Reformat config file for better readability
1. It's much easier to find information relevant to a particular feature (fix), if it's description follows after it's section definition, i.e. [Acedia.FixAmmoSelling]. 2. Descriptions rewritten for more clarity to the end user.
This commit is contained in:
parent
c2942b6323
commit
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@ -1,49 +1,116 @@
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; When zed time activates, game speed is immediately set to
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; 'zedTimeSlomoScale' (0.2 by default), defined, like all other variables,
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; in 'KFGameType'. Zed time lasts 'zedTimeDuration' seconds (3.0 by default),
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; but during last 'zedTimeDuration; 0.166' seconds (by default 0.498)
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; it starts to speed back up, causing game speed to update every tick.
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; This makes animations look more smooth when exiting zed-time;
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; however, updating speed every tick for that purpose seems like
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; an overkill and, combined with things like
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; increased tick rate, certain maps and raised zed limit,
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; it can lead to noticable lags at the end of zed time.
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; This fix limits amount of actual game speed updates, alleviating the issue.
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[Acedia.FixDualiesCost]
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; This feature fixes several issues, related to the selling price of both
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; single and dual pistols, all originating from the existence of dual weapons.
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; Most notable issue is the ability to "print" money by buying and
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; selling pistols in a certain way.
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;
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; As a side effect it also fixes an issue where during zed time speed up
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; 'zedTimeSlomoScale' was assumed to be default value of '0.2'.
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; Now zed time will behave correctly with mods that change 'zedTimeSlomoScale'.
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[Acedia.FixZedTimeLags]
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; Fix only works with vanilla pistols, as it's unpredictable what
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; custom ones can do and they can handle these issues on their own
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; in a better way.
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autoEnable=true
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; Maximum amount of game speed updates upon leaving zed time.
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; 2 or 3 seem to provide a good enough result that,
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; i.e. it should be hard to notice difference with vanilla game behavior.
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; 1 is a smallest possible value, resulting in effectively removing any
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; smooting via speed up, simply changing speed from
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; the slowest (0.2) to the highest.
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; For the reference: on servers with default 30 tick rate there's usually
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; about 13 updates total.
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maxGameSpeedUpdatesAmount=3
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; [ADVANCED] Don't change this setting unless you know what you're doing.
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; Compatibility setting that allows to keep 'GameInfo' 's 'Tick' event
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; from being disabled.
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; Useful when running Acedia along with custom 'GameInfo'
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; (that isn't 'KFGameType') that relies on 'Tick' event.
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; Note, however, that in order to keep this fix working properly,
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; it's on you to make sure 'KFGameType.Tick()' logic isn't executed.
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disableTick=true
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; Some issues involve possible decrease in pistols' price and
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; don't lead to the exploit, but are still bugs and require fixing.
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; If you have a Deagle in your inventory and then get another one
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; (by either buying or picking it off the ground) - the price of resulting
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; dual pistols will be set to the price of the last deagle,
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; like the first one wasn't worth anything at all.
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; In particular this means that (prices are off-perk for more clarity):
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; 1. If you buy dual deagles (-1000 do$h) and then sell them at 75% of
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; the cost (+750 do$h), you lose 250 do$h;
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; 2. If you first buy a deagle (-500 do$h), then buy
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; the second one (-500 do$h) and then sell them, you'll only get
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; 75% of the cost of 1 deagle (+375 do$h), now losing 625 do$h;
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; 3. So if you already have bought a deagle (-500 do$h),
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; you can get a more expensive weapon by doing a stupid thing
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; and first selling your Deagle (+375 do$h),
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; then buying dual deagles (-1000 do$h).
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; If you sell them after that, you'll gain 75% of the cost of
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; dual deagles (+750 do$h), leaving you with losing only 375 do$h.
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; Of course, situations described above are only relevant if you're planning
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; to sell your weapons at some point and most players won't even
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; notice these issues.
