rott/kf_sources/ScrnBalanceSrv/Classes/ScrnVetGunslinger.uc
2026-07-14 20:27:09 +07:00

243 lines
10 KiB
Ucode

/**
* Perk designed for using pistols
*/
class ScrnVetGunslinger extends ScrnVeterancyTypes
abstract;
static function int GetStatValueInt(ClientPerkRepLink StatOther, byte ReqNum)
{
if (ReqNum == 1)
return StatOther.GetCustomValueInt(Class'ScrnBalanceSrv.ScrnPistolDamageProgress');
// 0 and default
return StatOther.GetCustomValueInt(Class'ScrnBalanceSrv.ScrnPistolKillProgress');
}
static function AddCustomStats( ClientPerkRepLink Other )
{
super.AddCustomStats(Other); //init achievements
Other.AddCustomValue(Class'ScrnBalanceSrv.ScrnPistolKillProgress');
Other.AddCustomValue(Class'ScrnBalanceSrv.ScrnPistolDamageProgress');
}
static function float GetMagCapacityModStatic(KFPlayerReplicationInfo KFPRI, class<KFWeapon> Other)
{
// 18, 21, 24 magazine ammo on level 1, 3, 5
if ( ClassIsChildOf(Other, class'ScrnSingle') || ClassIsChildOf(Other, class'ScrnDualies') )
return 1.0 + 0.20 * ((GetClientVeteranSkillLevel(KFPRI)+1) / 2) ;
return 1.0;
}
static function float AddExtraAmmoFor(KFPlayerReplicationInfo KFPRI, Class<Ammunition> AmmoType)
{
if ( ClassIsChildOf(AmmoType, class'SingleAmmo') || ClassIsChildOf(AmmoType, class'DualiesAmmo')
|| ClassIsChildOf(AmmoType, class'Magnum44Ammo')
|| ClassIsChildOf(AmmoType, class'MK23Ammo')
|| ClassIsChildOf(AmmoType, class'DeagleAmmo')
|| ClassIsChildOf(AmmoType, class'FlareRevolverAmmo')
|| ClassIsChildOf(AmmoType, class'WinchesterAmmo')
|| ClassIsInArray(default.PerkedAmmo, AmmoType) //v3 - custom weapon support
)
return 1.0 + (0.10 * GetClientVeteranSkillLevel(KFPRI)); //up to 60% ammo bonus
return 1.0;
}
static function int AddDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<DamageType> DmgType)
{
if ( DmgType == default.DefaultDamageTypeNoBonus )
return InDamage;
if ( DmgType == default.DefaultDamageType
|| ClassIsChildOf(DmgType, class'KFMod.DamTypeDeagle')
|| ClassIsChildOf(DmgType, class'KFMod.DamTypeMagnum44Pistol ')
|| ClassIsChildOf(DmgType, class'KFMod.DamTypeMK23Pistol')
|| ClassIsChildOf(DmgType, class'ScrnDamTypeFlareRevolverImpact')
|| ClassIsChildOf(DmgType, class'KFMod.DamTypeWinchester')
|| ClassIsInArray(default.PerkedDamTypes, DmgType) //v3 - custom weapon support
)
{
// 30% base bonus + 5% per level
InDamage *= 1.30 + 0.05 * GetClientVeteranSkillLevel(KFPRI);
}
else if ( ClassIsChildOf(DmgType, class'KFMod.DamTypeDualies') ) {
InDamage *= 1.05 + 0.05 * GetClientVeteranSkillLevel(KFPRI); // Up to 35% increase in Damage with 9mm
}
return InDamage;
}
static function int ReduceDamage(KFPlayerReplicationInfo KFPRI, KFPawn Injured, Pawn Instigator, int InDamage, class<DamageType> DmgType)
{
if ( class'ScrnBalance'.default.Mut.bHardcore && ZombieCrawler(Instigator) != none ) {
return InDamage * 2; // double damage from crawlers in hardcore mode
}
return InDamage;
}
static function float ModifyRecoilSpread(KFPlayerReplicationInfo KFPRI, WeaponFire Other, out float Recoil)
{
if ( Single(Other.Weapon) != none || Dualies(Other.Weapon) != none
|| Deagle(Other.Weapon) != none
|| MK23Pistol(Other.Weapon) != none
|| Magnum44Pistol(Other.Weapon) != none
|| FlareRevolver(Other.Weapon) != none
|| Winchester(Other.Weapon) != none
|| ClassIsInArray(default.PerkedWeapons, Other.Weapon.Class) //v3 - custom weapon support
)
{
Recoil = 0.5; //up to 50% recoil reduction
}
else
Recoil = 1.0;
Return Recoil;
}
// Starting from level 3 Gunslinger can enter Cowboy mode
// Cowboys use only dual-pistols, wears no armor and don't use advanced features like lasers
// Cowboy mode is switched automatically when all the requirements are met
// v2.30 - Allow Cowboy Mode, if Armor depletes below 25%
// v5.05 - Allow Cowboy Mode along with using laser sights
static function bool CheckCowboyMode(KFPlayerReplicationInfo KFPRI, class<Weapon> WeapClass)
{
local Pawn p;
// doesn't work on client side, unless pawn is locally controlled
if ( Controller(KFPRI.Owner) != none ) {
p = Controller(KFPRI.Owner).Pawn;
}
// assume that player is not so stupid to trade Cowboy Mode for an armor
// Calling FindPawn() is too slow for such minor case
if ( p != none && p.ShieldStrength >= 26 )
return false;
if ( WeapClass == none )
return false;
// if custom weapon has "*" bonus switch
if ( ClassIsInArray(default.SpecialWeapons, WeapClass ) )
return true;
return ClassIsChildOf(WeapClass, class'Dualies');
}
// Modify fire speed
static function float GetFireSpeedModStatic(KFPlayerReplicationInfo KFPRI, class<Weapon> Other)
{
//increase fire only with full-automatic pistols
if ( CheckCowboyMode(KFPRI, Other) && (Other.class == class'Dualies' || ClassIsChildOf(Other, class'ScrnDualies')
|| !Other.default.FireModeClass[0].default.bWaitForRelease) )
{
return 1.6;
}
