Merge pull request 'update15' (#34) from update15 into master

Reviewed-on: https://insultplayers.ru/git/dkanus/NicePack/pulls/34
This commit is contained in:
dkanus 2024-11-25 22:10:57 +03:00
commit 4924e41e84
7 changed files with 83 additions and 9 deletions

View File

@ -710,7 +710,7 @@ function Stick(Actor target, Vector hitLocation) {
expData.affectedByScream = charAffectedByScream;
if (!target.IsA('NiceMonster')) {
hitLocation -= target.location;
hitLocation = (hitLocation - target.location) << target.rotation;
boneStick = 'None';
resultTarget = target;
} else {

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@ -259,6 +259,7 @@ static function SpawnStuckProjectile(
} else {
spawnedBullet.SetBase(base);
spawnedBullet.SetRelativeLocation(shift);
spawnedBullet.SetRelativeRotation(direction - base.rotation);
}
}

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@ -37,7 +37,7 @@ function RangedAttack(Actor A) {
//Increment the number of consecutive shtos taken and apply the cool down if needed
totalShots ++;
consecutiveShots ++;
if(consecutiveShots < 3 && totalShots > maxNormalShots)
if(consecutiveShots < 3 && totalShots > maxNormalShots && VSize(a.location - location) <= 900)
NextFireProjectileTime = Level.TimeSeconds;
else{
NextFireProjectileTime = Level.TimeSeconds + ProjectileFireInterval + (FRand() * 2.0);

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@ -5,6 +5,8 @@ class NiceZombieClot extends NiceZombieClotBase;
#exec OBJ LOAD FILE=KF_Specimens_Trip_T.utx
#exec OBJ LOAD FILE=MeanZedSkins.utx
var float sirenBoostTimeout;
function ClawDamageTarget()
{
local vector PushDir;
@ -109,9 +111,33 @@ simulated function int DoAnimAction( name AnimName )
}
return super.DoAnimAction( AnimName );
}
function DealDecapDamage( int damage,
Pawn instigatedBy,
Vector hitLocation,
Vector momentum,
class<NiceWeaponDamageType> damageType,
float headshotLevel,
KFPlayerReplicationInfo KFPRI,
optional float lockonTime) {
if (sirenBoostTimeout > 0) {
RemoveHead();
} else {
super.DealDecapDamage(damage, instigatedBy, hitLocation, momentum,
damageType, headshotLevel, KFPRI, lockonTime);
}
}
simulated function UpdateGroundSpeed() {
super.UpdateGroundSpeed();
if (sirenBoostTimeout > 0) {
groundSpeed *= 1.5;
}
}
simulated function Tick(float DeltaTime)
{
super.Tick(DeltaTime);
if (sirenBoostTimeout >= 0) {
sirenBoostTimeout -= deltaTime;
}
if( bShotAnim && Role == ROLE_Authority )
{
if( LookTarget!=none )

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@ -3,6 +3,7 @@ class NiceZombieShiver extends NiceZombieShiverBase;
var float TeleportBlockTime;
var float HeadOffsetY;
var transient bool bRunning, bClientRunning;
var float teleportAttackCooldownEndTime;
replication
{
reliable if ( Role == ROLE_Authority)
@ -38,6 +39,39 @@ simulated function PostBeginPlay()
}
}
}
function bool CanAttack(Actor target) {
if (level.timeSeconds < teleportAttackCooldownEndTime)
return false;
return super.CanAttack(target);
}
simulated event SetAnimAction(name NewAction) {
local int meleeAnimIndex;
if (bFrozenZed) return;
if (newAction == '') return;
if (newAction == 'Claw') {
meleeAnimIndex = Rand(2); // Shivers only have two animations now
newAction = meleeAnims[meleeAnimIndex];
currentDamtype = zombieDamType[meleeAnimIndex];
} else if(newAction == 'DoorBash') {
currentDamtype = zombieDamType[Rand(3)];
}
expectingChannel = DoAnimAction(NewAction);
if (AnimNeedsWait(newAction)) {
bWaitForAnim = true;
} else {
bWaitForAnim = false;
}
if (level.netMode != NM_Client) {
animAction = newAction;
bResetAnimAct = True;
resetAnimActTime = level.timeSeconds + 0.3;
}
}
simulated function Destroyed()
{
if (Level.NetMode != NM_DedicatedServer && MatAlphaSkin != none)
@ -281,7 +315,7 @@ simulated function Tick(float Delta)
{
SetCollision(true, true);
FlashTeleport();
SetCollision(false, false);
SetCollision(true, false);
FadeStage = 2;
}
}
@ -322,7 +356,7 @@ function StartTeleport()
{
FadeStage = 1;
AlphaFader = 255;
SetCollision(false, false);
SetCollision(true, false);
bFlashTeleporting = true;
}
function FlashTeleport()
@ -380,6 +414,7 @@ function FlashTeleport()
Teleported:
bFlashTeleporting = false;
LastFlashTime = Level.TimeSeconds;
teleportAttackCooldownEndTime = level.timeSeconds + 0.5;
}
function Died(Controller Killer, class<DamageType> damageType, vector HitLocation)
{
@ -429,10 +464,16 @@ simulated function int DoAnimAction( name AnimName )
}
defaultproperties
{
HeadOffsetY=-3.000000
headOffsetY=-3.000000
idleInsertFrame=0.468000
OnlineHeadshotOffset=(X=19.000000,Z=39.000000)
ScoringValue=15
HeadRadius=8.000000
HeadHeight=3.000000
onlineHeadshotOffset=(X=19.000000,Z=39.000000)
scoringValue=15
headRadius=8.000000
headHeight=3.000000
// Override third animation just in case.
// However it shouldn't be required since we've already changed
// `SetAnimAction` function to only use first two animations
meleeAnims(0)="Claw"
meleeAnims(1)="Claw2"
meleeAnims(2)="Claw"
}

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@ -226,6 +226,7 @@ simulated function HurtRadius(float DamageAmount, float DamageRadius, class<Dama
local int UsedDamageAmount;
local KFHumanPawn humanPawn;
local class<NiceVeterancyTypes> niceVet;
local NiceZombieClot niceClot;
if (bHurtEntry || Health <= 0 || HeadHealth <= 0 || bIsStunned)
return;
@ -243,6 +244,10 @@ simulated function HurtRadius(float DamageAmount, float DamageRadius, class<Dama
if (Victims.bStatic || Victims.Physics == PHYS_None || !FastTrace(Victims.Location, Location) )
continue; // skip this actor
niceClot = NiceZombieClot(victims);
if (niceClot != none) {
niceClot.sirenBoostTimeout = 10.0;
}
Momentum = InitMomentum;
// don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag
// Or Karma actors in this case. Self inflicted Death due to flying chairs is uncool for a zombie of your stature.

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@ -480,6 +480,7 @@ function bool SetEnemy( pawn newEnemy,
// Do fight if we can
if(bCanForceFight)
{
moveTarget = newEnemy;
ChangeEnemy(newEnemy, true);
FightEnemy(false);
return true;