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; But such an oversight still shouldn't exist in a game and we fix it by
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; setting sell value of dualies as a sum of values of each pistol.
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; Yet, fixing this issue leads to players having more expensive
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; (while fairly priced) weapons than on vanilla, technically making
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; the game easier. And some people might object to having that in
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; a whitelisted bug-fixing feature.
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; These people are, without a question, complete degenerates.
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; But making mods for only non-mentally challenged isn't inclusive.
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; So we add this option.
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; Set it to 'false' if you only want to fix ammo printing
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; and leave the rest of the bullshit as-is.
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allowSellValueIncrease=true
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[Acedia.FixAmmoSelling]
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; This feature addressed an oversight in vanilla code that
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; allows clients to sell weapon's ammunition.
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; Due to the implementation of ammo selling, this allows cheaters to
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; "print money" by buying and selling ammo over and over again.
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autoEnable=true
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; Due to how this fix works, players with level below 6 get charged less
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; than necessary by the shop and this fix must take the rest of
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; the cost by itself. While it's _highly_ unreliable and can only provide
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; a minuscule benefit this can potentially be abused by cheaters.
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; To decrease the amount of value they can get from it, this fix can be
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; allowed to decrease players' money into negative values.
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; The trade off is a small chance that there is a bug in this fix and
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; an unlucky circumstances can lead to regular players
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; to have negative dosh values.
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; Both situations are highly unlikely and whichever one you chose probably
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; doesn't matter, but the option is there.
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allowNegativeDosh=true
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[Acedia.FixInventoryAbuse]
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; This feature addressed two issues with the inventory:
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; 1. Players carrying amount of weapons that shouldn't be allowed by the
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; weight limit.
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; 2. Players carrying two variants of the same gun.
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; For example carrying both M32 and camo M32.
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; Single and dual version of the same weapon are also considered
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; the same type of gun, so you shouldn't be able to carry
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; both MK23 and dual MK23 or dual handcannons and golden handcannon.
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; But cheaters do. But not with this fix.
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autoEnable=true
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; How often (in seconds) should we do inventory validation checks?
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; You shouldn't really worry about performance, but there's also no need to
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; do this check too often.
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checkInterval=0.25
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; For this fix to properly work, this array must contain an entry for
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; every dual weapon in the game (like pistols, with single and dual versions).
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; It's made configurable in case of custom dual weapons.
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dualiesClasses=(single=class'KFMod.SinglePickup',dual=class'KFMod.DualiesPickup')
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dualiesClasses=(single=class'KFMod.Magnum44Pickup',dual=class'KFMod.Dual44MagnumPickup')
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dualiesClasses=(single=class'KFMod.MK23Pickup',dual=class'KFMod.DualMK23Pickup')
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dualiesClasses=(single=class'KFMod.DeaglePickup',dual=class'KFMod.DualDeaglePickup')
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dualiesClasses=(single=class'KFMod.GoldenDeaglePickup',dual=class'KFMod.GoldenDualDeaglePickup')
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dualiesClasses=(single=class'KFMod.FlareRevolverPickup',dual=class'KFMod.DualFlareRevolverPickup')
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[Acedia.FixInfiniteNades]
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; This feature fixes a vulnerability in a code of 'Frag' that can allow
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; player to throw grenades even when he no longer has any.
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; There's also no cooldowns on the throw, which can lead to a server crash.
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autoEnable=true
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; Setting this flag to 'true' will allow to throw grenades by calling
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; 'ServerThrow' directly, as long as player has necessary ammo.
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; This can allow some players to throw grenades much quicker than intended,
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; therefore it's suggested to keep this flag set to 'false'.
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ignoreTossFlags=false
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[Acedia.FixDoshSpam]
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; This feature addressed two dosh-related issues:
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; 1. Crashing servers by spamming 'CashPickup' actors with 'TossCash';
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; 2. Breaking collision detection logic by stacking large amount of
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; 'CashPickup' actors in one place, which allows one to either
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; reach unintended locations or even instantly kill zeds.
