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This commit is contained in:
Anton Tarasenko 2020-02-16 19:53:59 +07:00
commit 5b48414900
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//==============================================================================
// NicePack / NiceAbilitiesAdapter
//==============================================================================
// Temporary stand-in for future functionality.
// Use this class to catch events from players' abilities.
//==============================================================================
// 'Nice pack' source
// Do whatever the fuck you want with it
// Author: dkanus
// E-mail: dkanus@gmail.com
//==============================================================================
class NiceAbilitiesAdapter extends Object;
var LevelInfo level;
static function AbilityActivated( string abilityID, NicePlayerController relatedPlayer);
static function AbilityAdded( string abilityID, NicePlayerController relatedPlayer);
static function AbilityRemoved( string abilityID, NicePlayerController relatedPlayer);
static function ModAbilityCooldown( string abilityID, NicePlayerController relatedPlayer, out float cooldown);
defaultproperties
{
}

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//==============================================================================
// NicePack / NiceAbilitiesEvents
//==============================================================================
// Temporary stand-in for future functionality.
//==============================================================================
// 'Nice pack' source
// Do whatever the fuck you want with it
// Author: dkanus
// E-mail: dkanus@gmail.com
//==============================================================================
class NiceAbilitiesEvents extends Object;
var array< class<NiceAbilitiesAdapter> > adapters;
// If adapter was already added also returns 'false'.
static function bool AddAdapter(class<NiceAbilitiesAdapter> newAdapter, optional LevelInfo level){
local int i;
if(newAdapter == none) return false;
for(i = 0;i < default.adapters.length;i ++) if(default.adapters[i] == newAdapter) return false;
newAdapter.default.level = level;
default.adapters[default.adapters.length] = newAdapter;
return true;
}
// If adapter wasn't even present also returns 'false'.
static function bool RemoveAdapter(class<NiceAbilitiesAdapter> adapter){
local int i;
if(adapter == none) return false;
for(i = 0;i < default.adapters.length;i ++){ if(default.adapters[i] == adapter){ default.adapters.Remove(i, 1); return true; }
}
return false;
}
static function CallAbilityActivated
( string abilityID, NicePlayerController relatedPlayer
){
local int i;
for(i = 0;i < default.adapters.length;i ++) default.adapters[i].static.AbilityActivated(abilityID, relatedPlayer);
}
static function CallAbilityAdded
( string abilityID, NicePlayerController relatedPlayer
){
local int i;
for(i = 0;i < default.adapters.length;i ++) default.adapters[i].static.AbilityAdded(abilityID, relatedPlayer);
}
static function CallAbilityRemoved
( string abilityID, NicePlayerController relatedPlayer
){
local int i;
for(i = 0;i < default.adapters.length;i ++) default.adapters[i].static.AbilityRemoved(abilityID, relatedPlayer);
}
static function CallModAbilityCooldown
( string abilityID, NicePlayerController relatedPlayer, out float cooldown
){
local int i;
for(i = 0;i < default.adapters.length;i ++){ default.adapters[i].static.ModAbilityCooldown( abilityID, relatedPlayer, cooldown);
}
}
defaultproperties
{
}

