Buff enforcer
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20 changed files with 288 additions and 156 deletions
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@ -68,14 +68,17 @@ static function HitZed(NiceBullet bullet, NiceReplicationInfo niceRI, KFMonster
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local NiceHumanPawn nicePawn;
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local NicePlayerController nicePlayer;
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local class<NiceVeterancyTypes> niceVet;
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nicePlayer = NicePlayerController(bullet.Instigator.Controller);
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if ( nicePlayer != none && nicePlayer.abilityManager != none
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&& nicePlayer.abilityManager.IsAbilityActive(class'NiceSkillEnforcerBruteA'.default.abilityID)) {
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headshotLevel = 0.0;
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}
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bIsHeadshot = (headshotLevel > 0.0);
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bIsPreciseHeadshot = (headshotLevel > bullet.charDamageType.default.prReqPrecise);
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if(!bullet.bAlreadyHitZed || bIsHeadshot)
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HandleCalibration(bIsHeadshot, NiceHumanPawn(bullet.Instigator), NiceMonster(kfZed));
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if(bIsHeadshot && bullet.sourceWeapon != none)
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bullet.sourceWeapon.lastHeadshotTime = bullet.Level.TimeSeconds;
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// Try to get necessary variables and bail in case they're unaccessible
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nicePlayer = NicePlayerController(bullet.Instigator.Controller);
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if(nicePlayer == none)
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return;
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nicePawn = NiceHumanPawn(bullet.instigator);
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@ -662,10 +662,17 @@ simulated function AccuracyUpdate(float Velocity){}
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// This function is called when 'FireRate', 'FireAnimRate' or 'ReloadAnimRate' need to be updated
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simulated function UpdateFireSpeed(){
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local float fireSpeedMod;
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local NicePlayerController nicePlayer;
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fireSpeedMod = GetFireSpeed();
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if (instigator != none) {
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nicePlayer = NicePlayerController(instigator.controller);
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}
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if(NiceSingle(Weapon) != none || NiceDualies(Weapon) != none)
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fireSpeedMod /= (Level.TimeDilation / 1.1);
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fireSpeedMod *= 1.0 + 1.1 * (zedTimeFireSpeedUp - 1.0) * (1.1 - Level.TimeDilation);
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if(nicePlayer != none && nicePlayer.IsZedTimeActive() && class'NiceVeterancyTypes'.static.HasSkill(nicePlayer, class'NiceSkillEnforcerZEDBarrage')) {
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fireSpeedMod *= 2.0;
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}
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FireRate = default.FireRate / fireSpeedMod;
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FireAnimRate = default.FireAnimRate * fireSpeedMod;
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ReloadAnimRate = default.ReloadAnimRate * fireSpeedMod;
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@ -246,7 +246,7 @@ simulated function PostBeginPlay(){
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function bool ShouldLeaveIronsight(){
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local class<NiceVeterancyTypes> niceVet;
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niceVet = class'NiceVeterancyTypes'.static.GetVeterancy(Instigator.PlayerReplicationInfo);
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if(niceVet != none && niceVet.static.hasSkill(NicePlayerController(Instigator.Controller), class'NiceSkillEnforcerUnshakable'))
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if(niceVet != none && niceVet.static.hasSkill(NicePlayerController(Instigator.Controller), class'NiceSkillEnforcerUnstoppable'))
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return false;
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return true;
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}
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@ -9,5 +9,6 @@ defaultproperties
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FireRate=0.200000
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DamageMax=63
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AmmoClass=class'NiceBenelliAmmo'
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Spread=1125.000000
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BotRefireRate=0.200000
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}
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@ -3,4 +3,8 @@ defaultproperties
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{
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DamageType=class'NiceDamTypeSpas'
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AmmoClass=class'NiceSpasAmmo'
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FireAnimRate=1.000000
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FireRate=0.300000
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Spread=625.000000
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DamageMax=63
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}
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