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; 'CashPickup' actors in one place, which allows one to either
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; reach unintended locations or even instantly kill zeds.
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;
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; It fixes them by limiting speed, with which dosh can spawn, and
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; allowing this limit to decrease when there's already too much dosh
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; present on the map.
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[Acedia.FixDoshSpam]
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autoEnable=true
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; Highest and lowest speed with which players can throw dosh wads.
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; It'll be evenly spread between all players.
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@ -63,6 +130,35 @@ doshPerSecondLimitMin=5
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criticalDoshAmount=25
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[Acedia.FixSpectatorCrash]
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; This feature attempts to prevent server crashes caused by someone
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; quickly switching between being spectator and an active player.
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autoEnable=true
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; This fix will try to kick any player that switches between active player
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; and cooldown faster than time (in seconds) in this value.
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; NOTE: raising this value past default value of '0.25'
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; won't actually improve crash prevention, but might cause regular players to
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; get accidentally kicked.
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spectatorChangeTimeout=0.25
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; [ADVANCED] Don't change this setting unless you know what you're doing.
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; Allows you to turn off server blocking.
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; Players that don't respect timeout will still be kicked.
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; This might be needed if this fix conflicts with another mutator
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; that also changes 'numPlayers'.
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; This option is necessary to block aggressive enough server crash
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; attempts, but can cause compatibility issues with some mutators.
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; It's highly recommended to rewrite such a mutator to be compatible instead.
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; NOTE: fix should be compatible with most faked players-type mutators,
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; since this it remembers the difference between amount of
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; real players and 'numPlayers'.
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; After unblocking, it sets 'numPlayers' to
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; the current amount of real players + that difference.
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; So 4 players + 3 (=7 numPlayers) after kicking 1 player becomes
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; 3 players + 3 (=6 numPlayers).
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allowServerBlock=true
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[Acedia.FixFFHack]
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; This feature fixes a bug that can allow players to bypass server's
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; friendly fire limitations and teamkill.
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; Usual fixes apply friendly fire scale to suspicious damage themselves, which
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@ -70,7 +166,6 @@ criticalDoshAmount=25
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; In oder to avoid that, this fix allows server owner to define precisely
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; to what damage types to apply the friendly fire scaling.
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; It should be all damage types related to projectiles.
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[Acedia.FixFFHack]
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autoEnable=true
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; Defines a general rule for chosing whether or not to apply
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; friendly fire scaling.
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@ -119,134 +214,37 @@ alwaysScale=Class'KFMod.DamTypeZEDGunMKII'
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;neverScale=Class'KFMod.???'
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; This feature fixes a vulnerability in a code of 'Frag' that can allow
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; player to throw grenades even when he no longer has any.
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; There's also no cooldowns on the throw, which can lead to a server crash.
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[Acedia.FixInfiniteNades]
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autoEnable=true
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; Setting this flag to 'true' will allow to throw grenades by calling
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; 'ServerThrow' directly, as long as player has necessary ammo.
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; This can allow some players to throw grenades much quicker than intended,
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; therefore it's suggested to keep this flag set to 'false'.
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ignoreTossFlags=false
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; This feature addressed an oversight in vanilla code that
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; allows clients to sell weapon's ammunition.
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; Moreover, when being sold, ammunition cost is always multiplied by 0.75,
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; without taking into an account possible discount a player might have.
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; This allows cheaters to "print money" by buying and selling ammo over and
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; over again ammunition for some weapons,
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; notably pipe bombs (74% discount for lvl6 demolition)
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; and crossbow (42% discount for lvl6 sharpshooter).
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[Acedia.FixAmmoSelling]
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autoEnable=true
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; Due to how this fix works, players with level below 6 get charged less
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; than necessary by the shop and this fix must take the rest of
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; the cost by itself. While for unreliable and for minuscule benefit,
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; this can potentially be abused by cheaters.
