hardcode removed / husk proj fix
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1438773ffd
commit
31a99d413b
653 changed files with 1294 additions and 1272 deletions
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@ -2,5 +2,5 @@ class NiceDamTypeFlareProjectileFire extends NiceDamTypeFire;
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defaultproperties
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{
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HeadShotDamageMult=2.000000
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WeaponClass=Class'NicePack.NiceFlareRevolver'
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WeaponClass=class'NiceFlareRevolver'
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}
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@ -1,7 +1,7 @@
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class NiceDualFlareRevolver extends ScrnDualFlareRevolver;
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function bool HandlePickupQuery( pickup Item )
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{
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if ( Item.InventoryType==Class'NicePack.NiceFlareRevolver' )
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if ( Item.InventoryType==class'NiceFlareRevolver' )
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{
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if( LastHasGunMsgTime < Level.TimeSeconds && PlayerController(Instigator.Controller) != none )
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{
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@ -34,14 +34,14 @@ function DropFrom(vector StartLocation)
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{
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OtherAmmo = AmmoThrown / 2;
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AmmoThrown -= OtherAmmo;
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SinglePistol = Spawn(Class'NicePack.NiceFlareRevolver');
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SinglePistol = Spawn(class'NiceFlareRevolver');
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SinglePistol.SellValue = SellValue / 2;
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SinglePistol.GiveTo(Instigator);
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SinglePistol.Ammo[0].AmmoAmount = OtherAmmo;
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SinglePistol.MagAmmoRemaining = MagAmmoRemaining / 2;
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MagAmmoRemaining = Max(MagAmmoRemaining-SinglePistol.MagAmmoRemaining,0);
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}
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Pickup = Spawn(class'NicePack.NiceFlareRevolverPickup',,, StartLocation);
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Pickup = Spawn(class'NiceFlareRevolverPickup',,, StartLocation);
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if ( Pickup != none )
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{
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Pickup.InitDroppedPickupFor(self);
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@ -60,7 +60,7 @@ function DropFrom(vector StartLocation)
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}
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simulated function bool PutDown()
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{
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if ( Instigator.PendingWeapon == none || Instigator.PendingWeapon.class == class'NicePack.NiceFlareRevolver' )
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if ( Instigator.PendingWeapon == none || Instigator.PendingWeapon.class == class'NiceFlareRevolver' )
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{
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bIsReloading = false;
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}
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@ -69,8 +69,8 @@ simulated function bool PutDown()
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defaultproperties
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{
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AppID=0
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FireModeClass(0)=Class'NicePack.NiceDualFlareRevolverFire'
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DemoReplacement=Class'NicePack.NiceFlareRevolver'
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PickupClass=Class'NicePack.NiceDualFlareRevolverPickup'
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FireModeClass(0)=class'NiceDualFlareRevolverFire'
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DemoReplacement=class'NiceFlareRevolver'
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PickupClass=class'NiceDualFlareRevolverPickup'
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ItemName="Dual Flare revolvers NW"
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}
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@ -1,5 +1,5 @@
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class NiceDualFlareRevolverAmmo extends ScrnDualFlareRevolverAmmo;
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defaultproperties
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{
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PickupClass=Class'NicePack.NiceDualFlareRevolverAmmoPickup'
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PickupClass=class'NiceDualFlareRevolverAmmoPickup'
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}
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@ -1,5 +1,5 @@
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class NiceDualFlareRevolverAmmoPickup extends ScrnDualFlareRevolverAmmoPickup;
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defaultproperties
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{
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InventoryType=Class'NicePack.NiceDualFlareRevolverAmmo'
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InventoryType=class'NiceDualFlareRevolverAmmo'
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}
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@ -1,6 +1,6 @@
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class NiceDualFlareRevolverFire extends ScrnDualFlareRevolverFire;
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defaultproperties
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{
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AmmoClass=Class'NicePack.NiceDualFlareRevolverAmmo'
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ProjectileClass=Class'NicePack.NiceFlareRevolverProjectile'
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AmmoClass=class'NiceDualFlareRevolverAmmo'
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ProjectileClass=class'NiceFlareRevolverProjectile'
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}
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@ -3,5 +3,5 @@ defaultproperties
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{