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//==============================================================================
// NicePack / NiceAbilityManager
//==============================================================================
// Class that manager active abilities, introduced along with a NicePack.
// Can support at most 5 ('maxAbilitiesAmount') different abilities at once.
// NICETODO: refactor later
//==============================================================================
// 'Nice pack' source
// Do whatever the fuck you want with it
// Author: dkanus
// E-mail: dkanus@gmail.com
//==============================================================================
class NiceAbilityManager extends Actor;
var const int maxAbilitiesAmount;
// Defines a list of all possible ability's states
enum EAbilityState{
// Ability is ready to use
ASTATE_READY,
// Ability is being used
ASTATE_ACTIVE,
// Ability is on cooldown
ASTATE_COOLDOWN
};
// Describes all the necessary information about an ability
struct NiceAbilityDescription{
// Ability's ID, supposed to be unique per ability,
// but no checks are enforced yet
var string ID;
// Image to be used as an ability's icon
var Texture icon;
// Default cooldown duration
var float cooldownLength;
// Can ability be canceled once activated?
var bool canBeCancelled;
};
// Complete description of current status of an ability,
// including it's complete description.
struct NiceAbilityStatus{
// Complete description of ability in question
var NiceAbilityDescription description;
// Current cooldown value
var float cooldown;
// Current state of an ability
var EAbilityState myState;
};
var NiceAbilityStatus currentAbilities[5];
var int currentAbilitiesAmount;
// Refers to the player whose abilities we manage
var NicePlayerController relatedPlayer;
var const class<NiceAbilitiesEvents> events;
// Unfortunately this hackk is required to force replication of structure array
var int hackCounter;
replication{
reliable if(Role == ROLE_Authority) currentAbilities, currentAbilitiesAmount, hackCounter;
}
simulated function PostBeginPlay(){
relatedPlayer = NicePlayerController(owner);
}
function AddAbility(NiceAbilityDescription description){
local int i;
local NiceAbilityStatus newRecord;
if(currentAbilitiesAmount >= maxAbilitiesAmount) return;
for(i = 0;i < currentAbilitiesAmount;i ++) if(currentAbilities[i].description.ID ~= description.ID) return;
newRecord.description = description;
newRecord.cooldown = 0.0;
newRecord.myState = ASTATE_READY;
currentAbilities[currentAbilitiesAmount] = newRecord;
currentAbilitiesAmount += 1;
events.static.CallAbilityAdded(description.ID, relatedPlayer);
netUpdateTime = level.timeSeconds - 1;
}
function RemoveAbility(string abilityID){
local int i, j;
local bool wasRemoved;
j = 0;
for(i = 0;i < currentAbilitiesAmount;i ++){ if(currentAbilities[i].description.ID ~= abilityID){ wasRemoved = true; continue; } currentAbilities[j] = currentAbilities[i]; j += 1;
}
currentAbilitiesAmount = j;
if(wasRemoved) events.static.CallAbilityRemoved(abilityID, relatedPlayer);
netUpdateTime = level.timeSeconds - 1;
}
function ClearAbilities(){
currentAbilitiesAmount = 0;
netUpdateTime = level.timeSeconds - 1;
}
// Returns index of the ability with a given name.
// Returns '-1' if such ability doesn't exist.
simulated function int GetAbilityIndex(string abilityID){
local int i;
for(i = 0;i < currentAbilitiesAmount;i ++) if(currentAbilities[i].description.ID ~= abilityID) return i;
return -1;
}
simulated function bool IsAbilityActive(string abilityID){
local int index;
index = GetAbilityIndex(abilityID);
if(index < 0) return false;
return (currentAbilities[index].myState == ASTATE_ACTIVE);
}
// Sets ability to a proper state.
// Does nothing if ability is already in a specified state.
// Setting active ability to a ready state is only allowed
// if ability can be canceled.
// Updates cooldown to full length if new state is 'ASTATE_COOLDOWN'.
function SetAbilityState(int abilityIndex, EAbilityState newState){
local float cooldown;
local EAbilityState currentState;
if(abilityIndex < 0 || abilityIndex >= currentAbilitiesAmount) return;
currentState = currentAbilities[abilityIndex].myState;
if(currentState == newState) return;
if( currentState == ASTATE_ACTIVE && newState == ASTATE_READY && !currentAbilities[abilityIndex].description.canBeCancelled) return;
currentAbilities[abilityIndex].myState = newState;
if(newState == ASTATE_COOLDOWN){ cooldown = currentAbilities[abilityIndex].description.cooldownLength; events.static.CallModAbilityCooldown( currentAbilities[abilityIndex].description.ID, relatedPlayer, cooldown ); currentAbilities[abilityIndex].cooldown = cooldown;
}
hackCounter ++;
netUpdateTime = level.timeSeconds - 1;
// Fire off events
if(newState == ASTATE_ACTIVE){ events.static.CallAbilityActivated( currentAbilities[abilityIndex].description.ID, relatedPlayer );
}
}
// Changes ability's cooldown by a given amount.
// If this brings cooldown to zero or below -
// resets current ability to a 'ready' (ASTATE_READY) state.
function AddToCooldown(int abilityIndex, float delta){
if(abilityIndex < 0 || abilityIndex >= currentAbilitiesAmount) return;
if(currentAbilities[abilityIndex].myState != ASTATE_COOLDOWN) return;
currentAbilities[abilityIndex].cooldown += delta;
if(currentAbilities[abilityIndex].cooldown <= 0) SetAbilityState(abilityIndex, ASTATE_READY);
hackCounter ++;
}
function Tick(float deltaTime){
local int i;
if(Role != Role_AUTHORITY) return;
for(i = 0;i < currentAbilitiesAmount;i ++) AddToCooldown(i, -deltaTime);
}
defaultproperties
{ maxAbilitiesAmount=5 Events=Class'NicePack.NiceAbilitiesEvents' DrawType=DT_None
}

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class NiceDamageTypeVetBerserker extends NiceWeaponDamageType
abstract;
static function AwardNiceDamage(KFSteamStatsAndAchievements KFStatsAndAchievements, int Amount, int HL){
if(SRStatsBase(KFStatsAndAchievements) != none && SRStatsBase(KFStatsAndAchievements).Rep != none) SRStatsBase(KFStatsAndAchievements).Rep.ProgressCustomValue(Class'NiceVetBerserkerExp', Int(Float(Amount) * class'NicePack'.default.vetZerkDamageExpCost * getScale(HL)));
}
defaultproperties
{ HeadShotDamageMult=1.250000 bIsMeleeDamage=True DeathString="%o was beat down by %k." FemaleSuicide="%o beat herself down." MaleSuicide="%o beat himself down." bRagdollBullet=True bBulletHit=True PawnDamageEmitter=Class'ROEffects.ROBloodPuff' LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore' LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall' FlashFog=(X=600.000000) KDamageImpulse=2000.000000 KDeathVel=100.000000 KDeathUpKick=25.000000 VehicleDamageScaling=0.600000
}

