Apply dirty patch (messed up line endings)
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30 changed files with 1354 additions and 714 deletions
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@ -1,38 +1,73 @@
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class NiceVetCommando extends NiceVeterancyTypes
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abstract;
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static function AddCustomStats(ClientPerkRepLink Other){
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other.AddCustomValue(Class'NiceVetCommandoExp');
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}
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static function int GetStatValueInt(ClientPerkRepLink StatOther, byte ReqNum){
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return StatOther.GetCustomValueInt(Class'NiceVetCommandoExp');
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}
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static function array<int> GetProgressArray(byte ReqNum, optional out int DoubleScalingBase){
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return default.progressArray0;
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}
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static function float GetHealthBarsDistanceMulti(KFPlayerReplicationInfo KFPRI){
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if(KFPRI != none && SomeoneHasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillCommandoStrategist'))
return class'NiceSkillCommandoStrategist'.default.visionRadius;
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return 0.0;
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}
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static function float GetStalkerViewDistanceMulti(KFPlayerReplicationInfo KFPRI){
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if(KFPRI != none && SomeoneHasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillCommandoStrategist'))
return class'NiceSkillCommandoStrategist'.default.visionRadius;
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return 0.0;
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}
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static function float GetMagCapacityMod(KFPlayerReplicationInfo KFPRI, KFWeapon Other){
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local class<NiceWeaponPickup> pickupClass;
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pickupClass = GetPickupFromWeapon(other.class);
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if(IsPerkedPickup(pickupClass) && HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillCommandoLargerMags'))
return class'NiceSkillCommandoLargerMags'.default.sizeBonus;
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return 1.0;
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}
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static function float GetReloadSpeedModifierStatic(KFPlayerReplicationInfo KFPRI, class<KFWeapon> Other){
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return 1.3;
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}
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static function int ZedTimeExtensions(KFPlayerReplicationInfo KFPRI){
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if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillCommandoTactitian'))
return class'NiceSkillCommandoTactitian'.default.bonusExt + 3;
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return 3;
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}
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static function string GetCustomLevelInfo(byte Level){
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return default.CustomLevelInfo;
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}
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defaultproperties
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{
bNewTypePerk=True
SkillGroupA(0)=Class'NicePack.NiceSkillCommandoTactitian'
SkillGroupA(1)=Class'NicePack.NiceSkillCommandoCriticalFocus'
SkillGroupA(2)=Class'NicePack.NiceSkillCommandoLargerMags'
SkillGroupA(3)=Class'NicePack.NiceSkillCommandoPerfectExecution'
SkillGroupA(4)=Class'NicePack.NiceSkillCommandoZEDProfessional'
SkillGroupB(0)=Class'NicePack.NiceSkillCommandoStrategist'
SkillGroupB(1)=Class'NicePack.NiceSkillCommandoTrashCleaner'
SkillGroupB(2)=Class'NicePack.NiceSkillCommandoExplosivePower'
SkillGroupB(3)=Class'NicePack.NiceSkillCommandoThinOut'
SkillGroupB(4)=Class'NicePack.NiceSkillCommandoZEDEvisceration'
progressArray0(0)=100
progressArray0(1)=1000
progressArray0(2)=3000
progressArray0(3)=10000
progressArray0(4)=30000
progressArray0(5)=100000
progressArray0(6)=200000
DefaultDamageType=Class'NicePack.NiceDamageTypeVetCommando'
OnHUDIcons(0)=(PerkIcon=Texture'KillingFloorHUD.Perks.Perk_Commando',StarIcon=Texture'KillingFloorHUD.HUD.Hud_Perk_Star',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(1)=(PerkIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Commando_Gold',StarIcon=Texture'KillingFloor2HUD.Perk_Icons.Hud_Perk_Star_Gold',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(2)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Commando_Green',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Green',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(3)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Commando_Blue',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Blue',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(4)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Commando_Purple',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Purple',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(5)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Commando_Orange',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Orange',DrawColor=(B=255,G=255,R=255,A=255))
CustomLevelInfo="Level up by doing damage with perked weapons|30% faster reload with all weapons|You get three additional Zed-Time Extensions"
PerkIndex=3
OnHUDIcon=Texture'KillingFloorHUD.Perks.Perk_Commando'
OnHUDGoldIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Commando_Gold'
VeterancyName="Commando"
Requirements(0)="Required experience for the next level: %x"
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}
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class NiceVetCommando extends NiceVeterancyTypes
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abstract;
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static function AddCustomStats(ClientPerkRepLink Other){
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other.AddCustomValue(Class'NiceVetCommandoExp');
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}
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static function int GetStatValueInt(ClientPerkRepLink StatOther, byte ReqNum){
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return StatOther.GetCustomValueInt(Class'NiceVetCommandoExp');
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}
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static function array<int> GetProgressArray(byte ReqNum, optional out int DoubleScalingBase){
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return default.progressArray0;
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}
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static function float GetHealthBarsDistanceMulti(KFPlayerReplicationInfo KFPRI){
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if(KFPRI != none && SomeoneHasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillCommandoStrategist'))
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return class'NiceSkillCommandoStrategist'.default.visionRadius;
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return 0.0;
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}
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static function float GetStalkerViewDistanceMulti(KFPlayerReplicationInfo KFPRI){
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if(KFPRI != none && SomeoneHasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillCommandoStrategist'))
