Revert weapon conversion

This patch reverts first step of global weapon conversion
that would have halted the release of the next version for too long.
This commit is contained in:
Anton Tarasenko 2020-04-17 23:06:41 +07:00
commit 12d95e387e
757 changed files with 10788 additions and 4046 deletions

View file

@ -6,12 +6,12 @@ var float justHeadshotReduction;
defaultproperties
{
justHeadshotReduction=0.250000
headshotKillReduction(0)=0.5f
headshotKillReduction(1)=1.0f
headshotKillReduction(2)=1.25f
headshotKillReduction(3)=1.5f
headshotKillReduction(4)=2.0f
SkillName="Ardour"
SkillEffects="Head-shotting enemies reduces your cooldowns."
headshotKillReduction(0)=0.500000
headshotKillReduction(1)=1.000000
headshotKillReduction(2)=1.250000
headshotKillReduction(3)=1.500000
headshotKillReduction(4)=2.000000
justHeadshotReduction=0.250000
SkillName="Ardour"
SkillEffects="Head-shotting enemies reduces your cooldowns."
}

View file

@ -1,13 +1,14 @@
class NiceSkillSharpshooterDieAlready extends NiceSkill
abstract;
var float bleedOutTime[5];
defaultproperties
{
BleedOutTime(0)=2.0f
BleedOutTime(1)=1.5f
BleedOutTime(2)=1.25f
BleedOutTime(3)=1.0f
BleedOutTime(4)=0.25f
SkillName="Die already"
SkillEffects="All zeds decapitated by you drop faster."
BleedOutTime(0)=2.000000
BleedOutTime(1)=1.500000
BleedOutTime(2)=1.250000
BleedOutTime(3)=1.000000
BleedOutTime(4)=0.250000
SkillName="Die already"
SkillEffects="All zeds decapitated by you drop faster."
}

View file

@ -18,14 +18,15 @@ function static SkillDeSelected(NicePlayerController nicePlayer){
if(nicePlayer.abilityManager == none) return;
nicePlayer.abilityManager.RemoveAbility(default.abilityID);
}
defaultproperties
{
abilityID="Gunslinger"
cooldown=80.000000
Duration=15.000000
reloadMult=1.500000
movementMult=1.2500000
fireRateMult=1.300000
SkillName="Gunslinger"
SkillEffects="Reload, fire and move faster. All with no recoil."
abilityID="Gunslinger"
cooldown=80.000000
Duration=15.000000
reloadMult=1.500000
movementMult=1.250000
fireRateMult=1.300000
SkillName="Gunslinger"
SkillEffects="Reload, fire and move faster. All with no recoil."
}

View file

@ -5,13 +5,14 @@ var float zoomSpeedBonus;
var float reloadBonus;
var float fireRateBonus;
var float recoilMult;
defaultproperties
{
zoomBonus=0.750000
zoomSpeedBonus=0.500000
ReloadBonus=0.500000
fireRateBonus=0.300000
recoilMult=0.500000
SkillName="Hard work"
SkillEffects="Reload up to 50% faster, shoot up to 30% faster and recoil only for half as much. Additionally, you can switch to/from iron sights twice as fast and zoom 25% further while crouched."
zoomBonus=0.750000
zoomSpeedBonus=0.500000
ReloadBonus=0.500000
fireRateBonus=0.300000
recoilMult=0.500000
SkillName="Hard work"
SkillEffects="Reload up to 50% faster, shoot up to 30% faster and recoil only for half as much. Additionally, you can switch to/from iron sights twice as fast and zoom 25% further while crouched."
}

View file

@ -35,16 +35,17 @@ function static int UpdateCounterValue(string counterName, NicePlayerController
if(niceF == none)
return 0;
lockOnTickRate = class'NiceSkillSharpshooterKillConfirmed'.default.stackDelay;
lockonTicks = Ceil(niceF.fireState.lockon.time / lockOnTickRate) - 1;
lockonTicks = Ceil(niceF.currentContext.lockonTime / lockOnTickRate) - 1;
lockonTicks = Min(class'NiceSkillSharpshooterKillConfirmed'.default.maxStacks, lockonTicks);
lockonTicks = Max(lockonTicks, 0);
return lockonTicks;
}
defaultproperties
{
damageBonus=1.000000
stackDelay=1.000000
maxStacks=1
SkillName="Kill confirmed"
SkillEffects="Aiming at zed's head for a second doubles the damage of the shot."
damageBonus=1.000000
stackDelay=1.000000
maxStacks=1
SkillName="Kill confirmed"
SkillEffects="Aiming at zed's head for a second doubles the damage of the shot."
}

View file

@ -17,10 +17,11 @@ function static SkillDeSelected(NicePlayerController nicePlayer){
if(nicePlayer.abilityManager == none) return;
nicePlayer.abilityManager.RemoveAbility(default.abilityID);
}
defaultproperties
{
abilityID="Reaper"
cooldown=24.000000
SkillName="Reaper"
SkillEffects="If it would take 2 head-shot to kill the zed, - it'll die from one."
abilityID="Reaper"
cooldown=24.000000
SkillName="Reaper"
SkillEffects="If it would take 2 head-shot to kill the zed, - it'll die from one."
}