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class NiceVetBerserker extends NiceVeterancyTypes
abstract;
static function AddCustomStats(ClientPerkRepLink Other){
other.AddCustomValue(Class'NiceVetBerserkerExp');
}
static function int GetStatValueInt(ClientPerkRepLink StatOther, byte ReqNum){
return StatOther.GetCustomValueInt(Class'NiceVetBerserkerExp');
}
static function array<int> GetProgressArray(byte ReqNum, optional out int DoubleScalingBase){
return default.progressArray0;
}
static function int AddDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<DamageType> DmgType){
local float perkDamage;
local class<NiceWeaponPickup> pickupClass;
pickupClass = GetPickupFromDamageType(DmgType);
perkDamage = float(InDamage);
if(IsPerkedPickup(pickupClass)) perkDamage *= 2;
return perkDamage;
}
static function float GetFireSpeedModStatic(KFPlayerReplicationInfo KFPRI, class<Weapon> other){
local float bonus;
local class<NiceWeaponPickup> pickupClass;
local NiceHumanPawn nicePawn;
local NicePlayerController nicePlayer;
pickupClass = GetPickupFromWeapon(other);
bonus = 1.0;
nicePlayer = NicePlayerController(KFPRI.Owner);
if(IsPerkedPickup(pickupClass)) bonus *= 1.25;
nicePawn = NiceHumanPawn(nicePlayer.Pawn);
if(nicePlayer != none && nicePawn != none && HasSkill(nicePlayer, class'NiceSkillZerkFury') && IsPerkedPickup(pickupClass)){ if(nicePawn != none && nicePawn.invincibilityTimer > 0.0) bonus *= class'NiceSkillZerkFury'.default.attackSpeedBonus;
}
if(nicePlayer != none && nicePawn != none && nicePlayer.IsZedTimeActive() && IsPerkedPickup(pickupClass) && HasSkill(nicePlayer, class'NiceSkillZerkZEDAccelerate')) bonus /= (nicePawn.Level.TimeDilation / 1.1);
return bonus;
}
static function float GetMeleeMovementSpeedModifier(KFPlayerReplicationInfo KFPRI){
return 0.2;
}
static function float GetMovementSpeedModifier(KFPlayerReplicationInfo KFPRI, KFGameReplicationInfo KFGRI)
{
local NicePlayerController nicePlayer;
nicePlayer = NicePlayerController(KFPRI.Owner);
if(nicePlayer != none && nicePlayer.IsZedTimeActive() && HasSkill(nicePlayer, class'NiceSkillZerkZEDAccelerate')) return 1.0 / fmin(1.0, (KFGRI.Level.TimeDilation / 1.1));
return 1.0;
}
static function float GetWeaponMovementSpeedBonus(KFPlayerReplicationInfo KFPRI, Weapon Weap){
local float bonus;
local NicePlayerController nicePlayer;
local NiceHumanPawn nicePawn;
bonus = 0.0;
nicePlayer = NicePlayerController(KFPRI.Owner);
if(nicePlayer != none) nicePawn = NiceHumanPawn(nicePlayer.Pawn);
if(nicePlayer != none && nicePawn != none && HasSkill(nicePlayer, class'NiceSkillZerkWhirlwind')){ if(nicePawn != none && nicePawn.invincibilityTimer > 0.0) bonus = 1.0;
}
return bonus;
}
static function bool CanBeGrabbed(KFPlayerReplicationInfo KFPRI, KFMonster Other){
return false;
}
// Set number times Zed Time can be extended
static function int ZedTimeExtensions(KFPlayerReplicationInfo KFPRI){
return 4;
}
static function float SlowingModifier(KFPlayerReplicationInfo KFPRI){
return 1.2;
}
static function int GetInvincibilityExtentions(KFPlayerReplicationInfo KFPRI){
return 3;
}
static function int GetInvincibilityDuration(KFPlayerReplicationInfo KFPRI){
local NicePlayerController nicePlayer;
nicePlayer = NicePlayerController(KFPRI.Owner);
if( nicePlayer != none && HasSkill(nicePlayer, class'NiceSkillZerkColossus')){ return 3.0 + class'NiceSkillZerkColossus'.default.timeBonus;
}
return 3.0;
}
static function int GetInvincibilitySafeMisses(KFPlayerReplicationInfo KFPRI){
local NicePlayerController nicePlayer;
nicePlayer = NicePlayerController(KFPRI.Owner);
if( nicePlayer != none && HasSkill(nicePlayer, class'NiceSkillZerkUndead')){ return 1 + class'NiceSkillZerkUndead'.default.addedSafeMisses;
}
return 1;
}
static function string GetCustomLevelInfo(byte Level){
return default.CustomLevelInfo;
}
defaultproperties
{ bNewTypePerk=True SkillGroupA(0)=Class'NicePack.NiceSkillZerkWindCutter' SkillGroupA(1)=Class'NicePack.NiceSkillZerkWhirlwind' SkillGroupA(2)=Class'NicePack.NiceSkillZerkColossus' SkillGroupA(3)=Class'NicePack.NiceSkillZerkUndead' SkillGroupA(4)=Class'NicePack.NiceSkillZerkZEDAccelerate' SkillGroupB(0)=Class'NicePack.NiceSkillZerkCleave' SkillGroupB(1)=Class'NicePack.NiceSkillZerkFury' SkillGroupB(2)=Class'NicePack.NiceSkillZerkGunzerker' SkillGroupB(3)=Class'NicePack.NiceSkillZerkVorpalBlade' SkillGroupB(4)=Class'NicePack.NiceSkillZerkZEDUnbreakable' progressArray0(0)=100 progressArray0(1)=1000 progressArray0(2)=3000 progressArray0(3)=10000 progressArray0(4)=30000 progressArray0(5)=100000 progressArray0(6)=200000 DefaultDamageType=Class'NicePack.NiceDamageTypeVetBerserker' OnHUDIcons(0)=(PerkIcon=Texture'KillingFloorHUD.Perks.Perk_Berserker',StarIcon=Texture'KillingFloorHUD.HUD.Hud_Perk_Star',DrawColor=(B=255,G=255,R=255,A=255)) OnHUDIcons(1)=(PerkIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Berserker_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_Berserker_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_Berserker_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_Berserker_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_Berserker_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|100% extra melee damage|25% faster melee attacks|20% faster melee movement|Melee invincibility lasts 3 seconds|Melee invincibility doesn't reset on your first miss|Up to 4 Zed-Time Extensions|Can't be grabbed by clots|Can activate melee-invincibility with non-decapitating head-shots up to 3 times" PerkIndex=4 OnHUDIcon=Texture'KillingFloorHUD.Perks.Perk_Berserker' OnHUDGoldIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Berserker_Gold' VeterancyName="Berserker" Requirements(0)="Required experience for the next level: %x"
}

