161 lines
5.1 KiB
Ucode
161 lines
5.1 KiB
Ucode
class ScrnSyringeFire extends SyringeFire;
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var transient float PendingHealTime;
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Function Timer()
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{
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local KFPlayerReplicationInfo PRI;
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local int MedicReward;
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local KFHumanPawn Healed;
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local float HealSum, HealPotency; // for modifying based on perks
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PRI = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo);
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Healed = CachedHealee;
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HealPotency = 1.0;
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CachedHealee = none;
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if ( Healed != none && Healed.Health > 0 && Healed != Instigator )
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{
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Weapon.ConsumeAmmo(ThisModeNum, AmmoPerFire);
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if ( PRI != none && PRI.ClientVeteranSkill != none )
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HealPotency = PRI.ClientVeteranSkill.Static.GetHealPotency(PRI);
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if ( Weapon.Level.Game.NumPlayers == 1 )
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HealSum = 50;
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else
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HealSum = Syringe(Weapon).HealBoostAmount;
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HealSum *= HealPotency;
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MedicReward = HealSum;
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if ( (Healed.Health + Healed.healthToGive + MedicReward) > Healed.HealthMax )
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{
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MedicReward = Healed.HealthMax - (Healed.Health + Healed.healthToGive);
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if ( MedicReward < 0 )
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{
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MedicReward = 0;
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}
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}
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if ( ScrnHumanPawn(Healed) != none )
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ScrnHumanPawn(Healed).TakeHealing(ScrnHumanPawn(Instigator), HealSum, HealPotency, KFWeapon(Instigator.Weapon));
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else
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Healed.GiveHealth(HealSum, Healed.HealthMax);
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// Tell them we're healing them
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PlayerController(Instigator.Controller).Speech('AUTO', 5, "");
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LastHealMessageTime = Level.TimeSeconds;
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if ( PRI != None )
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{
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if ( MedicReward > 0 && KFSteamStatsAndAchievements(PRI.SteamStatsAndAchievements) != none )
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{
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KFSteamStatsAndAchievements(PRI.SteamStatsAndAchievements).AddDamageHealed(MedicReward);
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}
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// Give the medic reward money as a percentage of how much of the person's health they healed
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MedicReward = int((FMin(float(MedicReward),Healed.HealthMax)/Healed.HealthMax) * 60); // Increased to 80 in Balance Round 6, reduced to 60 in Round 7
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if ( class'ScrnBalance'.default.Mut.bMedicRewardFromTeam && Healed.PlayerReplicationInfo != none && Healed.PlayerReplicationInfo.Team != none ) {
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// give money from team wallet
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if ( Healed.PlayerReplicationInfo.Team.Score >= MedicReward ) {
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Healed.PlayerReplicationInfo.Team.Score -= MedicReward;
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PRI.Score += MedicReward;
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}
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}
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else
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PRI.Score += MedicReward;
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if ( KFHumanPawn(Instigator) != none )
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{
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KFHumanPawn(Instigator).AlphaAmount = 255;
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}
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}
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}
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}
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function KFHumanPawn GetHealee()
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{
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local KFHumanPawn KFHP, BestKFHP;
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local vector Dir;
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local float TempDot, BestDot;
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Dir = vector(Instigator.GetViewRotation());
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foreach Instigator.VisibleCollidingActors(class'KFHumanPawn', KFHP, 80.0)
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{
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if ( KFHP.Health < KFHP.HealthMax && KFHP.Health > 0 )
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{
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TempDot = Dir dot (KFHP.Location - Instigator.Location);
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if ( TempDot > 0.7 && TempDot > BestDot )
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{
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BestKFHP = KFHP;
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BestDot = TempDot;
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}
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}
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}
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return BestKFHP;
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}
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function float GetFireSpeed()
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{
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if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
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{
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return KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.GetFireSpeedMod(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo), Weapon);
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}
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return 1;
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}
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// client side only! On server will called AttemptHeal(), which will call super.ModeDoFire()
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event ModeDoFire()
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{
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local float Rec;
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if (!AllowFire())
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return;
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if ( Weapon.Role < ROLE_Authority ) {
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if ( Level.TimeSeconds < PendingHealTime )
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return;
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PendingHealTime = Level.TimeSeconds + InjectDelay + 0.05;
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// now medic has syring heal bonus
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Rec = GetFireSpeed();
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FireRate = default.FireRate/Rec;
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FireAnimRate = default.FireAnimRate*Rec;
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InjectDelay = default.InjectDelay/Rec;
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}
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Super.ModeDoFire();
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}
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// this is executing only on server side
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function AttemptHeal()
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{
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local float Rec;
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if (!AllowFire())
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return;
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// AttemptHeal() should be executing on server side only, but who knows what TWI will screw up next?
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if ( Weapon.Role == ROLE_Authority ) {
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if ( Level.TimeSeconds < PendingHealTime )
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return;
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PendingHealTime = Level.TimeSeconds + InjectDelay + 0.05;
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Rec = GetFireSpeed();
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FireRate = default.FireRate/Rec;
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FireAnimRate = default.FireAnimRate*Rec;
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InjectDelay = default.InjectDelay/Rec;
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}
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Super.AttemptHeal();
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}
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defaultproperties
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{
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}
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