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return class'NiceSkillCommandoStrategist'.default.visionRadius;
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return 0.0;
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}
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static function float GetMagCapacityMod(KFPlayerReplicationInfo KFPRI, KFWeapon Other){
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local class<NiceWeaponPickup> pickupClass;
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pickupClass = GetPickupFromWeapon(other.class);
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if(IsPerkedPickup(pickupClass) && HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillCommandoLargerMags'))
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return class'NiceSkillCommandoLargerMags'.default.sizeBonus;
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return 1.0;
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}
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static function float GetReloadSpeedModifierStatic(KFPlayerReplicationInfo KFPRI, class<KFWeapon> Other){
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return 1.3;
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}
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static function int ZedTimeExtensions(KFPlayerReplicationInfo KFPRI){
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if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillCommandoTactitian'))
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return class'NiceSkillCommandoTactitian'.default.bonusExt + 3;
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return 3;
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}
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static function string GetCustomLevelInfo(byte Level){
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return default.CustomLevelInfo;
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}
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defaultproperties
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{
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bNewTypePerk=True
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SkillGroupA(0)=Class'NicePack.NiceSkillCommandoTactitian'
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SkillGroupA(1)=Class'NicePack.NiceSkillCommandoCriticalFocus'
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SkillGroupA(2)=Class'NicePack.NiceSkillCommandoLargerMags'
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SkillGroupA(3)=Class'NicePack.NiceSkillCommandoPerfectExecution'
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SkillGroupA(4)=Class'NicePack.NiceSkillCommandoZEDProfessional'
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SkillGroupB(0)=Class'NicePack.NiceSkillCommandoStrategist'
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SkillGroupB(1)=Class'NicePack.NiceSkillCommandoTrashCleaner'
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SkillGroupB(2)=Class'NicePack.NiceSkillCommandoExplosivePower'
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SkillGroupB(3)=Class'NicePack.NiceSkillCommandoGiantSlayer'
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SkillGroupB(4)=Class'NicePack.NiceSkillCommandoZEDEvisceration'
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progressArray0(0)=100
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progressArray0(1)=1000
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progressArray0(2)=3000
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progressArray0(3)=10000
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progressArray0(4)=30000
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progressArray0(5)=100000
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progressArray0(6)=200000
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DefaultDamageType=Class'NicePack.NiceDamageTypeVetCommando'
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OnHUDIcons(0)=(PerkIcon=Texture'KillingFloorHUD.Perks.Perk_Commando',StarIcon=Texture'KillingFloorHUD.HUD.Hud_Perk_Star',DrawColor=(B=255,G=255,R=255,A=255))
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OnHUDIcons(1)=(PerkIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Commando_Gold',StarIcon=Texture'KillingFloor2HUD.Perk_Icons.Hud_Perk_Star_Gold',DrawColor=(B=255,G=255,R=255,A=255))
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OnHUDIcons(2)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Commando_Green',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Green',DrawColor=(B=255,G=255,R=255,A=255))
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OnHUDIcons(3)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Commando_Blue',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Blue',DrawColor=(B=255,G=255,R=255,A=255))
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OnHUDIcons(4)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Commando_Purple',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Purple',DrawColor=(B=255,G=255,R=255,A=255))
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OnHUDIcons(5)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Commando_Orange',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Orange',DrawColor=(B=255,G=255,R=255,A=255))
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CustomLevelInfo="Level up by doing damage with perked weapons|30% faster reload with all weapons|You get three additional Zed-Time Extensions"
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PerkIndex=3
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OnHUDIcon=Texture'KillingFloorHUD.Perks.Perk_Commando'
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OnHUDGoldIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Commando_Gold'
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VeterancyName="Commando"
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Requirements(0)="Required experience for the next level: %x"
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}
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@ -1,28 +1,36 @@
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class NiceSkillCommandoCriticalFocus extends NiceSkill
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abstract;
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var float cooldown;
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var float healthBoundary;
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function static SkillSelected(NicePlayerController nicePlayer){
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local NicePack niceMutator;
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super.SkillSelected(nicePlayer);
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niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
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if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
return;
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niceMutator.AddCounter("npCommandoCriticalFocus", Texture'NicePackT.HudCounter.commandoCounter', false, default.class);
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}
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function static SkillDeSelected(NicePlayerController nicePlayer){
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local NicePack niceMutator;
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super.SkillDeSelected(nicePlayer);
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niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
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if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
return;
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niceMutator.RemoveCounter("npCommandoCriticalFocus");
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}
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function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