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class NiceVetBerserkerExp extends SRCustomProgressInt;
defaultproperties
{ ProgressName="Berserker exp."
}

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class NiceSkillZerkBrawler extends NiceSkill
abstract;
defaultproperties
{ SkillName="Brawler" SkillEffects="Clots can't grab you."
}

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class NiceSkillZerkCleave extends NiceSkill
abstract;
var float bonusDegrees;
defaultproperties
{ bonusDegrees=0.523599 SkillName="Cleave" SkillEffects="Add 30 degrees to wide attacks with melee weapons."
}

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class NiceSkillZerkColossus extends NiceSkill
abstract;
var float timeBonus;
defaultproperties
{ timeBonus=1.000000 SkillName="Colossus" SkillEffects="Invincibility period lasts 1 second longer."
}

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class NiceSkillZerkFury extends NiceSkill
abstract;
var float attackSpeedBonus;
defaultproperties
{ attackSpeedBonus=1.500000 SkillName="Fury" SkillEffects="Attack 50% faster during invincibility."
}

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class NiceSkillZerkGunzerker extends NiceSkill
abstract;
var float cooldown;
defaultproperties
{ cooldown=-2.000000 SkillName="Gunzerker" SkillEffects="You're able to activate melee-invincibility with non-melee headshots, but your misses are punished by a 2 second cooldown, during which you cannot activate invincibility."
}

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class NiceSkillZerkUndead extends NiceSkill
abstract;
var int addedSafeMisses;
defaultproperties
{ addedSafeMisses=1 SkillName="Undead" SkillEffects="Get additional safe melee-miss during invincibility period."
}

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class NiceSkillZerkVorpalBlade extends NiceSkill
abstract;
var float damageBonus;
defaultproperties
{ damageBonus=2.000000 SkillName="Vorpal blade" SkillEffects="Your head-shot deals double damage on your first invincibility extension against the zed."
}

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class NiceSkillZerkWhirlwind extends NiceSkill
abstract;
defaultproperties
{ SkillName="Whirlwind" SkillEffects="Move twice as fast during invincibility."
}

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class NiceSkillZerkWindCutter extends NiceSkill
abstract;
var float rangeBonus;
defaultproperties
{ rangeBonus=1.500000 SkillName="Wind cutter" SkillEffects="Increase your reach with melee-weapons by 50%."
}

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class NiceSkillZerkZEDAccelerate extends NiceSkill
abstract;
defaultproperties
{ SkillName="Accelerate" SkillEffects="Move and attack at the same speed during zed-time."
}

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class NiceSkillZerkZEDUnbreakable extends NiceSkill
abstract;
defaultproperties
{ SkillName="Unbreakable" SkillEffects="You resist all damage during zed time."
}