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ItemName="Dual Flare Revolvers NW"
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ItemShortName="Dual Flare Rev. NW"
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InventoryType=Class'NicePack.NiceDualFlareRevolver'
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InventoryType=class'NiceDualFlareRevolver'
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}
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@ -1,7 +1,7 @@
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class NiceFlareRevolver extends ScrnFlareRevolver;
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simulated function bool PutDown()
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{
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if ( Instigator.PendingWeapon.class == class'NicePack.NiceDualFlareRevolver' )
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if ( Instigator.PendingWeapon.class == class'NiceDualFlareRevolver' )
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{
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bIsReloading = false;
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}
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@ -24,7 +24,7 @@ function GiveTo( pawn Other, optional Pickup Pickup )
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defaultproperties
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{
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AppID=0
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FireModeClass(0)=Class'NicePack.NiceFlareRevolverFire'
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PickupClass=Class'NicePack.NiceFlareRevolverPickup'
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FireModeClass(0)=class'NiceFlareRevolverFire'
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PickupClass=class'NiceFlareRevolverPickup'
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ItemName="Flare Revolver NW"
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}
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@ -1,5 +1,5 @@
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class NiceFlareRevolverAmmo extends ScrnFlareRevolverAmmo;
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defaultproperties
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{
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PickupClass=Class'NicePack.NiceFlareRevolverAmmoPickup'
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PickupClass=class'NiceFlareRevolverAmmoPickup'
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}
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@ -1,5 +1,5 @@
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class NiceFlareRevolverAmmoPickup extends ScrnFlareRevolverAmmoPickup;
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defaultproperties
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{
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InventoryType=Class'NicePack.NiceFlareRevolverAmmo'
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InventoryType=class'NiceFlareRevolverAmmo'
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}
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@ -1,6 +1,6 @@
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class NiceFlareRevolverFire extends ScrnFlareRevolverFire;
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defaultproperties
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{
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AmmoClass=Class'NicePack.NiceFlareRevolverAmmo'
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ProjectileClass=Class'NicePack.NiceFlareRevolverProjectile'
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AmmoClass=class'NiceFlareRevolverAmmo'
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ProjectileClass=class'NiceFlareRevolverProjectile'
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}
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@ -57,8 +57,8 @@ function bool CheckCanCarry(KFHumanPawn Hm) {
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}
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defaultproperties
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{
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DualInventoryType=Class'NicePack.NiceDualFlareRevolver'
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DualInventoryType=class'NiceDualFlareRevolver'
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ItemName="Flare Revolver NW"
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ItemShortName="Flare Rev. NW"
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InventoryType=Class'NicePack.NiceFlareRevolver'
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InventoryType=class'NiceFlareRevolver'
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}
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@ -92,11 +92,11 @@ simulated function HurtRadius( float DamageAmount, float DamageRadius, class<Dam
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Instigator,
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Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dirs,
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(damageScale * Momentum * dirs),
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DamageType//Class'NicePack.NiceDamTypeFlareProjectileFire'
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DamageType//class'NiceDamTypeFlareProjectileFire'
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);
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if (Vehicle(Victims) != none && Vehicle(Victims).Health > 0)
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Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController,
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DamageType,//Class'NicePack.NiceDamTypeFlareProjectileFire',
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DamageType,//class'NiceDamTypeFlareProjectileFire',
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Momentum, HitLocation);
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if( Role == ROLE_Authority && KFMonsterVictim != none && KFMonsterVictim.Health <= 0 )
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@ -146,6 +146,6 @@ simulated function HurtRadius( float DamageAmount, float DamageRadius, class<Dam
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}
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defaultproperties
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{
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ImpactDamageType=Class'NicePack.NiceDamTypeFlareProjectileImpact'
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MyDamageType=Class'NicePack.NiceDamTypeFlareProjectileFire'
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ImpactDamageType=class'NiceDamTypeFlareProjectileImpact'
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MyDamageType=class'NiceDamTypeFlareProjectileFire'
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}
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