).default.bCheckForHeadShots )
{
HeadShotCheckScale = 1.0;
// Do larger headshot checks if it is a melee attach
if( class<DamTypeMelee>(damageType) != none )
HeadShotCheckScale *= 1.25;
bIsHeadShot = IsHeadShot(hitlocation, normal(momentum), HeadShotCheckScale);
bLaserSightedEBRM14Headshotted = bIsHeadshot && M14EBRBattleRifle(instigatedBy.Weapon) != none && M14EBRBattleRifle(instigatedBy.Weapon).bLaserActive;
}
else
{
bLaserSightedEBRM14Headshotted = bLaserSightedEBRM14Headshotted && bDecapitated;
}
if ( KFPRI != none )
{
if ( KFPRI.ClientVeteranSkill != none )
{
Damage = KFPRI.ClientVeteranSkill.Static.AddDamage(KFPRI, self, KFPawn(instigatedBy), Damage, DamageType);
}
}
if ( LastDamagedBy != none && damageType != none && LastDamagedBy.IsPlayerPawn() && LastDamagedBy.Controller != none )
{
if ( KFMonsterController(Controller) != none )
{
KFMonsterController(Controller).AddKillAssistant(LastDamagedBy.Controller, FMin(Health, Damage));
}
}
if ( (bDecapitated || bIsHeadShot) && class<DamTypeBurned>(DamageType) == none && class<DamTypeFlamethrower>(DamageType) == none )
{
if(class<KFWeaponDamageType>(damageType)!=none)
Damage = Damage * class<KFWeaponDamageType>(damageType).default.HeadShotDamageMult;
if ( class<DamTypeMelee>(damageType) == none && KFPRI != none &&
KFPRI.ClientVeteranSkill != none )
{
Damage = float(Damage) * KFPRI.ClientVeteranSkill.Static.GetHeadShotDamMulti(KFPRI, KFPawn(instigatedBy), DamageType);
}
LastDamageAmount = Damage;
if( !bDecapitated )
{
if( bIsHeadShot )
{
// Play a sound when someone gets a headshot TODO: Put in the real sound here
if( bIsHeadShot )
{
PlaySound(sound'KF_EnemyGlobalSndTwo.Impact_Skull', SLOT_None,2.0,true,500);
}
HeadHealth -= LastDamageAmount;
if( HeadHealth <= 0 || Damage > Health )
{
RemoveHead();
}
}
// Award headshot here, not when zombie died.
if( bDecapitated && Class<KFWeaponDamageType>(damageType) != none && instigatedBy != none && KFPlayerController(instigatedBy.Controller) != none )
{
bLaserSightedEBRM14Headshotted = M14EBRBattleRifle(instigatedBy.Weapon) != none && M14EBRBattleRifle(instigatedBy.Weapon).bLaserActive;
Class<KFWeaponDamageType>(damageType).Static.ScoredHeadshot(KFSteamStatsAndAchievements(PlayerController(instigatedBy.Controller).SteamStatsAndAchievements), self.Class, bLaserSightedEBRM14Headshotted);
}
}
}
// Client check for Gore FX
// BodyPartRemoval(Damage,instigatedBy,hitlocation,momentum,damageType);
if( Health-Damage > 0 && DamageType!=class'DamTypeFrag' && DamageType!=class'DamTypePipeBomb'
&& DamageType!=class'DamTypeM79Grenade' && DamageType!=class'DamTypeM32Grenade'
&& DamageType!=class'DamTypeM203Grenade' && DamageType!=class'DamTypeDwarfAxe'
&& DamageType!=class'DamTypeSPGrenade' && DamageType!=class'DamTypeSealSquealExplosion'
&& DamageType!=class'DamTypeSeekerSixRocket')
{
Momentum = vect(0,0,0);
}
if(class<DamTypeVomit>(DamageType) != none) // Same rules apply to zombies as players.
{
BileCount=7;
if (instigatedBy != none)
BileInstigator = instigatedBy;
else
BileInstigator = self;
LastBileDamagedByType=class<DamTypeVomit>(DamageType);
if(NextBileTime< Level.TimeSeconds )
NextBileTime = Level.TimeSeconds+BileFrequency;
}
if ( KFPRI != none && Health-Damage <= 0 && KFPRI.ClientVeteranSkill != none && KFPRI.ClientVeteranSkill.static.KilledShouldExplode(KFPRI, KFPawn(instigatedBy)) )
{
Super(Monster).takeDamage(Damage + 600, instigatedBy, hitLocation, momentum, damageType);
HurtRadius(500, 1000, class'DamTypeFrag', 100000, Location);
}
else
{
Super(Monster).takeDamage(Damage, instigatedBy, hitLocation, momentum, damageType);
}
// if (Damage*1.5 >= default.Health || (Damage > 200 && KFDamType != none && KFDamType.default.bSniperWeapon && ZedVictim.IsA('ZombieHusk') ))
// {
// ZedVictim.Controller.Focus = none;
// ZedVictim.Controller.FocalPoint = ZedVictim.Location + 512 * vector(ZedVictim.Rotation);
// }
// block yet another zed time call
// if( bIsHeadShot && Health <= 0 )
// {
// KFGameType(Level.Game).DramaticEvent(0.03);
// }
bBackstabbed = false;
}
// attempt to fix ground speed bugs
function TakeFireDamage(int Damage,pawn Instigator)
{
local Vector DummyHitLoc,DummyMomentum;
TakeDamage(Damage, BurnInstigator, DummyHitLoc, DummyMomentum, FireDamageClass);
if ( BurnDown > 0 )
{
// Decrement the number of FireDamage calls left before our Zombie is extinguished :)
BurnDown --;
}
// Melt em' :)
if ( BurnDown < CrispUpThreshhold )
{
ZombieCrispUp();
}
if ( BurnDown == 0 )
{
bBurnified = false;
if( !bZapped )
{
// was `default.GroundSpeed`
SetGroundSpeed(GetOriginalGroundSpeed());
}
}
}
//=============================================================================
// fix for zed corpse collision shit
//=============================================================================
//Stops the green shit when a player dies.
simulated function PlayDying(class<DamageType> DamageType, vector HitLoc)
{
local float frame, rate;
local name seq;
local LavaDeath LD;
local MiscEmmiter BE;
AmbientSound = None;
bCanTeleport = false; // sjs - fix karma going crazy when corpses land on teleporters
bReplicateMovement = false;
bTearOff = true;
bPlayedDeath = true;
StopBurnFX();
if (CurrentCombo != None)
CurrentCombo.Destroy();
HitDamageType = DamageType; // these are replicated to other clients
TakeHitLocation = HitLoc;
bSTUNNED = false;
bMovable = true;
if ( class<DamTypeBurned>(DamageType) != none || class<DamTypeFlamethrower>(DamageType) != none )
{
ZombieCrispUp();
}
ProcessHitFX() ;
if ( DamageType != None )
{
if ( DamageType.default.bSkeletize )
{
SetOverlayMaterial(DamageType.Default.DamageOverlayMaterial, 4.0, true);
if (!bSkeletized)
{
if ( (Level.NetMode != NM_DedicatedServer) && (SkeletonMesh != None) )
{
if ( DamageType.default.bLeaveBodyEffect )
{
BE = spawn(class'MiscEmmiter',self);
if ( BE != None )
{
BE.DamageType = DamageType;
BE.HitLoc = HitLoc;
bFrozenBody = true;
}
}
GetAnimParams( 0, seq, frame, rate );
LinkMesh(SkeletonMesh, true);
Skins.Length = 0;
PlayAnim(seq, 0, 0);
SetAnimFrame(frame);
}
if (Physics == PHYS_Walking)
Velocity = Vect(0,0,0);
SetTearOffMomemtum(GetTearOffMomemtum() * 0.25);
bSkeletized = true;
if ( (Level.NetMode != NM_DedicatedServer) && (DamageType == class'FellLava') )
{
LD = spawn(class'LavaDeath', , , Location + vect(0, 0, 10), Rotation );
if ( LD != None )
LD.SetBase(self);
//PlaySound( sound'WeaponSounds.BExplosion5', SLOT_None, 1.5*TransientSoundVolume );
}
}
}
else if ( DamageType.Default.DeathOverlayMaterial != None )
SetOverlayMaterial(DamageType.Default.DeathOverlayMaterial, DamageType.default.DeathOverlayTime, true);
else if ( (DamageType.Default.DamageOverlayMaterial != None) && (Level.DetailMode != DM_Low) && !Level.bDropDetail )
SetOverlayMaterial(DamageType.Default.DamageOverlayMaterial, 2*DamageType.default.DamageOverlayTime, true);
}
// stop shooting
AnimBlendParams(1, 0.0);
FireState = FS_None;
// Try to adjust around performance
//log(Level.DetailMode);
LifeSpan = RagdollLifeSpan;
GotoState('ZombieDying');
if ( BE != None )
return;
PlayDyingAnimation(DamageType, HitLoc);
// ADDITION for collision fix
bBlockActors = false;
bBlockPlayers = false;
bBlockProjectiles = false;
bProjTarget = false;
bBlockZeroExtentTraces = false;
bBlockNonZeroExtentTraces = false;
bBlockHitPointTraces = false;
}
state ZombieDying
{
simulated function BeginState()
{
// ADDITION for collision fix
bBlockActors = false;
bBlockPlayers = false;
bBlockProjectiles = false;
bProjTarget = false;
bBlockZeroExtentTraces = false;
bBlockNonZeroExtentTraces = false;
bBlockHitPointTraces = false;
if (bDestroyNextTick)
{
// If we've flagged this character to be destroyed next tick, handle that
if (TimeSetDestroyNextTickTime < Level.TimeSeconds)
Destroy();
else
SetTimer(0.01, false);
}
else
{
if (bTearOff && (Level.NetMode == NM_DedicatedServer) || class'GameInfo'.static.UseLowGore())
LifeSpan = 1.0;
else
SetTimer(2.0, false);
}
SetPhysics(PHYS_Falling);
if (Controller != None)
Controller.Destroy();
}
}
//=============================================================================
// lets limit some zeds attack abilities
//=============================================================================
function bool MeleeDamageTarget(int hitdamage, vector pushdir)
{
local vector HitLocation, HitNormal;
local actor HitActor;
local Name TearBone;
local float dummy;
local Emitter BloodHit;
// local vector TraceDir;
// Never should be done on client.
if (Level.NetMode == NM_Client || Controller == None)
return false;
// try to limit some zeds
if ((ClassIsChildOf(self.class, class'ZombieCrawler') || ClassIsChildOf(self.class, class'ZombieFleshpound')) && (Level.TimeSeconds < class'stub_Monster'.default.fLastAttackTime))
return false;
// ATTENTION!!! is 0.3 secs ok?
class'stub_Monster'.default.fLastAttackTime = Level.TimeSeconds + 0.3f;
if (Controller.Target!=none && Controller.Target.IsA('KFDoorMover'))
{
Controller.Target.TakeDamage(hitdamage, self ,HitLocation,pushdir, CurrentDamType);
return true;
}
// need to uncomment this and check :D
// ClearStayingDebugLines();
// TraceDir = Normal(Controller.Target.Location - Location);
// DrawStayingDebugLine(Location, Location + (TraceDir * (MeleeRange * 1.4 + Controller.Target.CollisionRadius + CollisionRadius)) , 255,255,0);
// check if still in melee range
if ( (Controller.target != None) && (bSTUNNED == false) && (DECAP == false) && (VSize(Controller.Target.Location - Location) <= MeleeRange * 1.4 + Controller.Target.CollisionRadius + CollisionRadius)
&& ((Physics == PHYS_Flying) || (Physics == PHYS_Swimming) || (Abs(Location.Z - Controller.Target.Location.Z)
<= FMax(CollisionHeight, Controller.Target.CollisionHeight) + 0.5 * FMin(CollisionHeight, Controller.Target.CollisionHeight))) )
{
// See if a trace would hit a pawn (Have to turn of hit point collision so trace doesn't hit the Human Pawn's bullet whiz cylinder)
bBlockHitPointTraces = false;
HitActor = Trace(HitLocation, HitNormal, Controller.Target.Location , Location + EyePosition(), true);
bBlockHitPointTraces = true;
// If the trace wouldn't hit a pawn, do the old thing of just checking if there is something blocking the trace
if (Pawn(HitActor) == none)
{
// Have to turn of hit point collision so trace doesn't hit the Human Pawn's bullet whiz cylinder
bBlockHitPointTraces = false;
HitActor = Trace(HitLocation, HitNormal, Controller.Target.Location, Location, false);
bBlockHitPointTraces = true;
if (HitActor != none)
return false;
}
if (KFHumanPawn(Controller.Target) != none)
{
//TODO - line below was KFPawn. Does this whole block need to be KFPawn, or is it OK as KFHumanPawn?
KFHumanPawn(Controller.Target).TakeDamage(hitdamage, Instigator ,HitLocation,pushdir, CurrentDamType); //class 'KFmod.ZombieMeleeDamage');
if (KFHumanPawn(Controller.Target).Health <=0)
{
if (!class'GameInfo'.static.UseLowGore())
{
BloodHit = Spawn(class'KFMod.FeedingSpray',self,,Controller.Target.Location,rotator(pushdir)); //
KFHumanPawn(Controller.Target).SpawnGibs(rotator(pushdir), 1);
TearBone=KFPawn(Controller.Target).GetClosestBone(HitLocation,Velocity,dummy);
KFHumanPawn(Controller.Target).HideBone(TearBone);
}
// Give us some Health back
if (Health <= (1.0-FeedThreshold)*HealthMax)
{
Health += FeedThreshold*HealthMax * Health/HealthMax;
}
}
}
else if (Controller.target != None)
{
// Do more damage if you are attacking another zed so that zeds don't just stand there whacking each other forever! - Ramm
if (KFMonster(Controller.Target) != none)
hitdamage *= DamageToMonsterScale;
Controller.Target.TakeDamage(hitdamage, self ,HitLocation,pushdir, CurrentDamType); //class 'KFmod.ZombieMeleeDamage');
}
return true;
}
return false;
}

