Apply dirty patch (messed up line endings)
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30 changed files with 1354 additions and 714 deletions
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@ -1,52 +1,87 @@
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//==============================================================================
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// NicePack / NiceSharpshooterAbilitiesAdapter
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//==============================================================================
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// Temporary stand-in for future functionality.
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// Use this class to catch events from sharpshooter players' abilities.
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//==============================================================================
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// 'Nice pack' source
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// Do whatever the fuck you want with it
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// Author: dkanus
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// E-mail: dkanus@gmail.com
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//==============================================================================
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class NiceSharpshooterAbilitiesAdapter extends NiceAbilitiesAdapter;
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static function AbilityActivated( string abilityID,
NicePlayerController relatedPlayer){
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local NiceHumanPawn nicePawn;
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if(relatedPlayer == none) return;
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nicePawn = NiceHumanPawn(relatedPlayer.pawn);
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if(nicePawn == none)
return;
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if(abilityID == "Calibration"){
nicePawn.currentCalibrationState = CALSTATE_ACTIVE;
nicePawn.calibrateUsedZeds.length = 0;
nicePawn.calibrationScore = 1;
nicePawn.calibrationRemainingTime = 7.0;
nicePawn.calibrationHits = 0;
nicePawn.calibrationTotalShots = 0;
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}
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if(abilityID == class'NiceSkillSharpshooterGunslingerA'.default.abilityID){
nicePawn.gunslingerTimer =
class'NiceSkillSharpshooterGunslingerA'.default.duration;
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}
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}
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static function AbilityAdded( string abilityID,
NicePlayerController relatedPlayer){
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local NiceHumanPawn nicePawn;
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if(relatedPlayer == none) return;
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nicePawn = NiceHumanPawn(relatedPlayer.pawn);
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if(nicePawn == none)
return;
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if(abilityID == "Calibration"){
nicePawn.currentCalibrationState = CALSTATE_FINISHED;
nicePawn.calibrationScore = 1;
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}
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}
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static function AbilityRemoved( string abilityID,
NicePlayerController relatedPlayer){
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local NiceHumanPawn nicePawn;
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if(relatedPlayer == none) return;
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nicePawn = NiceHumanPawn(relatedPlayer.pawn);
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if(nicePawn == none)
return;
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if(abilityID == "Calibration")
nicePawn.currentCalibrationState = CALSTATE_NOABILITY;
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if(abilityID == class'NiceSkillSharpshooterGunslingerA'.default.abilityID){
nicePawn.gunslingerTimer = 0.0;
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}
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}
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static function ModAbilityCooldown( string abilityID,
NicePlayerController relatedPlayer,
out float cooldown){
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local NiceHumanPawn nicePawn;
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if(relatedPlayer == none) return;
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nicePawn = NiceHumanPawn(relatedPlayer.pawn);
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if( abilityID != class'NiceSkillSharpshooterGunslingerA'.default.abilityID
&& abilityID != class'NiceSkillSharpshooterReaperA'.default.abilityID)
return;
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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;
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}
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// Reduce calibration score
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if(nicePawn.calibrationScore > 1)
nicePawn.calibrationScore -= 1;
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}
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defaultproperties
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{
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}
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//==============================================================================
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// NicePack / NiceSharpshooterAbilitiesAdapter
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//==============================================================================
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// Temporary stand-in for future functionality.
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// Use this class to catch events from sharpshooter players' abilities.
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//==============================================================================
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// 'Nice pack' source
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// Do whatever the fuck you want with it
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// Author: dkanus
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// E-mail: dkanus@gmail.com
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//==============================================================================
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class NiceSharpshooterAbilitiesAdapter extends NiceAbilitiesAdapter;
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static function AbilityActivated( string abilityID,
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NicePlayerController relatedPlayer){
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local NiceHumanPawn nicePawn;
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if(relatedPlayer == none) return;
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nicePawn = NiceHumanPawn(relatedPlayer.pawn);
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if(nicePawn == none)
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return;
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if(abilityID == "Calibration"){
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nicePawn.currentCalibrationState = CALSTATE_ACTIVE;
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nicePawn.calibrateUsedZeds.length = 0;
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nicePawn.calibrationScore = 1;
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nicePawn.calibrationRemainingTime = 7.0;
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nicePawn.calibrationHits = 0;
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nicePawn.calibrationTotalShots = 0;
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}
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if(abilityID == class'NiceSkillSharpshooterGunslingerA'.default.abilityID){
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nicePawn.gunslingerTimer =
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class'NiceSkillSharpshooterGunslingerA'.default.duration;
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}
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}
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static function AbilityAdded( string abilityID,
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NicePlayerController relatedPlayer){
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local NiceHumanPawn nicePawn;
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if(relatedPlayer == none) return;
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nicePawn = NiceHumanPawn(relatedPlayer.pawn);
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if(nicePawn == none)
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return;
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if(abilityID == "Calibration"){
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nicePawn.currentCalibrationState = CALSTATE_FINISHED;
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nicePawn.calibrationScore = 3;
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}
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}
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static function AbilityRemoved( string abilityID,
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NicePlayerController relatedPlayer){
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local NiceHumanPawn nicePawn;
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if(relatedPlayer == none) return;
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nicePawn = NiceHumanPawn(relatedPlayer.pawn);
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if(nicePawn == none)
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return;
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if(abilityID == "Calibration")
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nicePawn.currentCalibrationState = CALSTATE_NOABILITY;
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if(abilityID == class'NiceSkillSharpshooterGunslingerA'.default.abilityID){
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nicePawn.gunslingerTimer = 0.0;
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}
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}
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static function ModAbilityCooldown( string abilityID,
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NicePlayerController relatedPlayer,
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out float cooldown){
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local NiceHumanPawn nicePawn;
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if(relatedPlayer == none) return;
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nicePawn = NiceHumanPawn(relatedPlayer.pawn);
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if( abilityID != class'NiceSkillSharpshooterGunslingerA'.default.abilityID
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&& abilityID != class'NiceSkillSharpshooterReaperA'.default.abilityID)
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return;
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switch(nicePawn.calibrationScore){
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case 2:
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cooldown *= 0.85;
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break;
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case 3:
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cooldown *= 0.7;
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break;
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case 4:
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cooldown *= 0.5;
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break;
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case 5:
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cooldown *= 0.25;
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break;
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}
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// Reduce calibration score
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if(nicePawn.calibrationScore > 3)
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nicePawn.calibrationScore -= 1;
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}
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defaultproperties
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{
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}
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