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local NiceHumanPawn nicePawn;
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if(nicePlayer == none || counterName != "npCommandoCriticalFocus")
return 0;
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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if(nicePawn == none)
return 0;
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return Ceil(nicePawn.forcedZedTimeCountDown);
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}
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defaultproperties
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{
cooldown=30.000000
healthBoundary=50.000000
SkillName="Critical focus"
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}
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class NiceSkillCommandoCriticalFocus extends NiceSkill
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abstract;
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var float cooldown;
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var float healthBoundary;
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function static SkillSelected(NicePlayerController nicePlayer){
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local NicePack niceMutator;
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super.SkillSelected(nicePlayer);
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niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
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if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
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return;
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niceMutator.AddCounter("npCommandoCriticalFocus", Texture'NicePackT.HudCounter.commandoCounter', false, default.class);
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}
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function static SkillDeSelected(NicePlayerController nicePlayer){
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local NicePack niceMutator;
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super.SkillDeSelected(nicePlayer);
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niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
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if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
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return;
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niceMutator.RemoveCounter("npCommandoCriticalFocus");
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}
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function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
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local NiceHumanPawn nicePawn;
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if(nicePlayer == none || counterName != "npCommandoCriticalFocus")
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return 0;
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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if(nicePawn == none)
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return 0;
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return Ceil(nicePawn.forcedZedTimeCountDown);
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}
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defaultproperties
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{
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cooldown=30.000000
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healthBoundary=50.000000
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SkillName="Critical focus"
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SkillEffects="Activates zed time once you fall below 50% health. Has a cooldown of 30 seconds."
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}
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@ -0,0 +1,11 @@
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class NiceSkillCommandoGiantSlayer extends NiceSkill
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abstract;
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var float bonusDamageMult;
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var float healthStep;
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defaultproperties
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{
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healthStep=1000.000000
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bonusDamageMult=0.05000
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SkillName="Giant slayer"
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SkillEffects="For every 1000 of health zed currently has, you deal additional 5% damage."
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}
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@ -1,7 +0,0 @@
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class NiceSkillCommandoThinOut extends NiceSkill
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abstract;
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var float damageMult;
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var float maxDistance;
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defaultproperties
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{
damageMult=2.000000
MaxDistance=800.000000
SkillName="Thin out"
SkillEffects="Deal double damage against non-trash zeds, when there's either a huge zed or another zed of the same type within 16 meters of you."
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}
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@ -1,6 +1,9 @@
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class NiceSkillCommandoTrashCleaner extends NiceSkill
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abstract;
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var float decapitationMultiLimit;
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defaultproperties
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{
decapitationMultiLimit=0.600000
SkillName="Trash cleaner"
SkillEffects="Get finisher property on your shots against low-health zeds, but your weapons leave more decapitated zeds behind."
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}
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class NiceSkillCommandoTrashCleaner extends NiceSkill
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abstract;
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var float decapitationMultiLimit;
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defaultproperties
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{
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decapitationMultiLimit=0.45
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SkillName="Trash cleaner"
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SkillEffects="Get finisher property on your shots against low-health zeds, but your weapons leave more decapitated zeds behind."
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}
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@ -1,5 +1,7 @@
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class NiceSkillCommandoZEDEvisceration extends NiceSkill
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abstract;
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defaultproperties
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{
SkillName="Evisceration"
SkillEffects="During zed-time both 'Trash cleaner' and 'Thin out' skills are active."
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}
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class NiceSkillCommandoZEDEvisceration extends NiceSkill
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abstract;
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defaultproperties
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{
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SkillName="Evisceration"
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SkillEffects="Does nothing."
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}
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