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class stub_Nade extends Nade;
var array<sound> BoomSounds;
// EXPERIMENTAL!!
// fixes nade crashes, but obviously we can't use this :yoba:
function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex){}
simulated function Explode(vector HitLocation, vector HitNormal)
{
local PlayerController LocalPlayer;
local Projectile P;
local byte i;
bHasExploded = True;
BlowUp(HitLocation);
PlaySound(class'stub_Nade'.default.BoomSounds[rand(3)],,2.0);
// Shrapnel
for( i=Rand(6); i<10; i++ )
{
P = Spawn(ShrapnelClass,,,,RotRand(True));
if( P!=None )
P.RemoteRole = ROLE_None;
}
if ( EffectIsRelevant(Location,false) )
{
Spawn(Class'KFmod.KFNadeExplosion',,, HitLocation, rotator(vect(0,0,1)));
Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal));
}
// Shake nearby players screens
LocalPlayer = Level.GetLocalPlayerController();
if ( (LocalPlayer != None) && (VSize(Location - LocalPlayer.ViewTarget.Location) < (DamageRadius * 1.5)) )
LocalPlayer.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime);
Destroy();
}
defaultproperties
{
BoomSounds[0]=SoundGroup'KF_GrenadeSnd.Nade_Explode_1'
BoomSounds[1]=SoundGroup'KF_GrenadeSnd.Nade_Explode_2'
BoomSounds[2]=SoundGroup'KF_GrenadeSnd.Nade_Explode_3'
}

