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

189 lines
8.6 KiB
Ucode

class ScrnVetSharpshooter extends ScrnVeterancyTypes
abstract;
static function int GetStatValueInt(ClientPerkRepLink StatOther, byte ReqNum)
{
return StatOther.RHeadshotKillsStat;
}
//add SC and FP same resistance to M99 as Crossbow
static function int AddDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn Instigator, int InDamage, class<DamageType> DmgType)
{
// v7.57: M99 resistance moved to ScrnM99Bullet
if ( class'ScrnBalance'.default.Mut.bHardcore )
return InDamage / 2;
return InDamage;
}
static function float GetHeadShotDamMulti(KFPlayerReplicationInfo KFPRI, KFPawn P, class<DamageType> DmgType)
{
local float ret;
local bool bNoExtraBonus;
if ( DmgType == default.DefaultDamageTypeNoBonus ) {
ret = 1.0;
}
else if ( ClassIsChildOf(DmgType, class'DamTypeDualies') && KFPRI.Level.Game.GameDifficulty >= 7.0 ) {
ret = 1.40; // limit to 40% max HS damage bonus
bNoExtraBonus = true;
}
else if ( DmgType == default.DefaultDamageType
|| class<KFWeaponDamageType>(DmgType).default.bSniperWeapon
|| ClassIsInArray(default.PerkedDamTypes, DmgType) //v3 - custom weapon support
)
{
ret = 1.0 + 0.10 * GetClientVeteranSkillLevel(KFPRI);
}
else {
ret = 1.0; // Fix for oversight in Balance Round 6(which is the reason for the Round 6 second attempt patch)
}
if ( !bNoExtraBonus ) {
ret *= 1.50;
}
if ( class'ScrnBalance'.default.Mut.bHardcore )
ret *= 2.0; // to compensate 50% damage reduction in ReduceDamage();
//Log("Headshot multiplier for " $ String(DmgType) $ " is " $ ret);
return ret;
}
static function float ModifyRecoilSpread(KFPlayerReplicationInfo KFPRI, WeaponFire Other, out float Recoil)
{
// If Gunslinger perk persists, remove bonus from dual pistols.
if ( Crossbow(Other.Weapon) != none || Winchester(Other.Weapon) != none
|| Single(Other.Weapon) != none || Deagle(Other.Weapon) != none
|| Magnum44Pistol(Other.Weapon) != none
|| M14EBRBattleRifle(Other.Weapon) != none
|| M99SniperRifle(Other.Weapon) != none
|| SPSniperRifle(Other.Weapon) != none
|| ClassIsInArray(default.PerkedWeapons, Other.Weapon.Class) //v3 - custom weapon support
)
{
Recoil = 0.25;
}
else
Recoil = 1.0;
Return Recoil;
}
// Modify fire speed
static function float GetFireSpeedModStatic(KFPlayerReplicationInfo KFPRI, class<Weapon> Other)
{
if ( ClassIsChildOf(Other, class'Winchester') || ClassIsChildOf(Other, class'SPSniperRifle')
|| ClassIsInArray(default.SpecialWeapons, Other) )
{
return 1.6; // 60% faster fire rate with LAR and Special Weapons
}
return 1.0;
}
static function float GetReloadSpeedModifierStatic(KFPlayerReplicationInfo KFPRI, class<KFWeapon> Other)
{
// If Gunslinger perk persists, remove bonus from dual pistols.