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; To decrease the amount of value they can get from it, this fix can be
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; allowed to decrease players' money into negative values.
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; The trade off is a small chance that a some bug in this fix and
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; an unlucky circumstances can lead to regular players
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; having negative dosh values.
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; Both situations are highly unlikely, but the option is there.
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allowNegativeDosh=true
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; This feature attempts to prevent server crashes caused by someone
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; quickly switching between being spectator and an active player.
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[Acedia.FixSpectatorCrash]
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autoEnable=true
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; This fix will try to kick any player that switches between active player
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; and cooldown faster than time (in seconds) in this value.
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; NOTE: raising this value past default value of '0.25'
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; won't actually improve crash prevention.
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spectatorChangeTimeout=0.25
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; [ADVANCED] Don't change this setting unless you know what you're doing.
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; Allows you to turn off server blocking.
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; Players that don't respect timeout will still be kicked.
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; This might be needed if this fix conflicts with another mutator
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; that also changes 'numPlayers'.
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; However, it is necessary to block aggressive enough server crash attempts,
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; but can cause compatibility issues with some mutators.
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; It's highly preferred to rewrite such a mutator to be compatible.
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; NOTE: it should be compatible with most faked players-type mutators,
|
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; since this fix remembers the difference between amount of
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; real players and 'numPlayers'.
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; After unblocking, it sets 'numPlayers' to
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; the current amount of real players + that difference.
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; So 4 players + 3 (=7 numPlayers) after kicking 1 player becomes
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; 3 players + 3 (=6 numPlayers).
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allowServerBlock=true
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; This feature fixes several issues related to the selling price of both
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; single and dual pistols, all originating from the existence of dual weapons.
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; Most notable issue is the ability to "print" money by buying and
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; selling pistols in a certain way.
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[Acedia.FixZedTimeLags]
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; When zed time activates, game speed is immediately set to
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; 'zedTimeSlomoScale' (0.2 by default), defined, like all other variables,
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; in 'KFGameType'. Zed time lasts 'zedTimeDuration' seconds (3.0 by default),
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; but during last 'zedTimeDuration * 0.166' seconds (by default 0.498)
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; it starts to speed back up, causing game speed to update every tick.
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; This makes animations look more smooth when exiting zed-time.
|
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; However, updating speed every tick for that purpose seems like
|
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; an overkill and, combined with things like
|
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; increased tick rate, certain open maps and increased zed limit,
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; it can lead to noticable lags at the end of the zed time.
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; This fix limits amount of actual game speed updates, alleviating the issue.
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;
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; It fixes all of the issues by manually setting pistols'
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; 'SellValue' variables to proper values.
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; Fix only works with vanilla pistols, as it's unpredictable what
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; custom ones can do and they can handle these issues on their own
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; in a better way.
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[Acedia.FixDualiesCost]
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; As a side effect it also fixes an issue where during zed time speed up
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; 'zedTimeSlomoScale' was assumed to be default value of '0.2'.
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; Now zed time will behave correctly with mods that change 'zedTimeSlomoScale'.
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autoEnable=true
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; Some issues involve possible decrease in pistols' price and
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; don't lead to exploit, but are still bugs and require fixing.
|
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; If you have a Deagle in your inventory and then get another one
|
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; (by either buying or picking it off the ground) - the price of resulting
|
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; dual pistols will be set to the price of the last deagle,
|
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; like the first one wasn't worth anything at all.
|
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; In particular this means that (prices are off-perk for more clarity):
|
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; 1. If you buy dual deagles (-1000 do$h) and then sell them at 75% of
|
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; the cost (+750 do$h), you lose 250 do$h;
|
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; 2. If you first buy a deagle (-500 do$h), then buy
|
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; the second one (-500 do$h) and then sell them, you'll only get
|
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; 75% of the cost of 1 deagle (+375 do$h), now losing 625 do$h;
|
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; 3. So if you already have bought a deagle (-500 do$h),
|
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; you can get a more expensive weapon by doing a stupid thing
|
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; and first selling your Deagle (+375 do$h),
|
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; then buying dual deagles (-1000 do$h).