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class stub_PC extends KFPlayerController_Story;
var byte MaxVoiceMsgIn10s, contsMaxMsg;
//=============================================================================
// slomo + voice messages fuckup fix
//=============================================================================
// all 3 functions are from ScrN
simulated function ClientEnterZedTime()
{
// this 'xPlayer' bool is not being used anywhere so let's use it
// we need this bool for voice messages
autozoom = true;
CheckZEDMessage();
if (Pawn != none && Pawn.Weapon != none)
Pawn.Weapon.PlaySound(Sound'KF_PlayerGlobalSnd.Zedtime_Enter', SLOT_Talk, 2.0,false,500.0,1.1/Level.TimeDilation,false);
else
PlaySound(Sound'KF_PlayerGlobalSnd.Zedtime_Enter', SLOT_Talk, 2.0,false,500.0,1.1/Level.TimeDilation,false);
}
simulated function ClientExitZedTime()
{
// this 'xPlayer' bool is not being used anywhere so let's use it
// we need this bool for voice messages
autozoom = false;
if (Pawn != none && Pawn.Weapon != none)
Pawn.Weapon.PlaySound(Sound'KF_PlayerGlobalSnd.Zedtime_Exit', SLOT_Talk, 2.0,false,500.0,1.1/Level.TimeDilation,false);
else
PlaySound(Sound'KF_PlayerGlobalSnd.Zedtime_Exit', SLOT_Talk, 2.0,false,500.0,1.1/Level.TimeDilation,false);
}
function bool AllowVoiceMessage(name MessageType)
{
local float TimeSinceLastMsg;
if (Level.NetMode == NM_Standalone || (PlayerReplicationInfo != none && (PlayerReplicationInfo.bAdmin || PlayerReplicationInfo.bSilentAdmin)))
return true;
TimeSinceLastMsg = Level.TimeSeconds - OldMessageTime;
if (TimeSinceLastMsg < 3)
{
if (MessageType == 'TAUNT' || MessageType == 'AUTOTAUNT')
return false;
if (TimeSinceLastMsg < 1 )
return false;
}
// zed time screws up voice messages
if (!autozoom && MessageType != 'TRADER' && MessageType != 'AUTO')
{
OldMessageTime = Level.TimeSeconds;
if (TimeSinceLastMsg < 10)
{
if (class'stub_PC'.default.MaxVoiceMsgIn10s > 0)
class'stub_PC'.default.MaxVoiceMsgIn10s--;
else
{
ClientMessage("Keep quiet for " $ ceil(10 - TimeSinceLastMsg) $"s");
return false;
}
}
else
class'stub_PC'.default.MaxVoiceMsgIn10s = class'stub_PC'.default.contsMaxMsg;
}
return true;
}
//=============================================================================
// no delay suicide
//=============================================================================
exec function Suicide()
{
if (Pawn != none)
Pawn.Suicide();
}
//=============================================================================
// you will become #perk spam
//=============================================================================
// simulated SendSelectedVeterancyToServer() -> to this
// no more "you will become %perk" spam when you join midgame
// can change perk unlimited amount of times
function SelectVeterancy(class<KFVeterancyTypes> VetSkill, optional bool bForceChange)
{
if (VetSkill == none || KFPlayerReplicationInfo(PlayerReplicationInfo) == none)
return;
if (KFSteamStatsAndAchievements(SteamStatsAndAchievements) != none)
{
// sets proper 'BuyMenuFilterIndex'
SetSelectedVeterancy(VetSkill);
if (KFGameReplicationInfo(GameReplicationInfo).bWaveInProgress && VetSkill != KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill)
{
// FIX!
// this 'xPlayer' float is not being used anywhere so let's use it
// wait 2 seconds for ClientVeteranSkill replication
if (Level.TimeSeconds > MinAdrenalineCost)
{
// moved this aswell so message and perk switch will happen at the same time
// bChangedVeterancyThisWave = false;
ClientMessage(Repl(YouWillBecomePerkString, "%Perk%", VetSkill.Default.VeterancyName));
}
MinAdrenalineCost = Level.TimeSeconds + 2.0f;
}
else // if (!bChangedVeterancyThisWave || bForceChange)
{
if (VetSkill != KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill)
ClientMessage(Repl(YouAreNowPerkString, "%Perk%", VetSkill.Default.VeterancyName));
// if (GameReplicationInfo.bMatchHasBegun)
// bChangedVeterancyThisWave = true;
KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill = VetSkill;
KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkillLevel = KFSteamStatsAndAchievements(SteamStatsAndAchievements).PerkHighestLevelAvailable(VetSkill.default.PerkIndex);
// recalcs weight and ammo
if (KFHumanPawn(Pawn) != none)
KFHumanPawn(Pawn).VeterancyChanged();
}
// else
// ClientMessage(PerkChangeOncePerWaveString);
}
}
//=============================================================================
// blank spectator join message fix
//=============================================================================
// worst case since repInfo creates after this function call
// should I check its existance for other parts of this function???
function JoinedAsSpectatorOnly()
{
if (Pawn != none)
Pawn.Died(self, class'DamageType', Pawn.Location);
if (PlayerReplicationInfo.Team != none)
PlayerReplicationInfo.Team.RemoveFromTeam(self);
PlayerReplicationInfo.Team = none;
ServerSpectate();
ClientBecameSpectator();
// let's fix blank messages
// this 'xPlayer' float is not being used anywhere so let's use it
MinAdrenalineCost = Level.TimeSeconds + 10.0f;
// start a loop and wait 10 secs for repInfo to appear
while (Level.TimeSeconds <= MinAdrenalineCost)
{
if (PlayerReplicationInfo != none)
{
// BroadcastLocalizedMessage(Level.Game.GameMessageClass, 14, PlayerReplicationInfo);
class'o_Helper'.static.BroadcastText(Level, "^b" $ PlayerReplicationInfo.PlayerName $ "^w joined as spectator.");
break;
}
}
}
function BecomeSpectator()
{
if (Role < ROLE_Authority)
return;
if (!Level.Game.BecomeSpectator(self))
return;
if (Pawn != none)
Pawn.Died(self, class'DamageType', Pawn.Location);
if (PlayerReplicationInfo.Team != none)
PlayerReplicationInfo.Team.RemoveFromTeam(self);
PlayerReplicationInfo.Team = none;
ServerSpectate();
// no repInfo checks since player is not leaving atm, just moving around
// change the text a bit, this is an other case
class'o_Helper'.static.BroadcastText(Level, "^b" $ PlayerReplicationInfo.PlayerName $ "^w moved to spectator slot.");
ClientBecameSpectator();
}
function bool IsInInventory(class<Pickup> PickupToCheck, bool bCheckForEquivalent, bool bCheckForVariant)
{
return false;
}
defaultproperties
{
MaxVoiceMsgIn10s=7
contsMaxMsg=7
}

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class stub_P_Shotgun extends ShotgunBullet;
var Pawn Victim;
simulated function ProcessTouch (Actor Other, vector HitLocation)
{
local vector X;
local Vector TempHitLocation, HitNormal;
local array<int> HitPoints;
local KFPawn HitPawn;
if ( Other == none || Other == Instigator || Other.Base == Instigator || !Other.bBlockHitPointTraces )
return;
X = Vector(Rotation);
if ( Instigator != none && ROBulletWhipAttachment(Other) != none )
{
// we touched player's auxilary collision cylinder, not let's trace to the player himself
// Other.Base = KFPawn
if( Other.Base == none || Other.Base.bDeleteMe )
return;
Other = Instigator.HitPointTrace(TempHitLocation, HitNormal, HitLocation + (200 * X), HitPoints, HitLocation,, 1);
// bullet didn't hit a pawn
if( Other == none || HitPoints.Length == 0 || Other.bDeleteMe)
return;
HitPawn = KFPawn(Other);
if ( HitPawn != none )
{
class'stub_P_Shotgun'.default.Victim = HitPawn;
// fixed point blank penetration -> X vector
HitPawn.ProcessLocationalDamage(Damage, Instigator, TempHitLocation, MomentumTransfer * X, MyDamageType,HitPoints);
}
}
else
{
if ( Pawn(Other) != none )
class'stub_P_Shotgun'.default.Victim = Pawn(Other);
// fixed point blank penetration -> X vector
if ( class'stub_P_Shotgun'.default.Victim != none && Victim.IsHeadShot(HitLocation, X, 1.0))
class'stub_P_Shotgun'.default.Victim.TakeDamage(Damage * HeadShotDamageMult, Instigator, HitLocation, MomentumTransfer * X, MyDamageType);
else
Other.TakeDamage(Damage, Instigator, HitLocation, MomentumTransfer * X, MyDamageType);
}
if ( Instigator != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
{
PenDamageReduction = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.static.GetShotgunPenetrationDamageMulti(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo),default.PenDamageReduction);
}
else
{
PenDamageReduction = default.PenDamageReduction;
}
// dead bodies reduce damage less
if ( class'stub_P_Shotgun'.default.Victim != none && class'stub_P_Shotgun'.default.Victim.Health <= 0 )
{
PenDamageReduction += (1.0 - PenDamageReduction) * 0.5;
}
Damage *= PenDamageReduction; // Keep going, but lose effectiveness each time.
// 10 is for tests, may be changed
if ( Damage < 10 )
Destroy();
}