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class NiceDamageTypeVetCommando extends NiceWeaponDamageType
abstract;
static function AwardKill(KFSteamStatsAndAchievements KFStatsAndAchievements, KFPlayerController Killer, KFMonster Killed ){
if(Killed.IsA('ZombieStalker')) KFStatsAndAchievements.AddStalkerKill();
}
static function AwardDamage(KFSteamStatsAndAchievements KFStatsAndAchievements, int Amount){
KFStatsAndAchievements.AddBullpupDamage(Amount);
}
static function AwardNiceDamage(KFSteamStatsAndAchievements KFStatsAndAchievements, int Amount, int HL){
if(SRStatsBase(KFStatsAndAchievements) != none && SRStatsBase(KFStatsAndAchievements).Rep != none) SRStatsBase(KFStatsAndAchievements).Rep.ProgressCustomValue(Class'NiceVetCommandoExp', Int(Float(Amount) * class'NicePack'.default.vetCommandoDamageExpCost * getScale(HL)));
}
defaultproperties
{
}

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class NiceVetCommando extends NiceVeterancyTypes
abstract;
static function AddCustomStats(ClientPerkRepLink Other){
other.AddCustomValue(Class'NiceVetCommandoExp');
}
static function int GetStatValueInt(ClientPerkRepLink StatOther, byte ReqNum){
return StatOther.GetCustomValueInt(Class'NiceVetCommandoExp');
}
static function array<int> GetProgressArray(byte ReqNum, optional out int DoubleScalingBase){
return default.progressArray0;
}
static function float GetHealthBarsDistanceMulti(KFPlayerReplicationInfo KFPRI){
if(KFPRI != none && SomeoneHasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillCommandoStrategist')) return class'NiceSkillCommandoStrategist'.default.visionRadius;
return 0.0;
}
static function float GetStalkerViewDistanceMulti(KFPlayerReplicationInfo KFPRI){
if(KFPRI != none && SomeoneHasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillCommandoStrategist')) return class'NiceSkillCommandoStrategist'.default.visionRadius;
return 0.0;
}
static function float GetMagCapacityMod(KFPlayerReplicationInfo KFPRI, KFWeapon Other){
local class<NiceWeaponPickup> pickupClass;
pickupClass = GetPickupFromWeapon(other.class);
if(IsPerkedPickup(pickupClass) && HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillCommandoLargerMags')) return class'NiceSkillCommandoLargerMags'.default.sizeBonus;
return 1.0;
}
static function float GetReloadSpeedModifierStatic(KFPlayerReplicationInfo KFPRI, class<KFWeapon> Other){
return 1.3;
}
static function int ZedTimeExtensions(KFPlayerReplicationInfo KFPRI){
if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillCommandoTactitian')) return class'NiceSkillCommandoTactitian'.default.bonusExt + 3;
return 3;
}
static function string GetCustomLevelInfo(byte Level){
return default.CustomLevelInfo;
}
defaultproperties
{ 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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class NiceVetCommandoExp extends SRCustomProgressInt;
defaultproperties
{ ProgressName="Commando exp."
}

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class NiceSkillCommandoCriticalFocus extends NiceSkill
abstract;
var float cooldown;
var float healthBoundary;
function static SkillSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY) return;
niceMutator.AddCounter("npCommandoCriticalFocus", Texture'NicePackT.HudCounter.commandoCounter', false, default.class);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillDeSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY) return;
niceMutator.RemoveCounter("npCommandoCriticalFocus");
}
function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
if(nicePlayer == none || counterName != "npCommandoCriticalFocus") return 0;
nicePawn = NiceHumanPawn(nicePlayer.pawn);
if(nicePawn == none) return 0;
return Ceil(nicePawn.forcedZedTimeCountDown);
}
defaultproperties
{ cooldown=30.000000 healthBoundary=50.000000 SkillName="Critical focus"
}

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class NiceSkillCommandoExplosivePower extends NiceSkill
abstract;
var float dmgMod;
defaultproperties
{ dmgMod=1.200000 SkillName="Explosive power" SkillEffects="Burst fire deals 20% more damage and has reduced delay between shots."
}

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class NiceSkillCommandoLargerMags extends NiceSkill
abstract;
var float sizeBonus;
defaultproperties
{ sizeBonus=1.500000 SkillName="Larger mags" SkillEffects="50% larger assault rifles' magazines."
}

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class NiceSkillCommandoPerfectExecution extends NiceSkill
abstract;
defaultproperties
{ SkillName="Perfect execution" SkillEffects="Raging scrake or fleshpound activates zed-time."
}

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class NiceSkillCommandoStrategist extends NiceSkill
abstract;
var float visionRadius; // 1.0 ~ 16m
defaultproperties
{ visionRadius=1.000000 bBroadcast=True SkillName="Strategist" SkillEffects="You and your teammates can see enemies' health and invisible zeds from 16 meters."
}

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class NiceSkillCommandoTactitian extends NiceSkill
abstract;
var int bonusExt;
defaultproperties
{ bonusExt=2 SkillName="Tactician" SkillEffects="Gain two additional zed-time extensions."
}

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class NiceSkillCommandoThinOut extends NiceSkill
abstract;
var float damageMult;
var float maxDistance;
defaultproperties
{ 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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class NiceSkillCommandoTrashCleaner extends NiceSkill
abstract;
var float decapitationMultiLimit;
defaultproperties
{ 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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class NiceSkillCommandoZEDEvisceration extends NiceSkill
abstract;
defaultproperties
{ SkillName="Evisceration" SkillEffects="During zed-time both 'Trash cleaner' and 'Thin out' skills are active."
}

