242 lines
7.9 KiB
Ucode
242 lines
7.9 KiB
Ucode
//The dual MK23s firing order is actually reversed due to reload animation, so all references to bFireLeft actually fire the right
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class ScrnDualMK23Fire extends DualMK23Fire;
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var ScrnDualMK23Pistol ScrnWeap; // avoid typecasting
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var float PenDmgReduction; //penetration damage reduction. 1.0 - no reduction, 0 - no penetration, 0.75 - 25% reduction
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var byte MaxPenetrations; //how many enemies can penetrate a single bullet
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var protected bool bFireLeft;
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function PostBeginPlay()
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{
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super.PostBeginPlay();
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ScrnWeap = ScrnDualMK23Pistol(Weapon);
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}
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//called after reload and on zoom toggle, sets next pistol to fire to sync with slide lock order
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function SetPistolFireOrder(bool bNextFireLeft)
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{
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bFireLeft = bNextFireLeft;
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if (bFireLeft)
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{
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ScrnWeap.altFlashBoneName = ScrnWeap.default.FlashBoneName;
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ScrnWeap.FlashBoneName = ScrnWeap.default.altFlashBoneName;
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FireAnim2 = default.FireAnim;
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FireAimedAnim2 = default.FireAimedAnim;
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FireAnim = default.FireAnim2;
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FireAimedAnim = default.FireAimedAnim2;
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}
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else
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{
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ScrnWeap.altFlashBoneName = ScrnWeap.default.altFlashBoneName;
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ScrnWeap.FlashBoneName = ScrnWeap.default.FlashBoneName;
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FireAnim2 = default.FireAnim2;
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FireAimedAnim2 = default.FireAimedAnim2;
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FireAnim = default.FireAnim;
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FireAimedAnim = default.FireAimedAnim;
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}
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}
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function bool GetPistolFireOrder()
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{
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return bFireLeft;
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}
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event ModeDoFire()
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{
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if ( !AllowFire() )
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return;
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super(KFFire).ModeDoFire();
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InitEffects();
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SetPistolFireOrder(!bFireLeft);
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}
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function PlayFiring()
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{
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local int MagAmmoRemainingAfterShot;
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super.PlayFiring();
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// The problem is that we MagAmmoRemaining is changed by ConsumeAmmo() on server-side only
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// and we cannon be sure if the replication happened at this moment or not yet
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// FiringRound stores MagAmmoRemaining on client before the fire.
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// If FiringRound == MagAmmoRemaining, then property is not replicated yet.
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// If FiringRound - 1 == MagAmmoRemaining, then property is already replicated.
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if ( ScrnWeap.FiringRound <= ScrnWeap.MagAmmoRemaining ) {
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MagAmmoRemainingAfterShot = ScrnWeap.FiringRound - 1;
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}
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else {
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MagAmmoRemainingAfterShot = ScrnWeap.MagAmmoRemaining;
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}
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if( MagAmmoRemainingAfterShot == 0 ) {
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ScrnWeap.LockLeftSlideBack();
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ScrnWeap.LockRightSlideBack();
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ScrnWeap.bTweenLeftSlide = true;
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ScrnWeap.bTweenRightSlide = true;
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}
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else if ( MagAmmoRemainingAfterShot == 1 ) {
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ScrnWeap.LockLeftSlideBack();
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ScrnWeap.bTweenRightSlide = true;
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}
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}
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function DoTrace(Vector Start, Rotator Dir)
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{
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local Vector X,Y,Z, End, HitLocation, HitNormal, ArcEnd;
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local Actor Other;
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local byte HitCount, PenCounter, KillCount;
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local float HitDamage;
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local array<int> HitPoints;
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local KFPawn HitPawn;
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local array<Actor> IgnoreActors;
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local Pawn DamagePawn;
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local int i;
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local KFMonster Monster;
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local bool bWasDecapitated;
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//local int OldHealth;
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MaxRange();
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Weapon.GetViewAxes(X, Y, Z);
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if ( Weapon.WeaponCentered() )
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{
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ArcEnd = (Instigator.Location + Weapon.EffectOffset.X * X + 1.5 * Weapon.EffectOffset.Z * Z);
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}
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else
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{
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ArcEnd = (Instigator.Location + Instigator.CalcDrawOffset(Weapon) + Weapon.EffectOffset.X * X +
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Weapon.Hand * Weapon.EffectOffset.Y * Y + Weapon.EffectOffset.Z * Z);
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}
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X = Vector(Dir);
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End = Start + TraceRange * X;
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HitDamage = DamageMax;
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// HitCount isn't a number of max penetration. It is just to be sure we won't stuck in infinite loop