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class stub_Pawn extends KFHumanPawn_Story;
struct FDualList
{
var class<KFWeapon> Single,Dual;
};
var array<FDualList> DualMap;
var int OtherPrice;
var class<KFWeapon> SecType;
var transient float cashtimer;
var transient byte CashCount;
//=============================================================================
// weapon == none fix
//=============================================================================
function ServerChangedWeapon(Weapon OldWeapon, Weapon NewWeapon)
{
local float InvisTime;
if (bInvis)
{
if ( (OldWeapon != none) && (OldWeapon.OverlayMaterial == InvisMaterial) )
InvisTime = OldWeapon.ClientOverlayCounter;
else
InvisTime = 20000;
}
if (HasUDamage() || bInvis)
SetWeaponOverlay(None, 0.f, true);
super(Pawn).ServerChangedWeapon(OldWeapon, NewWeapon);
if (bInvis)
SetWeaponOverlay(InvisMaterial, InvisTime, true);
else if (HasUDamage())
SetWeaponOverlay(UDamageWeaponMaterial, UDamageTime - Level.TimeSeconds, false);
// the fix
if (weapon == none)
return;
if (bBerserk)
Weapon.StartBerserk();
else if ( Weapon.bBerserk )
Weapon.StopBerserk();
}
//=============================================================================
// Dosh shit
//=============================================================================
// toss some of your cash away. (to help a cash-strapped ally or perhaps just to party like its 1994)
exec function TossCash(int Amount)
{
local Vector X,Y,Z;
local CashPickup CashPickup;
local Vector TossVel;
local Actor A;
// NEW check! and 0.3 sec delay between throws
if (Level.TimeSeconds < class'stub_Pawn'.default.cashtimer || PlayerReplicationInfo == none)
return;
class'stub_Pawn'.default.cashtimer = Level.TimeSeconds + 0.3f;
// 30 dosh at min
Amount = clamp(Amount, 30, int(Controller.PlayerReplicationInfo.Score));
// if (Amount<=0)
// Amount = 50;
Controller.PlayerReplicationInfo.Score = int(Controller.PlayerReplicationInfo.Score); // To fix issue with throwing 0 pounds.
if (Controller.PlayerReplicationInfo.Score<=0 || Amount<=0)
return;
Amount = Min(Amount, int(Controller.PlayerReplicationInfo.Score));
GetAxes(Rotation,X,Y,Z);
TossVel = Vector(GetViewRotation());
TossVel = TossVel * ((Velocity Dot TossVel) + 500) + Vect(0,0,200);
// added owner to cash pickup, 2020 finally
CashPickup = spawn(class'CashPickup', self,, Location + 0.8 * CollisionRadius * X - 0.5 * CollisionRadius * Y);
if (CashPickup != none)
{
CashPickup.CashAmount = Amount;
CashPickup.bDroppedCash = true;
CashPickup.RespawnTime = 0; // Dropped cash doesnt respawn. For obvious reasons.
CashPickup.Velocity = TossVel;
CashPickup.DroppedBy = Controller;
CashPickup.InitDroppedPickupFor(None);
Controller.PlayerReplicationInfo.Score -= Amount;
if ( Level.Game.NumPlayers > 1 && Level.TimeSeconds - LastDropCashMessageTime > DropCashMessageDelay )
{
PlayerController(Controller).Speech('AUTO', 4, "");
}
// Hack to get Slot machines to accept dosh that's thrown inside their collision cylinder.
foreach CashPickup.TouchingActors(class 'Actor', A)
{
if(A.IsA('KF_Slot_Machine'))
{
A.Touch(Cashpickup);
}
}
}
}
//=============================================================================
// Sound none on player death
//=============================================================================
// fix for none soundgroup calls on death
function Sound GetSound(xPawnSoundGroup.ESoundType soundType)
{
local int SurfaceTypeID;
local actor A;
local vector HL,HN,Start,End;
local material FloorMat;
// added this in case when player joins using a custom skin with a custom SoundGroupClass,
// which not present on the server
if ( SoundGroupClass == none )
SoundGroupClass = class'KFMod.KFMaleSoundGroup';
if( soundType == EST_Land || soundType == EST_Jump )
{
if ( (Base!=None) && (!Base.IsA('LevelInfo')) && (Base.SurfaceType!=0) )
{
SurfaceTypeID = Base.SurfaceType;
}
else
{
Start = Location - Vect(0,0,1)*CollisionHeight;
End = Start - Vect(0,0,16);
A = Trace(hl,hn,End,Start,false,,FloorMat);
if (FloorMat !=None)
SurfaceTypeID = FloorMat.SurfaceType;
}
}
return SoundGroupClass.static.GetSound(soundType, SurfaceTypeID);
}
// allows us to buy from trader menu from anywhere
function bool CanBuyNow()
{
local ShopVolume Sh;
if (class'o_Settings'.default.bBuyEverywhere)
return true;
if (KFGameType(Level.Game) == none || KFGameType(Level.Game).bWaveInProgress || PlayerReplicationInfo == none)
return false;
foreach TouchingActors(class'ShopVolume', Sh)
return true;
return false;
}
//=============================================================================
// Dualies Print Fix
//=============================================================================
function ServerBuyWeapon( class<Weapon> WClass, float ItemWeight )
{
local Inventory I, J;
local float Price;
if ( !CanBuyNow() || class<KFWeapon>(WClass) == none || class<KFWeaponPickup>(WClass.Default.PickupClass) == none || class'stub_Pawn'.static.HasWeaponClass(WClass) )
{
return;
}
Price = class<KFWeaponPickup>(WClass.default.PickupClass).default.Cost;
if ( KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill != none )
Price *= KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill.static.GetCostScaling(KFPlayerReplicationInfo(PlayerReplicationInfo), WClass.Default.PickupClass);
// N.B. addition !
// ItemWeight = class<KFWeapon>(WClass).default.Weight;
if ( class'stub_Pawn'.static.IsDualWeapon(WClass,SecType) )
{
if ( WClass != class'Dualies' && class'stub_Pawn'.static.HasWeaponClass(class'stub_Pawn'.default.SecType, J) )
{
// ItemWeight -= class'stub_Pawn'.default.SecType.default.Weight;
Price *= 0.5f;
class'stub_Pawn'.default.OtherPrice = KFWeapon(J).SellValue;
if ( class'stub_Pawn'.default.OtherPrice == -1 )
{
class'stub_Pawn'.default.OtherPrice = class<KFWeaponPickup>(class'stub_Pawn'.default.SecType.Default.PickupClass).Default.Cost * 0.75;
if ( KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill != none )
class'stub_Pawn'.default.OtherPrice *= KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill.static.GetCostScaling(KFPlayerReplicationInfo(PlayerReplicationInfo), SecType.Default.PickupClass);
}
}
}
else if ( class'stub_Pawn'.static.HasDualies(WClass,Inventory) )
return;
// add
Price = int(Price); // Truncuate price.
if ( !CanCarry(ItemWeight) )
{
return;
}
if ( PlayerReplicationInfo.Score < Price )
{
ClientMessage("Error: "$WClass.Name$" is too expensive ("$int(Price)$">"$int(PlayerReplicationInfo.Score)$")");
return; // Not enough CASH.
}
I = Spawn(WClass);
if ( I != none )
{
if ( KFGameType(Level.Game) != none )
KFGameType(Level.Game).WeaponSpawned(I);
KFWeapon(I).UpdateMagCapacity(PlayerReplicationInfo);
KFWeapon(I).FillToInitialAmmo();
KFWeapon(I).SellValue = Price * 0.75;
if (class'stub_Pawn'.default.OtherPrice > 0)
KFWeapon(I).SellValue += class'stub_Pawn'.default.OtherPrice;
I.GiveTo(self);
PlayerReplicationInfo.Score -= Price;
ClientForceChangeWeapon(I);
}
else
ClientMessage("Error: "$WClass.Name$" failed to spawn.");
SetTraderUpdate();
}
static final function bool HasWeaponClass( class<Inventory> IC, optional out Inventory Res )
{
local Inventory I;
for ( I=default.Inventory; I!=None; I=I.default.Inventory )
{
if( I.Class == IC )
{
Res = I;
return true;
}
}
return false;
}
static final function bool IsDualWeapon(class<Weapon> W, optional out class<KFWeapon> SingleType )
{
local int i;
if (W.Default.DemoReplacement != none)
{
SingleType = class<KFWeapon>(W.Default.DemoReplacement);
return true;
}
for( i=(Default.DualMap.Length-1); i>=0; --i )
{
if( W==Default.DualMap[i].Dual )
{
SingleType = Default.DualMap[i].Single;
return true;
}
}
return false;
}
static final function bool HasDualies( class<Weapon> W, Inventory InvList, optional out class<KFWeapon> DualType )
{
local int i;
local Inventory In;
for ( In=InvList; In!=None; In=In.Inventory )
{
if( Weapon(In)!=None && Weapon(In).DemoReplacement==W )
{
DualType = class<KFWeapon>(In.Class);
return true;
}
}
for ( i=(Default.DualMap.Length-1); i>=0; --i )
{
if ( W == Default.DualMap[i].Single )
{
DualType = Default.DualMap[i].Dual;
W = Default.DualMap[i].Dual;
for ( In=InvList; In!=None; In=In.Inventory )
{
if (In.Class == W)
return true;
}
return false;
}
}
return false;
}
function AddDefaultInventory()
{
CreateInventory("KFMod.Knife");
CreateInventory("KFMod.Single");
CreateInventory("KFMod.Frag");
CreateInventory("KFMod.Syringe");
CreateInventory("KFMod.Welder");
}
defaultproperties
{
DualMap[0]=(Single=class'Single',Dual=class'Dualies')
DualMap[1]=(Single=class'Magnum44Pistol',Dual=class'Dual44Magnum')
DualMap[2]=(Single=class'Deagle',Dual=class'DualDeagle')
DualMap[3]=(Single=class'FlareRevolver',Dual=class'DualFlareRevolver')
DualMap[4]=(Single=class'MK23Pistol',Dual=class'DualMK23Pistol')
}