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class NiceSkillCommandoZEDProfessional extends NiceSkill
abstract;
defaultproperties
{ SkillName="Professionalism" SkillEffects="Your reloads aren't slowed down during zed-time."
}

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class NiceDamTypeDemoBlunt extends NiceDamageTypeVetDemolitions
abstract;
defaultproperties
{ HeadShotDamageMult=2.000000 bSniperWeapon=True DeathString="%k killed %o (LAW Impact)." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True bBulletHit=True FlashFog=(X=600.000000) KDamageImpulse=5000.000000 KDeathVel=200.000000 KDeathUpKick=50.000000 VehicleDamageScaling=0.700000
}

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class NiceDamTypeDemoExplosion extends NiceDamageTypeVetDemolitions;
static function GetHitEffects(out class<xEmitter> HitEffects[4], int VictimHealth){
HitEffects[0] = class'HitSmoke';
if(VictimHealth <= 0) HitEffects[1] = class'KFHitFlame';
else if(FRand() < 0.8) HitEffects[1] = class'KFHitFlame';
}
defaultproperties
{ stunMultiplier=0.600000 bIsExplosive=True DeathString="%o filled %k's body with shrapnel." FemaleSuicide="%o blew up." MaleSuicide="%o blew up." bLocationalHit=False bThrowRagdoll=True bExtraMomentumZ=True DamageThreshold=1 DeathOverlayMaterial=Combiner'Effects_Tex.GoreDecals.PlayerDeathOverlay' DeathOverlayTime=999.000000 KDamageImpulse=3000.000000 KDeathVel=300.000000 KDeathUpKick=250.000000 HumanObliterationThreshhold=150
}

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class NiceDamTypeDemoSafeExplosion extends NiceDamTypeDemoExplosion;
defaultproperties
{
}

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class NiceDamageTypeVetDemolitions extends NiceWeaponDamageType
abstract;
static function AwardNiceDamage(KFSteamStatsAndAchievements KFStatsAndAchievements, int Amount, int HL){
if(SRStatsBase(KFStatsAndAchievements) != none && SRStatsBase(KFStatsAndAchievements).Rep != none) SRStatsBase(KFStatsAndAchievements).Rep.ProgressCustomValue(Class'NiceVetDemolitionsExp', Int(Float(Amount) * class'NicePack'.default.vetDemoDamageExpCost * getScale(HL)));
}
defaultproperties
{
}

