Apply dirty patch (messed up line endings)

This commit is contained in:
Anton Tarasenko 2020-04-18 18:22:54 +07:00
commit 51bb9add5b
30 changed files with 1354 additions and 714 deletions

View file

@ -1,52 +1,87 @@
//==============================================================================
// NicePack / NiceSharpshooterAbilitiesAdapter
//==============================================================================
// Temporary stand-in for future functionality.
// Use this class to catch events from sharpshooter players' abilities.
//==============================================================================
// 'Nice pack' source
// Do whatever the fuck you want with it
// Author: dkanus
// E-mail: dkanus@gmail.com
//==============================================================================
class NiceSharpshooterAbilitiesAdapter extends NiceAbilitiesAdapter;
static function AbilityActivated( string abilityID, NicePlayerController relatedPlayer){
local NiceHumanPawn nicePawn;
if(relatedPlayer == none) return;
nicePawn = NiceHumanPawn(relatedPlayer.pawn);
if(nicePawn == none) return;
if(abilityID == "Calibration"){ nicePawn.currentCalibrationState = CALSTATE_ACTIVE; nicePawn.calibrateUsedZeds.length = 0; nicePawn.calibrationScore = 1; nicePawn.calibrationRemainingTime = 7.0; nicePawn.calibrationHits = 0; nicePawn.calibrationTotalShots = 0;
}
if(abilityID == class'NiceSkillSharpshooterGunslingerA'.default.abilityID){ nicePawn.gunslingerTimer = class'NiceSkillSharpshooterGunslingerA'.default.duration;
}
}
static function AbilityAdded( string abilityID, NicePlayerController relatedPlayer){
local NiceHumanPawn nicePawn;
if(relatedPlayer == none) return;
nicePawn = NiceHumanPawn(relatedPlayer.pawn);
if(nicePawn == none) return;
if(abilityID == "Calibration"){ nicePawn.currentCalibrationState = CALSTATE_FINISHED; nicePawn.calibrationScore = 1;
}
}
static function AbilityRemoved( string abilityID, NicePlayerController relatedPlayer){
local NiceHumanPawn nicePawn;
if(relatedPlayer == none) return;
nicePawn = NiceHumanPawn(relatedPlayer.pawn);
if(nicePawn == none) return;
if(abilityID == "Calibration") nicePawn.currentCalibrationState = CALSTATE_NOABILITY;
if(abilityID == class'NiceSkillSharpshooterGunslingerA'.default.abilityID){ nicePawn.gunslingerTimer = 0.0;
}
}
static function ModAbilityCooldown( string abilityID, NicePlayerController relatedPlayer, out float cooldown){
local NiceHumanPawn nicePawn;
if(relatedPlayer == none) return;
nicePawn = NiceHumanPawn(relatedPlayer.pawn);
if( abilityID != class'NiceSkillSharpshooterGunslingerA'.default.abilityID && abilityID != class'NiceSkillSharpshooterReaperA'.default.abilityID) return;
switch(nicePawn.calibrationScore){ case 2: cooldown *= 0.85; break; case 3: cooldown *= 0.7; break; case 4: cooldown *= 0.5; break; case 5: cooldown *= 0.25; break;
}
// Reduce calibration score
if(nicePawn.calibrationScore > 1) nicePawn.calibrationScore -= 1;
}
defaultproperties
{
}
//==============================================================================
// NicePack / NiceSharpshooterAbilitiesAdapter
//==============================================================================
// Temporary stand-in for future functionality.
// Use this class to catch events from sharpshooter players' abilities.
//==============================================================================
// 'Nice pack' source
// Do whatever the fuck you want with it
// Author: dkanus
// E-mail: dkanus@gmail.com
//==============================================================================
class NiceSharpshooterAbilitiesAdapter extends NiceAbilitiesAdapter;
static function AbilityActivated( string abilityID,
NicePlayerController relatedPlayer){
local NiceHumanPawn nicePawn;
if(relatedPlayer == none) return;
nicePawn = NiceHumanPawn(relatedPlayer.pawn);
if(nicePawn == none)
return;
if(abilityID == "Calibration"){
nicePawn.currentCalibrationState = CALSTATE_ACTIVE;
nicePawn.calibrateUsedZeds.length = 0;
nicePawn.calibrationScore = 1;
nicePawn.calibrationRemainingTime = 7.0;
nicePawn.calibrationHits = 0;
nicePawn.calibrationTotalShots = 0;
}
if(abilityID == class'NiceSkillSharpshooterGunslingerA'.default.abilityID){
nicePawn.gunslingerTimer =
class'NiceSkillSharpshooterGunslingerA'.default.duration;
}
}
static function AbilityAdded( string abilityID,
NicePlayerController relatedPlayer){
local NiceHumanPawn nicePawn;
if(relatedPlayer == none) return;
nicePawn = NiceHumanPawn(relatedPlayer.pawn);
if(nicePawn == none)
return;
if(abilityID == "Calibration"){
nicePawn.currentCalibrationState = CALSTATE_FINISHED;
nicePawn.calibrationScore = 3;
}
}
static function AbilityRemoved( string abilityID,
NicePlayerController relatedPlayer){
local NiceHumanPawn nicePawn;
if(relatedPlayer == none) return;
nicePawn = NiceHumanPawn(relatedPlayer.pawn);
if(nicePawn == none)
return;
if(abilityID == "Calibration")
nicePawn.currentCalibrationState = CALSTATE_NOABILITY;
if(abilityID == class'NiceSkillSharpshooterGunslingerA'.default.abilityID){
nicePawn.gunslingerTimer = 0.0;
}
}
static function ModAbilityCooldown( string abilityID,
NicePlayerController relatedPlayer,
out float cooldown){
local NiceHumanPawn nicePawn;
if(relatedPlayer == none) return;
nicePawn = NiceHumanPawn(relatedPlayer.pawn);
if( abilityID != class'NiceSkillSharpshooterGunslingerA'.default.abilityID
&& abilityID != class'NiceSkillSharpshooterReaperA'.default.abilityID)
return;
switch(nicePawn.calibrationScore){
case 2:
cooldown *= 0.85;
break;
case 3:
cooldown *= 0.7;
break;
case 4:
cooldown *= 0.5;
break;
case 5:
cooldown *= 0.25;
break;
}
// Reduce calibration score
if(nicePawn.calibrationScore > 3)
nicePawn.calibrationScore -= 1;
}
defaultproperties
{
}