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class stub_Pipe extends PipeBombProjectile;
var sound BoomSound;
static function PreloadAssets()
{
UpdateDefaultStaticMesh(StaticMesh(DynamicLoadObject(default.StaticMeshRef, class'StaticMesh', true)));
}
static function bool UnloadAssets()
{
UpdateDefaultStaticMesh(none);
return true;
}
// fix insane damage while being triggered with m1 spam
function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex)
{
// added bTriggered check and moved damage check for siren scream
if ( bTriggered || Damage < 5 || damageType == class'DamTypePipeBomb' ||
ClassIsChildOf(damageType, class'DamTypeMelee') ||
(Damage < 25 && damageType.IsA('SirenScreamDamage')) )
{
return;
}
// Don't let our own explosives blow this up!!!
if ( InstigatedBy == none || InstigatedBy != none &&
InstigatedBy.PlayerReplicationInfo != none &&
InstigatedBy.PlayerReplicationInfo.Team != none &&
InstigatedBy.PlayerReplicationInfo.Team.TeamIndex == PlacedTeam &&
Class<KFWeaponDamageType>(damageType) != none &&
(Class<KFWeaponDamageType>(damageType).default.bIsExplosive ||
InstigatedBy != Instigator) )
{
return;
}
if ( damageType == class'SirenScreamDamage')
{
Disintegrate(HitLocation, vect(0,0,1));
}
else
{
Explode(HitLocation, vect(0,0,1));
}
}
// NPC, dead players trigger fix
function Timer()
{
local Pawn CheckPawn;
local float ThreatLevel;
// still not sure about creating new local vars
// but welp, it works fine
local vector DetectLocation;
// raise a detection poin half a meter up to prevent small objects on the ground bloking the trace
DetectLocation = Location;
DetectLocation.Z += 25;
if( !bHidden && !bTriggered )
{
if( ArmingCountDown >= 0 )
{
ArmingCountDown -= 0.1;
if( ArmingCountDown <= 0 )
{
SetTimer(1.0, true);
}
}
else
{
// Check for enemies
if( !bEnemyDetected )
{
bAlwaysRelevant = false;
PlaySound(BeepSound,,0.5,,50.0);
foreach VisibleCollidingActors( class 'Pawn', CheckPawn, DetectionRadius, DetectLocation )
{
// don't trigger pipes on NPC -- PooSH
if( CheckPawn == Instigator || KF_StoryNPC(CheckPawn) != none && KFGameType(Level.Game).FriendlyFireScale > 0 &&
CheckPawn.PlayerReplicationInfo != none &&
CheckPawn.PlayerReplicationInfo.Team.TeamIndex == PlacedTeam )
{
// Make the thing beep if someone on our team is within the detection radius
// This gives them a chance to get out of the way
ThreatLevel += 0.001;
}
else
{
// don't trigger pipes by dead bodies -- PooSH
if( CheckPawn.Health > 0 && CheckPawn != Instigator && (CheckPawn.Role == ROLE_Authority) &&
((CheckPawn.PlayerReplicationInfo != none && CheckPawn.PlayerReplicationInfo.Team.TeamIndex != PlacedTeam) ||
CheckPawn.GetTeamNum() != PlacedTeam))
{
if( KFMonster(CheckPawn) != none )
{
ThreatLevel += KFMonster(CheckPawn).MotionDetectorThreat;
if( ThreatLevel >= ThreatThreshhold )
{
bEnemyDetected = true;
SetTimer(0.15, true);
}
}
else
{
bEnemyDetected = true;
SetTimer(0.15, true);
}
}
}
}
if( ThreatLevel >= ThreatThreshhold )
{
bEnemyDetected = true;
SetTimer(0.15, true);
}
else if( ThreatLevel > 0 )
{
SetTimer(0.5, true);
}
else
{
SetTimer(1.0, true);
}
}
// Play some fast beeps and blow up
else
{
bAlwaysRelevant = true;
Countdown--;
if ( CountDown > 0 )
{
PlaySound(BeepSound, SLOT_Misc, 2.0,, 150.0);
}
else
{
Explode(DetectLocation, vector(Rotation));
}
}
}
}
else
{
Destroy();
}
}
// explode sounds none fix
simulated function Explode(vector HitLocation, vector HitNormal)
{
local PlayerController LocalPlayer;
local Projectile P;
local byte i;
bHasExploded = true;
BlowUp(HitLocation);
bTriggered = true;
if ( Role == ROLE_Authority )
{
SetTimer(0.1, false);
NetUpdateTime = Level.TimeSeconds - 1;
}
PlaySound(class'stub_Pipe'.default.BoomSound,,2.0);
// Shrapnel
for( i=Rand(6); i<10; i++ )
{
P = Spawn(ShrapnelClass,,,,RotRand(true));
if( P!=None )
P.RemoteRole = ROLE_None;
}
if ( EffectIsRelevant(Location,false) )
{
Spawn(Class'KFMod.KFNadeLExplosion',,, HitLocation, rotator(vect(0,0,1)));
Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal));
}
// Shake nearby players screens
LocalPlayer = Level.GetLocalPlayerController();
if ( (LocalPlayer != None) && (VSize(Location - LocalPlayer.ViewTarget.Location) < (DamageRadius * 1.5)) )
LocalPlayer.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime);
if( Role < ROLE_Authority )
{
Destroy();
}
}
defaultproperties
{
BoomSound=SoundGroup'Inf_Weapons.antitankmine.antitankmine_explode01'
}

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class stub_Rule extends GameRules;
// no map switch if we leave from lobby
function bool CheckEndGame(PlayerReplicationInfo Winner, string Reason)
{
if (Level.Game.IsInState('PendingMatch'))
return false;
if (NextGameRules != none)
return NextGameRules.CheckEndGame(Winner, Reason);
return true;
}