if ( ClassIsChildOf(Other, class'Winchester') )
return 1.6;
return 1.0;
}
static function float GetReloadSpeedModifierStatic(KFPlayerReplicationInfo KFPRI, class<KFWeapon> Other)
{
local float result;
result = 1.0;
if ( ClassIsChildOf(Other, class'Dualies') // all dual pistols classes extend this
|| ClassIsChildOf(Other, class'Single') || ClassIsChildOf(Other, class'Deagle')
|| ClassIsChildOf(Other, class'MK23Pistol') || ClassIsChildOf(Other, class'Magnum44Pistol')
|| ClassIsChildOf(Other, class'FlareRevolver')
|| ClassIsChildOf(Other, class'Winchester')
|| ClassIsInArray(default.PerkedWeapons, Other) //v3 - custom weapon support
)
result = 1.6; // Up to 60% faster reload with pistols
// Level 6 Cowboys reload dualies in the same time as singles
if ( CheckCowboyMode(KFPRI, Other) )
result *= 1.35; // 35% extra bonus for cowboys
return result;
}
static function float GetWeaponMovementSpeedBonus(KFPlayerReplicationInfo KFPRI, Weapon Weap)
{
if ( CheckCowboyMode(KFPRI, Weap.class) )
return 0.20;
return 0.0;
}
// Change the cost of particular items
static function float GetCostScaling(KFPlayerReplicationInfo KFPRI, class<Pickup> Item)
{
//reduced base price, so no discount on magnums
if ( Item == class'ScrnBalanceSrv.ScrnMagnum44Pickup' || Item == class'ScrnBalanceSrv.ScrnDual44MagnumPickup' )
return 1.0;
if ( ClassIsChildOf(Item, class'DeaglePickup') || ClassIsChildOf(Item, class'DualDeaglePickup')
|| ClassIsChildOf(Item, class'MK23Pickup') || ClassIsChildOf(Item, class'DualMK23Pickup')
|| Item == class'Magnum44Pickup' || Item == class'Dual44MagnumPickup'
|| ClassIsChildOf(Item, class'ScrnDual44MagnumLaserPickup')
|| ClassIsChildOf(Item, class'FlareRevolverPickup') || ClassIsChildOf(Item, class'DualFlareRevolverPickup')
|| ClassIsInArray(default.PerkedPickups, Item)
)
{
// 30% base discount + 5% extra per level
return fmax(0.10, 0.70 - 0.05 * GetClientVeteranSkillLevel(KFPRI));
}
return 1.0;
}
static function bool OverridePerkIndex( class<KFWeaponPickup> Pickup )
{
return Pickup == class'ScrnWinchesterPickup' || Pickup == class'ScrnDualFlareRevolverPickup'
|| super.OverridePerkIndex(Pickup);
}
static function string GetCustomLevelInfo( byte Level )
{
local string S;
S = Default.CustomLevelInfo;
ReplaceText(S,"%L",string(Level));
ReplaceText(S,"%x",GetPercentStr(0.30 + 0.05*Level));
ReplaceText(S,"%a",GetPercentStr(0.10*Level));
ReplaceText(S,"%$",GetPercentStr(fmin(0.90, 0.30 + 0.05*Level)));
return S;
}
defaultproperties
{
progressArray0(0)=20
progressArray0(1)=50
progressArray0(2)=200
progressArray0(3)=1000
progressArray0(4)=3000
progressArray0(5)=7000
progressArray0(6)=11000
progressArray1(0)=10000
progressArray1(1)=25000
progressArray1(2)=100000
progressArray1(3)=500000
progressArray1(4)=1500000
progressArray1(5)=3500000
progressArray1(6)=5500000
DefaultDamageType=Class'ScrnBalanceSrv.ScrnDamTypeDefaultGunslinger'
DefaultDamageTypeNoBonus=Class'ScrnBalanceSrv.ScrnDamTypeDefaultGunslingerBase'
OnHUDIcons(0)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Gunslinger_Gray',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Gray',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(1)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Gunslinger_Gold',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Gold',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(2)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Gunslinger_Green',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Green',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(3)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Gunslinger_Blue',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Blue',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(4)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Gunslinger_Purple',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Purple',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(5)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Gunslinger_Orange',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Orange',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(6)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Gunslinger_Blood',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Blood',DrawColor=(B=255,G=255,R=255,A=255))
SamePerkAch="OP_Gunslinger"
SkillInfo="PERK SKILLS:|60% faster reload with Pistols|50% less recoil with Pistols||COWBOY MODE:|35% extra reload speed|20% increase in movement speed|9mm Machine-Pistols"
CustomLevelInfo="PERK BONUSES (LEVEL %L):|%x more damage with Pistols|%a extra Pistol ammo|%$ discount on Pistols"
PerkIndex=8
OnHUDIcon=Texture'ScrnTex.Perks.Perk_Gunslinger'
OnHUDGoldIcon=Texture'ScrnTex.Perks.Perk_Gunslinger_Gold'
VeterancyName="Gunslinger"
Requirements(0)="Get %x kills with Pistols"
Requirements(1)="Deal %x damage with Pistols"
}