|
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; If you sell them after that, you'll gain 75% of the cost of
|
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; dual deagles (+750 do$h), leaving you with losing only 375 do$h.
|
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; Of course, situations described above are only relevant if you're planning
|
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; to sell your weapons at some point and most people won't even notice it.
|
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; But such an oversight still shouldn't exist in a game and we fix it by
|
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; setting sell value of dualies as a sum of values of each pistol.
|
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; Yet, fixing this issue leads to players having more expensive
|
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; (while fairly priced) weapons than on vanilla, technically making
|
||||
; the game easier. And some people might object to having that in
|
||||
; a whitelisted bug-fixing feature.
|
||||
; These people are, without a question, complete degenerates.
|
||||
; But making mods for only non-mentally challenged isn't inclusive.
|
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; So we add this option.
|
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; Set it to 'false' if you only want to fix ammo printing
|
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; and leave the rest of the bullshit as-is.
|
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allowSellValueIncrease=true
|
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|
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|
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; This feature addressed two inventory issues:
|
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; 1. Players carrying amount of weapons that shouldn't be allowed by the
|
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; weight limit.
|
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; 2. Players carrying two variants of the same gun.
|
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; For example carrying both M32 and camo M32.
|
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; Single and dual version of the same weapon are also considered
|
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; the same gun, so you can't carry both MK23 and dual MK23 or
|
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; dual handcannons and golden handcannon.
|
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[Acedia.FixInventoryAbuse]
|
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autoEnable=true
|
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; How often (in seconds) should we do our inventory validations?
|
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; We shouldn't really worry about performance, but there's also no need to
|
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; do this check too often.
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checkInterval=0.25
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; For this fix to properly work, this array must contain an entry for
|
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; every dual weapon in the game (like pistols, with single and dual versions).
|
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; It's made configurable in case of custom dual weapons.
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dualiesClasses=(single=class'KFMod.SinglePickup',dual=class'KFMod.DualiesPickup')
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dualiesClasses=(single=class'KFMod.Magnum44Pickup',dual=class'KFMod.Dual44MagnumPickup')
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dualiesClasses=(single=class'KFMod.MK23Pickup',dual=class'KFMod.DualMK23Pickup')
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dualiesClasses=(single=class'KFMod.DeaglePickup',dual=class'KFMod.DualDeaglePickup')
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dualiesClasses=(single=class'KFMod.GoldenDeaglePickup',dual=class'KFMod.GoldenDualDeaglePickup')
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dualiesClasses=(single=class'KFMod.FlareRevolverPickup',dual=class'KFMod.DualFlareRevolverPickup')
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; Maximum amount of game speed updates upon leaving zed time.
|
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; 2 or 3 seem to provide a good enough result that,
|
||||
; i.e. it should be hard to notice difference with vanilla game behavior.
|
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; 1 is a smallest possible value, resulting in effectively removing any
|
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; smooting via speed up, simply changing speed from
|
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; the slowest (0.2) to the highest.
|
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; For the reference: on servers with default 30 tick rate there's usually
|
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; about 13 updates total (without this fix).
|
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maxGameSpeedUpdatesAmount=3
|
||||
; [ADVANCED] Don't change this setting unless you know what you're doing.
|
||||
; Compatibility setting that allows to keep 'GameInfo' 's 'Tick' event
|
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; from being disabled.
|
||||
; Useful when running Acedia along with custom 'GameInfo'
|
||||
; (that isn't 'KFGameType') that relies on 'Tick' event.
|
||||
; Note, however, that in order to keep this fix working properly,
|
||||
; it's on you to make sure 'KFGameType.Tick()' logic isn't executed.
|
||||
disableTick=true
|
Reference in New Issue
Block a user