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// imagine almost all main functions of this class are bugged
// amazing, i cummed twice
class stub_ShopVolume extends KFShopVolume_Story;
var string shopTag;
// fix for accessed nones
function Touch(Actor Other)
{
// to prevent accessed none warnings
if (Other == none)
return;
if ( Pawn(Other) != none && PlayerController(Pawn(Other).Controller) != none && KFGameType(Level.Game) != none && !KFGameType(Level.Game).bWaveInProgress )
{
if( !bCurrentlyOpen )
{
BootPlayers();
return;
}
// none check
if (MyTrader != none)
MyTrader.SetOpen(true);
if( KFPlayerController(Pawn(Other).Controller) !=None )
{
KFPlayerController(Pawn(Other).Controller).SetShowPathToTrader(false);
KFPlayerController(Pawn(Other).Controller).CheckForHint(52);
}
PlayerController(Pawn(Other).Controller).ReceiveLocalizedMessage(class'KFMainMessages',3);
if ( KFPlayerController(Pawn(Other).Controller) != none && !KFPlayerController(Pawn(Other).Controller).bHasHeardTraderWelcomeMessage )
{
// Have Trader say Welcome to players
if ( KFGameType(Level.Game).WaveCountDown >= 30 )
{
KFPlayerController(Pawn(Other).Controller).ClientLocationalVoiceMessage(Pawn(Other).PlayerReplicationInfo, none, 'TRADER', 7);
KFPlayerController(Pawn(Other).Controller).bHasHeardTraderWelcomeMessage = true;
}
}
}
else if( Other.IsA('KF_StoryInventoryPickup') )
{
if( !bCurrentlyOpen )
{
BootPlayers();
return;
}
}
}
function UnTouch( Actor Other )
{
// to prevent accessed none warnings
if (Other == none)
return;
// none check
if ( MyTrader != none && Pawn(Other) != none && PlayerController(Pawn(Other).Controller) != none && KFGameType(Level.Game) != none )
MyTrader.SetOpen(false);
}
function UsedBy(Pawn user)
{
// to prevent accessed none warnings
if (user == none || KFHumanPawn(user) == none)
return;
// Set the pawn to an idle anim so he wont keep making footsteps
User.SetAnimAction(User.IdleWeaponAnim);
// none check
if (MyTrader != none)
class'stub_ShopVolume'.default.shoptag = string(MyTrader.Tag);
if (KFPlayerController(user.Controller) != none && KFGameType(Level.Game) != none && !KFGameType(Level.Game).bWaveInProgress)
KFPlayerController(user.Controller).ShowBuyMenu(class'stub_ShopVolume'.default.shoptag, KFHumanPawn(user).MaxCarryWeight);
}
// touching out of bounds fix
function bool BootPlayers()
{
local KFHumanPawn Bootee;
local int i,idx;
local bool bResult;
local int NumTouching,NumBooted;
local array<Teleporter> UnusedSpots;
local bool bBooted;
// really wtf is this
if ( !bTelsInit )
InitTeleports();
if ( !bHasTeles )
Return False; // Wtf?
UnusedSpots = TelList;
for (idx = 0; idx < Touching.Length; idx++)
{
// none check so we wont go out of bounds
if (Touching[idx] == none)
continue;
if (Touching[idx].IsA('KFHumanPawn'))
{
Bootee = KFHumanPawn(Touching[idx]);
NumTouching ++ ;
if (PlayerController(Bootee.Controller) != none)
{
PlayerController(Bootee.Controller).ReceiveLocalizedMessage(class'KFMainMessages');
PlayerController(Bootee.Controller).ClientCloseMenu(true, true);
}
// Teleport to a random teleporter in this local area, if more than one pick random.
i = Rand(UnusedSpots.Length);
// removed pawn check coz WE ALREADY CHECKED IT !
Bootee.PlayTeleportEffect(false, true);
bBooted = UnusedSpots[i].Accept(Bootee, self);
if (bBooted)
{
NumBooted ++;
UnusedSpots.Remove(i,1); // someone is being teleported here. We can't have the next guy spawning on top of him.
}
}
else if (Touching[idx].IsA('KF_StoryInventoryPickup'))
{
Touching[idx].SetLocation(TelList[Rand(TelList.length)].Location + (vect(0,0,1) * Touching[idx].CollisionHeight)) ;
Touching[idx].SetPhysics(PHYS_Falling);
Touching[idx].SetOwner(Touching[idx].Owner); // to force NetDirty
}
}
bResult = NumBooted >= NumTouching;
return bResult;
}
defaultproperties{}

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class stub_Syringe extends Syringe;
// fix syringe heal ammounts when players die
simulated function bool HackClientStartFire()
{
if (StartFire(1))
{
if (Role < ROLE_Authority)
{
// best idea i've come to
// at least im not running timer like Poosh
if (Level.Game.NumPlayers == 1)
HealBoostAmount = 50;
else
HealBoostAmount = default.HealBoostAmount;
ServerStartFire(1);
}
FireMode[1].ModeDoFire(); // Force to start animating.
return true;
}
return false;
}

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class stub_VotingHandler extends xVotingHandler;
// only REAL players are counted. FUCKING IGNORES SPECS AND FAKES. FINALLY!!!!!!
function TallyVotes(bool bForceMapSwitch)
{
local int oldNumPlayers;
local Controller c;
// save the current player count
oldNumPlayers = Level.Game.NumPlayers;
// reset the player count
Level.Game.NumPlayers = 0;
// count real players to prevent fakes from or specs from preventing map switching
for (c=level.ControllerList; c!=none; c=c.nextController)
{
if (c.bIsPlayer && c.PlayerReplicationInfo != none && !c.PlayerReplicationInfo.bOnlySpectator)
Level.Game.NumPlayers++;
}
super(xVotingHandler).TallyVotes(bForceMapSwitch);
// restore the original number of players
Level.Game.NumPlayers = oldNumPlayers;
}
// this is just here to tell spectators that they can't vote
function SubmitMapVote(int MapIndex, int GameIndex, Actor Voter)
{
local int Index, VoteCount, PrevMapVote, PrevGameVote;
local MapHistoryInfo MapInfo;
local bool bAdminForce;
if (bLevelSwitchPending)
return;
Index = GetMVRIIndex(PlayerController(Voter));
if (GameIndex < 0)
{
bAdminForce = true;
GameIndex = (-GameIndex) - 1;
}
if (GameIndex >= GameConfig.Length || MapIndex < 0 || MapIndex >= MapList.Length)
return; // Something is wrong...
// check for invalid vote from unpatch players
if (!IsValidVote(MapIndex, GameIndex))
return;
// Administrator Vote
if (bAdminForce && (PlayerController(Voter).PlayerReplicationInfo.bAdmin || PlayerController(Voter).PlayerReplicationInfo.bSilentAdmin))
{
TextMessage = lmsgAdminMapChange;
TextMessage = Repl(TextMessage, "%mapname%", MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")");
Level.Game.Broadcast(self,TextMessage);
log("Admin has forced map switch to " $ MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")",'MapVote');
CloseAllVoteWindows();
bLevelSwitchPending = true;
MapInfo = History.PlayMap(MapList[MapIndex].MapName);
ServerTravelString = SetupGameMap(MapList[MapIndex], GameIndex, MapInfo);
log("ServerTravelString = " $ ServerTravelString ,'MapVoteDebug');
// change the map
Level.ServerTravel(ServerTravelString, false);
settimer(1,true);
return;
}
if (PlayerController(Voter).PlayerReplicationInfo.bOnlySpectator)
{
// Spectators cant vote
PlayerController(Voter).ClientMessage(lmsgSpectatorsCantVote);
return;
}
// check for invalid map, invalid gametype, player isnt revoting same as previous vote, and map choosen isnt disabled
if (MapIndex < 0 || MapIndex >= MapCount || GameIndex >= GameConfig.Length || (MVRI[Index].GameVote == GameIndex && MVRI[Index].MapVote == MapIndex) ||
!MapList[MapIndex].bEnabled)
return;
log("___" $ Index $ " - " $ PlayerController(Voter).PlayerReplicationInfo.PlayerName $ " voted for " $ MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")",'MapVote');
PrevMapVote = MVRI[Index].MapVote;
PrevGameVote = MVRI[Index].GameVote;
MVRI[Index].MapVote = MapIndex;
MVRI[Index].GameVote = GameIndex;
if (bAccumulationMode)
{
if (bScoreMode)
{
VoteCount = GetAccVote(PlayerController(Voter)) + int(GetPlayerScore(PlayerController(Voter)));
TextMessage = lmsgMapVotedForWithCount;
TextMessage = repl(TextMessage, "%playername%", PlayerController(Voter).PlayerReplicationInfo.PlayerName );
TextMessage = repl(TextMessage, "%votecount%", string(VoteCount) );
TextMessage = repl(TextMessage, "%mapname%", MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")" );
Level.Game.Broadcast(self,TextMessage);
}
else
{
VoteCount = GetAccVote(PlayerController(Voter)) + 1;
TextMessage = lmsgMapVotedForWithCount;
TextMessage = repl(TextMessage, "%playername%", PlayerController(Voter).PlayerReplicationInfo.PlayerName );
TextMessage = repl(TextMessage, "%votecount%", string(VoteCount) );
TextMessage = repl(TextMessage, "%mapname%", MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")" );
Level.Game.Broadcast(self,TextMessage);
}
}
else
{
if (bScoreMode)
{
VoteCount = int(GetPlayerScore(PlayerController(Voter)));
TextMessage = lmsgMapVotedForWithCount;
TextMessage = repl(TextMessage, "%playername%", PlayerController(Voter).PlayerReplicationInfo.PlayerName );
TextMessage = repl(TextMessage, "%votecount%", string(VoteCount) );
TextMessage = repl(TextMessage, "%mapname%", MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")" );
Level.Game.Broadcast(self,TextMessage);
}
else
{
VoteCount = 1;
TextMessage = lmsgMapVotedFor;
TextMessage = repl(TextMessage, "%playername%", PlayerController(Voter).PlayerReplicationInfo.PlayerName );
TextMessage = repl(TextMessage, "%mapname%", MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")" );
Level.Game.Broadcast(self,TextMessage);
}
}
UpdateVoteCount(MapIndex, GameIndex, VoteCount);
if (PrevMapVote > -1 && PrevGameVote > -1)
UpdateVoteCount(PrevMapVote, PrevGameVote, -MVRI[Index].VoteCount); // undo previous vote
MVRI[Index].VoteCount = VoteCount;
TallyVotes(false);
}

