hardcode removed / husk proj fix

This commit is contained in:
Shtoyan 2022-01-21 14:25:59 +04:00
commit 31a99d413b
653 changed files with 1294 additions and 1272 deletions

View file

@ -2,5 +2,5 @@ class NiceDamTypeFlareProjectileFire extends NiceDamTypeFire;
defaultproperties
{
HeadShotDamageMult=2.000000
WeaponClass=Class'NicePack.NiceFlareRevolver'
WeaponClass=class'NiceFlareRevolver'
}

View file

@ -1,7 +1,7 @@
class NiceDualFlareRevolver extends ScrnDualFlareRevolver;
function bool HandlePickupQuery( pickup Item )
{
if ( Item.InventoryType==Class'NicePack.NiceFlareRevolver' )
if ( Item.InventoryType==class'NiceFlareRevolver' )
{
if( LastHasGunMsgTime < Level.TimeSeconds && PlayerController(Instigator.Controller) != none )
{
@ -34,14 +34,14 @@ function DropFrom(vector StartLocation)
{
OtherAmmo = AmmoThrown / 2;
AmmoThrown -= OtherAmmo;
SinglePistol = Spawn(Class'NicePack.NiceFlareRevolver');
SinglePistol = Spawn(class'NiceFlareRevolver');
SinglePistol.SellValue = SellValue / 2;
SinglePistol.GiveTo(Instigator);
SinglePistol.Ammo[0].AmmoAmount = OtherAmmo;
SinglePistol.MagAmmoRemaining = MagAmmoRemaining / 2;
MagAmmoRemaining = Max(MagAmmoRemaining-SinglePistol.MagAmmoRemaining,0);
}
Pickup = Spawn(class'NicePack.NiceFlareRevolverPickup',,, StartLocation);
Pickup = Spawn(class'NiceFlareRevolverPickup',,, StartLocation);
if ( Pickup != none )
{
Pickup.InitDroppedPickupFor(self);
@ -60,7 +60,7 @@ function DropFrom(vector StartLocation)
}
simulated function bool PutDown()
{
if ( Instigator.PendingWeapon == none || Instigator.PendingWeapon.class == class'NicePack.NiceFlareRevolver' )
if ( Instigator.PendingWeapon == none || Instigator.PendingWeapon.class == class'NiceFlareRevolver' )
{
bIsReloading = false;
}
@ -69,8 +69,8 @@ simulated function bool PutDown()
defaultproperties
{
AppID=0
FireModeClass(0)=Class'NicePack.NiceDualFlareRevolverFire'
DemoReplacement=Class'NicePack.NiceFlareRevolver'
PickupClass=Class'NicePack.NiceDualFlareRevolverPickup'
FireModeClass(0)=class'NiceDualFlareRevolverFire'
DemoReplacement=class'NiceFlareRevolver'
PickupClass=class'NiceDualFlareRevolverPickup'
ItemName="Dual Flare revolvers NW"
}

View file

@ -1,5 +1,5 @@
class NiceDualFlareRevolverAmmo extends ScrnDualFlareRevolverAmmo;
defaultproperties
{
PickupClass=Class'NicePack.NiceDualFlareRevolverAmmoPickup'
PickupClass=class'NiceDualFlareRevolverAmmoPickup'
}

View file

@ -1,5 +1,5 @@
class NiceDualFlareRevolverAmmoPickup extends ScrnDualFlareRevolverAmmoPickup;
defaultproperties
{
InventoryType=Class'NicePack.NiceDualFlareRevolverAmmo'
InventoryType=class'NiceDualFlareRevolverAmmo'
}

View file

@ -1,6 +1,6 @@
class NiceDualFlareRevolverFire extends ScrnDualFlareRevolverFire;
defaultproperties
{
AmmoClass=Class'NicePack.NiceDualFlareRevolverAmmo'
ProjectileClass=Class'NicePack.NiceFlareRevolverProjectile'
AmmoClass=class'NiceDualFlareRevolverAmmo'
ProjectileClass=class'NiceFlareRevolverProjectile'
}