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class NiceVetDemolitions extends NiceVeterancyTypes
abstract;
static function AddCustomStats(ClientPerkRepLink Other){
other.AddCustomValue(Class'NiceVetDemolitionsExp');
}
static function int GetStatValueInt(ClientPerkRepLink StatOther, byte ReqNum){
return StatOther.GetCustomValueInt(Class'NiceVetDemolitionsExp');
}
static function array<int> GetProgressArray(byte ReqNum, optional out int DoubleScalingBase){
return default.progressArray0;
}
static function int ReduceDamage(KFPlayerReplicationInfo KFPRI, KFPawn Injured, Pawn Instigator, int InDamage, class<DamageType> DmgType){
local NicePlayerController nicePlayer;
if(class<NiceDamTypeDemoSafeExplosion>(DmgType) != none) return 0;
nicePlayer = NicePlayerController(KFPRI.Owner);
if(nicePlayer != none && Instigator == nicePlayer.pawn && nicePlayer.IsZedTimeActive() && HasSkill(nicePlayer, class'NiceSkillDemoZEDDuckAndCover')) return 0.0;
if((class<KFWeaponDamageType>(DmgType) != none && class<KFWeaponDamageType>(DmgType).default.bIsExplosive)) return float(InDamage) * 0.5;
return InDamage;
}
static function float AddExtraAmmoFor(KFPlayerReplicationInfo KFPRI, Class<Ammunition> AmmoType){
local float bonusNades, bonusPipes;
// Default bonus
bonusNades = 5;
bonusPipes = 6;
if(AmmoType == class'FragAmmo') return 1.0 + 0.2 * bonusNades;
if(ClassIsChildOf(AmmoType, class'PipeBombAmmo')) return 1.0 + 0.5 * bonusPipes;
return 1.0;
}
static function int AddDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<DamageType> DmgType){
local float perkDamage;
local class<NiceWeaponPickup> pickupClass;
pickupClass = GetPickupFromDamageType(DmgType);
perkDamage = float(InDamage);
if(DmgType == class'NicePack.NiceDamTypeDemoExplosion') return 1.6 * perkDamage;
if(IsPerkedPickup(pickupClass)) perkDamage *= 1.25;
else if( pickupClass != none && pickupClass.default.weight <= class'NiceSkillDemoOffperk'.default.weightBound && HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillDemoOffperk') ) perkDamage *= class'NiceSkillDemoOffperk'.default.damageBonus;
if( KFPRI != none && class<NiceDamTypeDemoBlunt>(DmgType) != none && SomeoneHasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillDemoOnperk') ) perkDamage *= class'NiceSkillDemoOnperk'.default.damageBonus;
return perkDamage;
}
static function float GetReloadSpeedModifierStatic(KFPlayerReplicationInfo KFPRI, class<KFWeapon> other){
local NiceHumanPawn nicePawn;
local class<NiceWeaponPickup> pickupClass;
// Pistols reload
if( other != none && other.default.weight <= class'NiceSkillDemoOffperk'.default.weightBound && HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillDemoOffperk') ) return class'NiceSkillDemoOffperk'.default.reloadBonus;
// Maniac reload
pickupClass = GetPickupFromWeapon(other);
if(KFPRI != none && PlayerController(KFPRI.Owner) != none) nicePawn = NiceHumanPawn(PlayerController(KFPRI.Owner).Pawn);
if(nicePawn != none && nicePawn.maniacTimeout >= 0.0 && IsPerkedPickup(pickupClass)) return class'NiceSkillDemoManiac'.default.reloadSpeedup;
return 1.0;
}
static function float stunDurationMult(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, class<NiceWeaponDamageType> DmgType){
if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillDemoConcussion')) return class'NiceSkillDemoConcussion'.default.durationMult;
return 1.0;
}
static function int AddStunScore(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InStunScore, class<NiceWeaponDamageType> DmgType){
return int(float(InStunScore) * 1.5);
}
static function int AddFlinchScore(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InFlinchScore, class<NiceWeaponDamageType> DmgType){
return int(float(InFlinchScore) * 1.5);
}
static function string GetCustomLevelInfo(byte Level){
return default.CustomLevelInfo;
}
defaultproperties
{ bNewTypePerk=True SkillGroupA(0)=Class'NicePack.NiceSkillDemoOnperk' SkillGroupA(1)=Class'NicePack.NiceSkillDemoDirectApproach' SkillGroupA(2)=Class'NicePack.NiceSkillDemoConcussion' SkillGroupA(3)=Class'NicePack.NiceSkillDemoAPShot' SkillGroupA(4)=Class'NicePack.NiceSkillDemoZEDDuckAndCover' SkillGroupB(0)=Class'NicePack.NiceSkillDemoOffperk' SkillGroupB(1)=Class'NicePack.NiceSkillDemoVolatile' SkillGroupB(2)=Class'NicePack.NiceSkillDemoReactiveArmor' SkillGroupB(3)=Class'NicePack.NiceSkillDemoManiac' SkillGroupB(4)=Class'NicePack.NiceSkillDemoZEDFullBlast' progressArray0(0)=100 progressArray0(1)=1000 progressArray0(2)=3000 progressArray0(3)=10000 progressArray0(4)=30000 progressArray0(5)=100000 progressArray0(6)=200000 DefaultDamageType=Class'NicePack.NiceDamageTypeVetDemolitions' OnHUDIcons(0)=(PerkIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Demolition',StarIcon=Texture'KillingFloorHUD.HUD.Hud_Perk_Star',DrawColor=(B=255,G=255,R=255,A=255)) OnHUDIcons(1)=(PerkIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Demolition_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_Demolition_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_Demolition_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_Demolition_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_Demolition_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|25% extra explosives damage|50% better stun and flinch ability for all weapons|50% resistance to explosives|+5 grenades|+6 pipe bombs" PerkIndex=6 OnHUDIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Demolition' OnHUDGoldIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Demolition_Gold' VeterancyName="Demolitions" Requirements(0)="Required experience for the next level: %x"
}

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class NiceVetDemolitionsExp extends SRCustomProgressInt;
defaultproperties
{ ProgressName="Demolitions exp."
}

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class NiceSkillDemoAPShot extends NiceSkill
abstract;
var float minCos;
var float damageRatio;
defaultproperties
{ minCos=0.707000 damageRatio=1.000000 SkillName="AP shot" SkillEffects="Deal full blast damage behind the target you've hit."
}

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class NiceSkillDemoConcussion extends NiceSkill
abstract;
var float durationMult;
defaultproperties
{ durationMult=2.000000 SkillName="Concussion" SkillEffects="You stun zeds for twice longer time than usual."
}

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class NiceSkillDemoDirectApproach extends NiceSkill
abstract;
defaultproperties
{ SkillName="Direct approach" SkillEffects="Your explosives will first hit target zed as a blunt before exploding."
}

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class NiceSkillDemoManiac extends NiceSkill
abstract;
var float reloadBoostTime;
var float reloadSpeedup;
function static SkillSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY) return;
niceMutator.AddCounter("npDemoManiac", Texture'NicePackT.HudCounter.demo', false, default.class);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillDeSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY) return;
niceMutator.RemoveCounter("npDemoManiac");
}
function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
if(nicePlayer == none || counterName != "npDemoManiac") return 0;
nicePawn = NiceHumanPawn(nicePlayer.pawn);
if(nicePawn == none || nicePawn.maniacTimeout <= 0.0) return 0;
return Ceil(nicePawn.maniacTimeout);
}
defaultproperties
{ reloadBoostTime=5.000000 reloadSpeedup=1.500000 SkillName="Maniac" SkillEffects="Reload 50% faster for 5 seconds after killing something."
}