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class stub_VotingReplicationInfo extends VotingReplicationInfo;
function SendMapVote(int MapIndex, int p_GameIndex)
{
local KFPlayerController kfpc;
kfpc = KFPlayerController(Owner);
DebugLog("MVRI.SendMapVote(" $ MapIndex $ ", " $ p_GameIndex $ ")");
if (kfpc != none && !kfpc.PlayerReplicationInfo.bOnlySpectator)
VH.SubmitMapVote(MapIndex,p_GameIndex,Owner);
}

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class stub_Z_Bloat extends ZombieBloat;
function SpawnTwoShots()
{
local vector X,Y,Z, FireStart;
local rotator FireRotation;
// check this from the very start to prevent any log spam
if (Controller == none || IsInState('ZombieDying'))
return;
if (KFDoorMover(Controller.Target) != none)
{
Controller.Target.TakeDamage(22, Self, Location, vect(0,0,0), class'DamTypeVomit');
return;
}
GetAxes(Rotation,X,Y,Z);
FireStart = Location+(vect(30,0,64) >> Rotation)*DrawScale;
if (!SavedFireProperties.bInitialized)
{
SavedFireProperties.AmmoClass = class'SkaarjAmmo';
SavedFireProperties.ProjectileClass = class'KFBloatVomit';
SavedFireProperties.WarnTargetPct = 1;
SavedFireProperties.MaxRange = 500;
SavedFireProperties.bTossed = false;
SavedFireProperties.bTrySplash = false;
SavedFireProperties.bLeadTarget = true;
SavedFireProperties.bInstantHit = true;
SavedFireProperties.bInitialized = true;
}
// Turn off extra collision before spawning vomit, otherwise spawn fails
ToggleAuxCollision(false);
FireRotation = Controller.AdjustAim(SavedFireProperties,FireStart,600);
Spawn(class'KFBloatVomit',self,,FireStart,FireRotation);
FireStart -= (0.5*CollisionRadius*Y);
FireRotation.Yaw -= 1200;
spawn(class'KFBloatVomit',self,,FireStart, FireRotation);
FireStart += (CollisionRadius*Y);
FireRotation.Yaw += 2400;
spawn(class'KFBloatVomit', self,, FireStart, FireRotation);
// Turn extra collision back on
ToggleAuxCollision(true);
}

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class stub_Z_Boss extends ZombieBoss;
//=============================================================================
// ammo class == none fix
//=============================================================================
state FireMissile
{
function AnimEnd( int Channel )
{
local vector Start;
local Rotator R;
Start = GetBoneCoords('tip').Origin;
// at least shoot at someone, not walls
if (Controller.Target == none)
Controller.Target = Controller.Enemy;
// fix MyAmmo none logs
if (!SavedFireProperties.bInitialized)
{
SavedFireProperties.AmmoClass = class'SkaarjAmmo';
SavedFireProperties.ProjectileClass = class'BossLAWProj';
SavedFireProperties.WarnTargetPct = 0.15;
SavedFireProperties.MaxRange = 10000;
SavedFireProperties.bTossed = false;
SavedFireProperties.bTrySplash = false;
SavedFireProperties.bLeadTarget = true;
SavedFireProperties.bInstantHit = true;
SavedFireProperties.bInitialized = true;
}
R = AdjustAim(SavedFireProperties,Start,100);
PlaySound(RocketFireSound,SLOT_Interact,2.0,,TransientSoundRadius,,false);
// added projectile owner
spawn(class'BossLAWProj',self,,Start,R);
bShotAnim = true;
Acceleration = vect(0,0,0);
SetAnimAction('FireEndMissile');
HandleWaitForAnim('FireEndMissile');
// Randomly send out a message about Patriarch shooting a rocket(5% chance)
if ( FRand() < 0.05 && Controller.Enemy != none && PlayerController(Controller.Enemy.Controller) != none )
{
PlayerController(Controller.Enemy.Controller).Speech('AUTO', 10, "");
}
GoToState('');
}
}
//=============================================================================
// ctrl == none fixes
//=============================================================================
function bool MeleeDamageTarget(int hitdamage, vector pushdir)
{
// added 'Controller != none' check
if (Controller != none && Controller.Target != none && Controller.Target.IsA('NetKActor'))
pushdir = Normal(Controller.Target.Location-Location)*100000;
return super(KFMonster).MeleeDamageTarget(hitdamage, pushdir);
}
// non-state one
function ClawDamageTarget()
{
local vector PushDir;
local name Anim;
local float frame,rate;
local float UsedMeleeDamage;
local bool bDamagedSomeone;
local KFHumanPawn P;
local Actor OldTarget;
// check this from the very start to prevent any log spam
if (Controller == none || IsInState('ZombieDying'))
return;
if (MeleeDamage > 1)
UsedMeleeDamage = (MeleeDamage - (MeleeDamage * 0.05)) + (MeleeDamage * (FRand() * 0.1));
else
UsedMeleeDamage = MeleeDamage;
GetAnimParams(1, Anim,frame,rate);
if (Controller != none && Controller.Target != none)
PushDir = (damageForce * Normal(Controller.Target.Location - Location));
else
PushDir = damageForce * vector(Rotation);
// merging 2 similar checks
// dick animation
if (Anim == 'MeleeImpale')
{
MeleeRange = ImpaleMeleeDamageRange;
bDamagedSomeone = MeleeDamageTarget(UsedMeleeDamage, PushDir);
}
// the hand animation
else
{
MeleeRange = ClawMeleeDamageRange;
OldTarget = Controller.Target;
foreach DynamicActors(class'KFHumanPawn', P)
{
if ( (P.Location - Location) dot PushDir > 0.0 ) // Added dot Product check in Balance Round 3
{
Controller.Target = P;
bDamagedSomeone = bDamagedSomeone || MeleeDamageTarget(UsedMeleeDamage, damageForce * Normal(P.Location - Location)); // Always pushing players away added in Balance Round 3
}
}
Controller.Target = OldTarget;
}
MeleeRange = default.MeleeRange;
if (bDamagedSomeone)
{
if (Anim == 'MeleeImpale')
PlaySound(MeleeImpaleHitSound, SLOT_Interact, 2.0);
else
PlaySound(MeleeAttackHitSound, SLOT_Interact, 2.0);
}
}
//=============================================================================
// headshot fix while he is machinegunning
//=============================================================================
state FireChaingun
{
function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex)
{
local float EnemyDistSq, DamagerDistSq;
// changed vect(0,0,0) with Momentum
global.TakeDamage(Damage,instigatedBy,hitlocation,Momentum,damageType);
// if someone close up is shooting us, just charge them
if (InstigatedBy != none)
{
DamagerDistSq = VSizeSquared(Location - InstigatedBy.Location);
if ( (ChargeDamage > 200 && DamagerDistSq < (500 * 500)) || DamagerDistSq < (100 * 100) )
{
SetAnimAction('transition');
GoToState('Charging');
return;
}
}
if (Controller.Enemy != none && InstigatedBy != none && InstigatedBy != Controller.Enemy)
{
EnemyDistSq = VSizeSquared(Location - Controller.Enemy.Location);
DamagerDistSq = VSizeSquared(Location - InstigatedBy.Location);
}
if (InstigatedBy != none && (DamagerDistSq < EnemyDistSq || Controller.Enemy == none) )
{
MonsterController(Controller).ChangeEnemy(InstigatedBy,Controller.CanSee(InstigatedBy));
Controller.Target = InstigatedBy;
Controller.Focus = InstigatedBy;
if( DamagerDistSq < (500 * 500) )
{
SetAnimAction('transition');
GoToState('Charging');
}
}
}
}
defaultproperties{}