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While( ++HitCount < 127 )
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{
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DamagePawn = none;
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Monster = none;
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Other = Instigator.HitPointTrace(HitLocation, HitNormal, End, HitPoints, Start,, 1);
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if( Other==None )
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{
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Break;
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}
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else if( Other==Instigator || Other.Base == Instigator )
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{
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IgnoreActors[IgnoreActors.Length] = Other;
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Other.SetCollision(false);
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Start = HitLocation;
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Continue;
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}
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if( ExtendedZCollision(Other)!=None && Other.Owner!=None )
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{
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IgnoreActors[IgnoreActors.Length] = Other;
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IgnoreActors[IgnoreActors.Length] = Other.Owner;
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Other.SetCollision(false);
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Other.Owner.SetCollision(false);
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DamagePawn = Pawn(Other.Owner);
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Monster = KFMonster(Other.Owner);
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}
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if ( !Other.bWorldGeometry && Other!=Level )
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{
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HitPawn = KFPawn(Other);
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if ( HitPawn != none )
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{
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// Hit detection debugging
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/*log("PreLaunchTrace hit "$HitPawn.PlayerReplicationInfo.PlayerName);
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HitPawn.HitStart = Start;
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HitPawn.HitEnd = End;*/
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if(!HitPawn.bDeleteMe)
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HitPawn.ProcessLocationalDamage(int(HitDamage), Instigator, HitLocation, Momentum*X,DamageType,HitPoints);
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// Hit detection debugging
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/*if( Level.NetMode == NM_Standalone)
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HitPawn.DrawBoneLocation();*/
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IgnoreActors[IgnoreActors.Length] = Other;
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IgnoreActors[IgnoreActors.Length] = HitPawn.AuxCollisionCylinder;
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Other.SetCollision(false);
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HitPawn.AuxCollisionCylinder.SetCollision(false);
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DamagePawn = HitPawn;
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}
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else
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{
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if( DamagePawn == none )
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DamagePawn = Pawn(Other);
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if( KFMonster(Other)!=None )
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{
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IgnoreActors[IgnoreActors.Length] = Other;
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Other.SetCollision(false);
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Monster = KFMonster(Other);
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//OldHealth = KFMonster(Other).Health;
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}
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bWasDecapitated = Monster != none && Monster.bDecapitated;
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Other.TakeDamage(int(HitDamage), Instigator, HitLocation, Momentum*X, DamageType);
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if ( DamagePawn != none && (DamagePawn.Health <= 0 || (Monster != none
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&& !bWasDecapitated && Monster.bDecapitated)) )
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{
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KillCount++;
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}
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// debug info
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// if ( KFMonster(Other) != none )
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// log(String(class) $ ": Damage("$PenCounter$") = "
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// $ int(HitDamage) $"/"$ (OldHealth-KFMonster(Other).Health)
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// @ KFMonster(Other).MenuName , 'ScrnBalance');
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}
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if( ++PenCounter > MaxPenetrations || DamagePawn==None )
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{
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Break;
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}
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HitDamage *= PenDmgReduction;
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Start = HitLocation;
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}
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else if ( HitScanBlockingVolume(Other)==None )
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{
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if( KFWeaponAttachment(Weapon.ThirdPersonActor)!=None )
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KFWeaponAttachment(Weapon.ThirdPersonActor).UpdateHit(Other,HitLocation,HitNormal);
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Break;
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}
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}
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// Turn the collision back on for any actors we turned it off
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if ( IgnoreActors.Length > 0 )
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{
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for (i=0; i<IgnoreActors.Length; i++)
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{
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if ( IgnoreActors[i] != none )
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IgnoreActors[i].SetCollision(true);
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}
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}
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}
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// Remove left gun's aiming bug (c) PooSH
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// Thanks to n87, Benjamin
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function DoFireEffect()
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{
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super(KFFire).DoFireEffect();
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}
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defaultproperties
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{
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PenDmgReduction=0.500000
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FireAnim2="FireRight"
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FireAimedAnim2="FireRight_Iron"
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FireAimedAnim="FireLeft_Iron"
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DamageType=Class'ScrnBalanceSrv.ScrnDamTypeDualMK23Pistol'
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FireAnim="FireLeft"
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}
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