View file

@ -1,5 +1,8 @@
class NiceSkillSharpshooterStability extends NiceSkill
abstract;
defaultproperties
{ SkillName="Stability" SkillEffects="Have zero recoil while shooting in ironsights with perked weapons."
}
class NiceSkillSharpshooterStability extends NiceSkill
abstract;
defaultproperties
{
SkillName="Stability"
SkillEffects="Have zero recoil while shooting in ironsights with perked weapons."
}

View file

@ -1,9 +1,10 @@
class NiceSkillSharpshooterSurgical extends NiceSkill
abstract;
var float penDmgReduction;
defaultproperties
{
PenDmgReduction=0.900000
SkillName="Surgical precision"
SkillEffects="While you're aiming down sights your bullets and projectiles gain additional head penetration with only 10% damage loss."
PenDmgReduction=0.900000
SkillName="Surgical precision"
SkillEffects="While you're aiming down sights your bullets and projectiles gain additional head penetration with only 10% damage loss."
}

View file

@ -1,7 +1,8 @@
class NiceSkillSharpshooterTalent extends NiceSkill
abstract;
defaultproperties
{
SkillName="Talent"
SkillEffects="You gain additional up to 30% headshot damage bonus."
SkillName="Talent"
SkillEffects="You gain additional up to 30% headshot damage bonus."
}

View file

@ -1,27 +1,36 @@
class NiceSkillSharpshooterZEDAdrenaline extends NiceSkill
abstract;
function static SkillSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY) return;
niceMutator.AddCounter("npGunsAdrenaline", Texture'NicePackT.HudCounter.variant', false, default.class);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillDeSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY) return;
niceMutator.RemoveCounter("npGunsAdrenaline");
}
function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
local NicePack niceMutator;
if(nicePlayer == none || counterName != "npGunsAdrenaline" || !nicePlayer.IsZedTimeActive()) return 0;
if(nicePlayer.bJunkieExtFailed) return 0;
if(nicePlayer.Pawn != none) niceMutator = class'NicePack'.static.Myself(nicePlayer.Pawn.Level);
if(niceMutator == none) return 0;
return niceMutator.junkieNextGoal - niceMutator.junkieDoneHeadshots;
}
defaultproperties
{ SkillName="Adrenaline junkie" SkillEffects="Prolong zed-time by making head-shots. Each consecutive extension requires 1 more head-shot than a previous one. Body-shotting removes your ability to prolong zed-time."
}
class NiceSkillSharpshooterZEDAdrenaline extends NiceSkill
abstract;
function static SkillSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
return;
niceMutator.AddCounter("npGunsAdrenaline", Texture'NicePackT.HudCounter.variant', false, default.class);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillDeSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
return;
niceMutator.RemoveCounter("npGunsAdrenaline");
}
function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
local NicePack niceMutator;
if(nicePlayer == none || counterName != "npGunsAdrenaline" || !nicePlayer.IsZedTimeActive())
return 0;
if(nicePlayer.bJunkieExtFailed)
return 0;
if(nicePlayer.Pawn != none)
niceMutator = class'NicePack'.static.Myself(nicePlayer.Pawn.Level);
if(niceMutator == none)
return 0;
return niceMutator.junkieNextGoal - niceMutator.junkieDoneHeadshots;
}
defaultproperties
{
SkillName="Adrenaline junkie"
SkillEffects="Prolong zed-time by making head-shots. Each consecutive extension requires 1 more head-shot than a previous one. Body-shotting removes your ability to prolong zed-time."
}

View file

@ -1,5 +1,8 @@
class NiceSkillSharpshooterZEDHundredGauntlets extends NiceSkill
abstract;
defaultproperties
{ SkillName="Hundred Gauntlets" SkillEffects="You don't waste ammo during zed-time."
}
class NiceSkillSharpshooterZEDHundredGauntlets extends NiceSkill
abstract;
defaultproperties
{
SkillName="Hundred Gauntlets"
SkillEffects="You don't waste ammo during zed-time."
}

View file

@ -1,6 +1,10 @@
class NiceSkillSharpshooterZEDOverkill extends NiceSkill
abstract;
var float damageBonus;
defaultproperties
{ damageBonus=2.250000 SkillName="Overkill" SkillEffects="Deal 225% head-shot damage during zed-time."
}
class NiceSkillSharpshooterZEDOverkill extends NiceSkill
abstract;
var float damageBonus;
defaultproperties
{
damageBonus=2.250000
SkillName="Overkill"
SkillEffects="Deal 225% head-shot damage during zed-time."
}

View file

@ -1,5 +1,8 @@
class NiceSkillSharpshooterZEDRailgun extends NiceSkill
abstract;
defaultproperties
{ SkillName="Railgun" SkillEffects="Your bullets pass through everything without losing damage during zed-time."
}
class NiceSkillSharpshooterZEDRailgun extends NiceSkill
abstract;
defaultproperties
{
SkillName="Railgun"
SkillEffects="Your bullets pass through everything without losing damage during zed-time."
}