View file

@ -3,5 +3,5 @@ defaultproperties
{
ItemName="Dual Flare Revolvers NW"
ItemShortName="Dual Flare Rev. NW"
InventoryType=Class'NicePack.NiceDualFlareRevolver'
InventoryType=class'NiceDualFlareRevolver'
}

View file

@ -1,7 +1,7 @@
class NiceFlareRevolver extends ScrnFlareRevolver;
simulated function bool PutDown()
{
if ( Instigator.PendingWeapon.class == class'NicePack.NiceDualFlareRevolver' )
if ( Instigator.PendingWeapon.class == class'NiceDualFlareRevolver' )
{
bIsReloading = false;
}
@ -24,7 +24,7 @@ function GiveTo( pawn Other, optional Pickup Pickup )
defaultproperties
{
AppID=0
FireModeClass(0)=Class'NicePack.NiceFlareRevolverFire'
PickupClass=Class'NicePack.NiceFlareRevolverPickup'
FireModeClass(0)=class'NiceFlareRevolverFire'
PickupClass=class'NiceFlareRevolverPickup'
ItemName="Flare Revolver NW"
}

View file

@ -1,5 +1,5 @@
class NiceFlareRevolverAmmo extends ScrnFlareRevolverAmmo;
defaultproperties
{
PickupClass=Class'NicePack.NiceFlareRevolverAmmoPickup'
PickupClass=class'NiceFlareRevolverAmmoPickup'
}

View file

@ -1,5 +1,5 @@
class NiceFlareRevolverAmmoPickup extends ScrnFlareRevolverAmmoPickup;
defaultproperties
{
InventoryType=Class'NicePack.NiceFlareRevolverAmmo'
InventoryType=class'NiceFlareRevolverAmmo'
}

View file

@ -1,6 +1,6 @@
class NiceFlareRevolverFire extends ScrnFlareRevolverFire;
defaultproperties
{
AmmoClass=Class'NicePack.NiceFlareRevolverAmmo'
ProjectileClass=Class'NicePack.NiceFlareRevolverProjectile'
AmmoClass=class'NiceFlareRevolverAmmo'
ProjectileClass=class'NiceFlareRevolverProjectile'
}

View file

@ -57,8 +57,8 @@ function bool CheckCanCarry(KFHumanPawn Hm) {
}
defaultproperties
{
DualInventoryType=Class'NicePack.NiceDualFlareRevolver'
DualInventoryType=class'NiceDualFlareRevolver'
ItemName="Flare Revolver NW"
ItemShortName="Flare Rev. NW"
InventoryType=Class'NicePack.NiceFlareRevolver'
InventoryType=class'NiceFlareRevolver'
}

View file

@ -92,11 +92,11 @@ simulated function HurtRadius( float DamageAmount, float DamageRadius, class<Dam
Instigator,
Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dirs,
(damageScale * Momentum * dirs),
DamageType//Class'NicePack.NiceDamTypeFlareProjectileFire'
DamageType//class'NiceDamTypeFlareProjectileFire'
);
if (Vehicle(Victims) != none && Vehicle(Victims).Health > 0)
Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController,
DamageType,//Class'NicePack.NiceDamTypeFlareProjectileFire',
DamageType,//class'NiceDamTypeFlareProjectileFire',
Momentum, HitLocation);
if( Role == ROLE_Authority && KFMonsterVictim != none && KFMonsterVictim.Health <= 0 )
@ -146,6 +146,6 @@ simulated function HurtRadius( float DamageAmount, float DamageRadius, class<Dam
}
defaultproperties
{
ImpactDamageType=Class'NicePack.NiceDamTypeFlareProjectileImpact'
MyDamageType=Class'NicePack.NiceDamTypeFlareProjectileFire'
ImpactDamageType=class'NiceDamTypeFlareProjectileImpact'
MyDamageType=class'NiceDamTypeFlareProjectileFire'
}