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Change `FixInventoryAbuse` behavior

Changes behavior of `FixInventoryAbuse` on weight limit violation.
Instead of destroying all weapons in the inventory of abuser,
it drops them on the ground.

This change is mainly caused by game behavior that allows
regular players to accidental break weight limits.
master
Anton Tarasenko 5 years ago
parent
commit
fac38e5a9c
  1. 29
      sources/Features/FixInventoryAbuse/FixInventoryAbuse.uc

29
sources/Features/FixInventoryAbuse/FixInventoryAbuse.uc

@ -142,8 +142,31 @@ private final function bool HasDuplicateGuns(KFHumanPawn playerPawn)
return false;
}
private final function Vector DropWeapon(KFWeapon weaponToDrop)
{
local Vector x, y, z;
local Vector weaponVelocity;
local Vector dropLocation;
local KFHumanPawn playerPawn;
if (weaponToDrop == none) return Vect(0, 0, 0);
playerPawn = KFHumanPawn(weaponToDrop.instigator);
if (playerPawn == none) return Vect(0, 0, 0);
// Calculations from 'PlayerController.ServerThrowWeapon'
weaponVelocity = Vector(playerPawn.GetViewRotation());
weaponVelocity *= (playerPawn.velocity dot weaponVelocity) + 150;
weaponVelocity += Vect(0, 0, 100);
// Calculations from 'Pawn.TossWeapon'
GetAxes(playerPawn.rotation, x, y, z);
dropLocation = playerPawn.location + 0.8 * playerPawn.collisionRadius * x -
0.5 * playerPawn.collisionRadius * y;
// Do the drop
weaponToDrop.velocity = weaponVelocity;
weaponToDrop.DropFrom(dropLocation);
}
// Kill the gun devil!
private final function DestroyEverything(KFHumanPawn playerPawn)
private final function DropEverything(KFHumanPawn playerPawn)
{
local int i;
local Inventory inv;
@ -162,7 +185,7 @@ private final function DestroyEverything(KFHumanPawn playerPawn)
// And destroy them later.
for(i = 0; i < weaponList.length; i += 1)
{
weaponList[i].Destroy();
DropWeapon(weaponList[i]);
}
}
@ -185,7 +208,7 @@ event Timer()
}
if (IsWeightLimitViolated(nextPawn) || HasDuplicateGuns(nextPawn))
{
DestroyEverything(nextPawn);
DropEverything(nextPawn);
}
}
}