if ( ClassIsChildOf(Other, class'Winchester') || ClassIsChildOf(Other, class'M14EBRBattleRifle')
|| ClassIsChildOf(Other, class'Single') || ClassIsChildOf(Other, class'Deagle')
|| ClassIsChildOf(Other, class'Magnum44Pistol') || ClassIsChildOf(Other, class'MK23Pistol')
|| ClassIsChildOf(Other, class'SPSniperRifle')
|| ClassIsInArray(default.PerkedWeapons, Other) //v3 - custom weapon support
)
{
return 1.6; // 60% faster reload with Pistols and Sniper Weapons
}
return 1.0;
}
// 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;
//leave discount for Dual Pistols even if Gunslinger perk persists to reject possible
//buy-sell exploits
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'M14EBRPickup')
|| ClassIsChildOf(Item, class'M99Pickup')
|| ClassIsChildOf(Item, class'SPSniperPickup')
|| ClassIsChildOf(Item, class'CrossbowPickup') // Add discount on Crossbow (c) PooSH, 2012
|| ClassIsInArray(default.PerkedPickups, Item) //v3 - custom weapon support
)
{
// 30% base discount + 5% extra per level
return fmax(0.10, 0.70 - 0.05 * GetClientVeteranSkillLevel(KFPRI));
}
return 1.0;
}
static function float AddExtraAmmoFor(KFPlayerReplicationInfo KFPRI, Class<Ammunition> AmmoType)
{
if ( GetClientVeteranSkillLevel(KFPRI) > 6 ) {
if ( ClassIsChildOf(AmmoType, class'CrossbowAmmo')
|| ClassIsChildOf(AmmoType, class'M99Ammo')
|| ClassIsChildOf(AmmoType, class'SPSniperAmmo')
|| ClassIsChildOf(AmmoType, class'WinchesterAmmo')
|| ClassIsChildOf(AmmoType, class'M14EBRAmmo')
|| ClassIsChildOf(AmmoType, class'SingleAmmo')
|| ClassIsChildOf(AmmoType, class'Magnum44Ammo')
|| ClassIsChildOf(AmmoType, class'MK23Ammo')
|| ClassIsChildOf(AmmoType, class'DeagleAmmo')
|| ClassIsInArray(default.PerkedAmmo, AmmoType) )
return 1.0 + 0.10 * float(GetClientVeteranSkillLevel(KFPRI)-6); // +10% per level above 6
}
return 1.0;
}
static function float GetAmmoCostScaling(KFPlayerReplicationInfo KFPRI, class<Pickup> Item)
{
if ( ClassIsChildOf(Item, class'CrossbowPickup') || ClassIsChildOf(Item, class'M99Pickup') ) {
return 1.0 - fmin(0.7, (0.07 * GetClientVeteranSkillLevel(KFPRI))); // Up to 42% discount on Crossbow Bolts(Added in Balance Round 4 at 30%, increased to 42% in Balance Round 7)
}
return 1.0;
}
static function string GetCustomLevelInfo( byte Level )
{
local string S;
S = Default.CustomLevelInfo;
ReplaceText(S,"%L",string(Level));
ReplaceText(S,"%x",GetPercentStr(0.15*Level));
ReplaceText(S,"%$",GetPercentStr(fmin(0.90, 0.30 + 0.05*Level)));
ReplaceText(S,"%d",GetPercentStr(fmin(0.70, 0.07*Level)));
return S;
}
defaultproperties
{
progressArray0(0)=10
progressArray0(1)=30
progressArray0(2)=100
progressArray0(3)=775
progressArray0(4)=2500
progressArray0(5)=5500
progressArray0(6)=8500
DefaultDamageType=Class'ScrnBalanceSrv.ScrnDamTypeSniper'
DefaultDamageTypeNoBonus=Class'ScrnBalanceSrv.ScrnDamTypeSniperBase'
OnHUDIcons(0)=(PerkIcon=Texture'ScrnTex.Perks.Perk_SharpShooter_Gray',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Gray',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(1)=(PerkIcon=Texture'ScrnTex.Perks.Perk_SharpShooter_Gold',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Gold',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(2)=(PerkIcon=Texture'ScrnTex.Perks.Perk_SharpShooter_Green',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Green',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(3)=(PerkIcon=Texture'ScrnTex.Perks.Perk_SharpShooter_Blue',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Blue',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(4)=(PerkIcon=Texture'ScrnTex.Perks.Perk_SharpShooter_Purple',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Purple',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(5)=(PerkIcon=Texture'ScrnTex.Perks.Perk_SharpShooter_Orange',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Orange',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(6)=(PerkIcon=Texture'ScrnTex.Perks.Perk_SharpShooter_Blood',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Blood',DrawColor=(B=255,G=255,R=255,A=255))
SamePerkAch="OP_Sharpshooter"
SkillInfo="PERK SKILLS:|50% headshot damage with any weapon|75% less recoil with Single Pistols/Sniper Rifles|60% faster reload with Single Pistols/Sniper Rifles"
CustomLevelInfo="PERK BONUSES (LEVEL %L):|+%x extra headshot damage with Pistols/Sniper Rifles|%$ discount on Pistols/Sniper Rifles|%d discount on Crossbow/M99 ammo"
PerkIndex=2
OnHUDIcon=Texture'KillingFloorHUD.Perks.Perk_SharpShooter'
OnHUDGoldIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_SharpShooter_Gold'
VeterancyName="Sharpshooter"
Requirements(0)="Get %x headshot kills with Pistols/LAR/M14/Crossbow/M99"
}