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class stub_Z_Husk extends ZombieHusk_HALLOWEEN;
function SpawnTwoShots()
{
local vector X,Y,Z, FireStart;
local rotator FireRotation;
local KFMonsterController KFMonstControl;
if (Controller == none || IsInState('ZombieDying') || IsInState('GettingOutOfTheWayOfShot') || Physics == PHYS_Falling)
return;
if (KFDoorMover(Controller.Target) != none)
{
Controller.Target.TakeDamage(22, Self, Location,vect(0,0,0), Class'DamTypeVomit');
return;
}
GetAxes(Rotation,X,Y,Z);
FireStart = GetBoneCoords('Barrel').Origin;
// detect outer and change projectile class
// since we use this function for all husk classes
if (ClassIsChildOf(self.class, class'ZombieHusk_HALLOWEEN'))
HuskFireProjClass = class'KFChar.HuskFireProjectile_HALLOWEEN';
else
HuskFireProjClass = class'KFChar.HuskFireProjectile';
// if (self.class.name == 'ZombieHusk_HALLOWEEN')
// HuskFireProjClass = class'KFChar.HuskFireProjectile_HALLOWEEN';
// else
// HuskFireProjClass = class'KFChar.HuskFireProjectile';
if (!SavedFireProperties.bInitialized)
{
SavedFireProperties.AmmoClass = class'SkaarjAmmo';
SavedFireProperties.ProjectileClass = HuskFireProjClass;
SavedFireProperties.WarnTargetPct = 1;
SavedFireProperties.MaxRange = 65535;
SavedFireProperties.bTossed = false;
SavedFireProperties.bTrySplash = true;
SavedFireProperties.bLeadTarget = true;
SavedFireProperties.bInstantHit = false;
SavedFireProperties.bInitialized = true;
}
// Turn off extra collision before spawning projectile, otherwise spawn fails
ToggleAuxCollision(false);
FireRotation = Controller.AdjustAim(SavedFireProperties, FireStart, 600);
// do not move fleshpounds !
foreach DynamicActors(class'KFMonsterController', KFMonstControl)
{
// I gotta love this one, Jaby
// ignore zeds that the husk can't see...
if (KFMonstControl== none || !LineOfSightTo(KFMonstControl))
continue;
if (KFMonstControl != Controller && !ClassIsChildOf(KFMonstControl, class'FleshpoundZombieController'))
{
if (PointDistToLine(KFMonstControl.Pawn.Location, vector(FireRotation), FireStart) < 75 )
{
KFMonstControl.GetOutOfTheWayOfShot(vector(FireRotation),FireStart);
}
}
}
// added projectile owner...
Spawn(HuskFireProjClass,self,,FireStart,FireRotation);
// Turn extra collision back on
ToggleAuxCollision(true);
}

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class stub_Z_Scrake extends ZombieScrake;
var ZombieScrake sc;
// vector HeadOffset = vect(0,0,0)
// KFMonster = M
// Poosh (c) coz i was lazy to do lame hack
function bool IsHeadShot(vector HitLoc, vector ray, float AdditionalScale)
{
local coords C;
// we are not gonna use some local vars, sooo... lets hope it wont crash
local vector HeadLoc, diff; // B, M, not using these two
// local float t, DotMM, Distance;
local int look;
local bool bUseAltHeadShotLocation;
local bool bWasAnimating;
if (HeadBone == '')
return false;
if (Level.NetMode == NM_DedicatedServer && !bShotAnim) // addition!
{
// If we are a dedicated server estimate what animation is most likely playing on the client
switch (Physics)
{
case PHYS_Walking:
bWasAnimating = IsAnimating(0) || IsAnimating(1);
if (!bWasAnimating)
{
if (bIsCrouched)
{
PlayAnim(IdleCrouchAnim, 1.0, 0.0);
}
else
{
bUseAltHeadShotLocation=true;
}
}
if (bDoTorsoTwist && !bUseAltHeadShotLocation)
{
SmoothViewYaw = Rotation.Yaw;
SmoothViewPitch = ViewPitch;
look = (256 * ViewPitch) & 65535;
if (look > 32768)
look -= 65536;
SetTwistLook(0, look);
}
break;
case PHYS_Falling:
case PHYS_Flying:
PlayAnim(AirAnims[0], 1.0, 0.0);
break;
case PHYS_Swimming:
PlayAnim(SwimAnims[0], 1.0, 0.0);
break;
}
if (!bWasAnimating && !bUseAltHeadShotLocation)
{
SetAnimFrame(0.5);
}
}
if (bUseAltHeadShotLocation)
{
HeadLoc = Location + (OnlineHeadshotOffset >> Rotation);
AdditionalScale *= OnlineHeadshotScale;
}
else
{
diff = vect(0,0,0);
C = GetBoneCoords(HeadBone);
HeadLoc = C.Origin + (HeadHeight * HeadScale * AdditionalScale * C.XAxis) + diff.X * C.XAxis + diff.Y * C.YAxis + diff.Z * C.ZAxis;
}
return class'stub_Z_Scrake'.static.TestHitboxSphere(HitLoc, Ray, HeadLoc, HeadRadius * HeadScale * AdditionalScale);
}
// Poosh (c) coz i was lazy to do lame hack
static final function bool TestHitboxSphere(vector HitLoc, vector Ray, vector SphereLoc, float SphereRadius)
{
local vector HitToSphere; // vector from HitLoc to SphereLoc
local vector P;
SphereRadius *= SphereRadius; // square it to avoid doing sqrt()
HitToSphere = SphereLoc - HitLoc;
if (VSizeSquared(HitToSphere) < SphereRadius)
{
// HitLoc is already inside the sphere - no projection needed
return true;
}
// HitToSphere dot Ray = cos(A) * VSize(HitToSphere) = VSize(P - HitLoc)
P = HitLoc + Ray * (HitToSphere dot Ray);
return VSizeSquared(P - SphereLoc) < SphereRadius;
}
// Getter for the Original groundspeed of the zed (adjusted for difficulty, etc)
simulated function float GetOriginalGroundSpeed()
{
if (owner != none && owner.class.name == 'SawZombieController')
{
if (IsInState('RunningState'))
return OriginalGroundSpeed *= OriginalGroundSpeed;
else if (IsInState('SawingLoop'))
return OriginalGroundSpeed *= AttackChargeRate;
else if (IsInState(''))
return OriginalGroundSpeed;
}
if( bZedUnderControl )
{
return OriginalGroundSpeed * 1.25;
}
else
{
return OriginalGroundSpeed;
}
}
function EndState()
{
log("FUCK YEA!");
if( !bZapped )
{
SetGroundSpeed(GetOriginalGroundSpeed());
}
bCharging = False;
if( Level.NetMode!=NM_DedicatedServer )
PostNetReceive();
}

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class stub_Z_Scrake_Ctrl extends SawZombieController;
function EndState()
{
if (Pawn != None)
{
Pawn.AccelRate = Pawn.Default.AccelRate;
Pawn.GroundSpeed = ZombieScrake(Pawn).GetOriginalGroundSpeed();
}
}

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class stub_Z_Siren extends ZombieSiren;
// if decapped no scream
simulated function SpawnTwoShots()
{
// added bDecapitated check
// headless chickens can't cry
if (bZapped || bDecapitated)
return;
DoShakeEffect();
if (Level.NetMode != NM_Client)
{
if (Controller != none && KFDoorMover(Controller.Target) != none)
Controller.Target.TakeDamage(ScreamDamage*0.6,Self,Location,vect(0,0,0),ScreamDamageType);
else
HurtRadius(ScreamDamage ,ScreamRadius, ScreamDamageType, ScreamForce, Location);
}
}
simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation )
{
local actor Victims;
local float damageScale, dist;
local vector dir;
local float UsedDamageAmount;
if (bHurtEntry)
return;
bHurtEntry = true;
foreach VisibleCollidingActors(class'Actor', Victims, DamageRadius, HitLocation)
{
// don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag
// Or Karma actors in this case. Self inflicted Death due to flying chairs is uncool for a zombie of your stature.
if ( (Victims != self) && !Victims.IsA('FluidSurfaceInfo') && !Victims.IsA('KFMonster') && !Victims.IsA('ExtendedZCollision') )
{
Momentum = ScreamForce; // bugfix, when pull wasn't applied always -- PooSH
dir = Victims.Location - HitLocation;
dist = FMax(1,VSize(dir));
dir = dir/dist;
damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius);
if (!Victims.IsA('KFHumanPawn')) // If it aint human, don't pull the vortex crap on it.
Momentum = 0;
if (Victims.IsA('KFGlassMover')) // Hack for shattering in interesting ways.
{
UsedDamageAmount = 100000; // Siren always shatters glass
}
else
{
UsedDamageAmount = DamageAmount;
}
// fixed instigator not set to self!
Victims.TakeDamage(damageScale * UsedDamageAmount, self, Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir,(damageScale * Momentum * dir),DamageType);
if (Instigator != None && Vehicle(Victims) != None && Vehicle(Victims).Health > 0)
Vehicle(Victims).DriverRadiusDamage(UsedDamageAmount, DamageRadius, Instigator.Controller, DamageType, Momentum, HitLocation);
}
}
bHurtEntry = false;
}