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class NiceSkillDemoOffperk extends NiceSkill
abstract;
var float damageBonus;
var float reloadBonus;
var int weightBound;
defaultproperties
{ damageBonus=1.250000 ReloadBonus=1.250000 weightBound=4 SkillName="Offperk" SkillEffects="Reload light weapons (less than 5 pounds) 25% faster and do 25% more damage with them."
}

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class NiceSkillDemoOnperk extends NiceSkill
abstract;
var float damageBonus;
var float speedBonus;
defaultproperties
{ damageBonus=1.200000 speedBonus=1.500000 bBroadcast=True SkillName="Onperk" SkillEffects="Deal 20% more damage with your blunts and make your perk weapon's projectiles fly 50% faster."
}

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class NiceSkillDemoReactiveArmor extends NiceSkill
abstract;
var float baseDamage;
var float perNadeDamage;
var float explRadius;
var float explExponent;
var float explMomentum;
defaultproperties
{ BaseDamage=3000.000000 explRadius=1000.000000 explExponent=1.000000 explMomentum=150000.000000 SkillName="Reactive armor" SkillEffects="Once per wave your death will be prevented, while zeds all around you will be blown to bits."
}

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class NiceSkillDemoVolatile extends NiceSkill
abstract;
var float safeDistanceMult;
var float explRangeMult;
var float falloffMult;
defaultproperties
{ safeDistanceMult=0.500000 explRangeMult=1.000000 falloffMult=0.500000 SkillName="Volatile" SkillEffects="Safe range for your explosives is halved and explosion damage experiences smaller fall off."
}

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class NiceSkillDemoZEDDuckAndCover extends NiceSkill
abstract;
defaultproperties
{ SkillName="Duck and cover" SkillEffects="During zed time you can't deal yourself any damage."
}

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class NiceSkillDemoZEDFullBlast extends NiceSkill
abstract;
var float explRadiusMult;
defaultproperties
{ explRadiusMult=1.350000 SkillName="Full blast" SkillEffects="During zed time your explosions have 35% larger radius and their damage doesn't suffer from a fall off."
}

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class NiceDamageTypeVetEnforcer extends NiceWeaponDamageType
abstract;
static function AwardNiceDamage(KFSteamStatsAndAchievements KFStatsAndAchievements, int Amount, int HL){
if(SRStatsBase(KFStatsAndAchievements) != none && SRStatsBase(KFStatsAndAchievements).Rep != none) SRStatsBase(KFStatsAndAchievements).Rep.ProgressCustomValue(Class'NiceVetSupportExp', Int(Float(Amount) * class'NicePack'.default.vetSupportDamageExpCost * getScale(HL)));
}
defaultproperties
{ badDecapMod=1.000000 bIsProjectile=True HeadShotDamageMult=1.500000
}

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class NiceDamageTypeVetEnforcerBullets extends NiceDamageTypeVetEnforcer
abstract;
defaultproperties
{
badDecapMod=0.2500000 goodDecapMod=0.500000 bodyDestructionMult=1.000000 HeadShotDamageMult=1.000000
}

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class NiceVetEnforcer extends NiceVeterancyTypes
abstract;
static function AddCustomStats(ClientPerkRepLink Other){
Other.AddCustomValue(Class'NiceVetSupportExp');
}
static function int GetStatValueInt(ClientPerkRepLink StatOther, byte ReqNum){
return StatOther.GetCustomValueInt(Class'NiceVetSupportExp');
}
static function array<int> GetProgressArray(byte ReqNum, optional out int DoubleScalingBase){
return default.progressArray0;
}
// Other bonuses
static function float GetPenetrationDamageMulti(KFPlayerReplicationInfo KFPRI, float DefaultPenDamageReduction, class<NiceWeaponDamageType> fireIntance){
local float bonusReduction;
local float PenDamageInverse;
bonusReduction = 0.0;
if(class<NiceDamageTypeVetEnforcerBullets>(fireIntance) != none)
return DefaultPenDamageReduction;
if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillSupportStubbornness')) bonusReduction = class'NiceSkillSupportStubbornness'.default.penLossRed;
PenDamageInverse = (1.0 - FMax(0, DefaultPenDamageReduction));
return DefaultPenDamageReduction + PenDamageInverse * (0.6 + 0.4 * bonusReduction); // 60% better penetrations + bonus
}
static function int AddStunScore(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InStunScore, class<NiceWeaponDamageType> DmgType){
local class<NiceWeaponPickup> pickupClass;
pickupClass = GetPickupFromDamageType(DmgType);
if(KFPRI != none && IsPerkedPickup(pickupClass) && HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillEnforcerBombard')) return InStunScore * class'NiceSkillEnforcerBombard'.default.stunMult;
return InStunScore;
}
static function class<Grenade> GetNadeType(KFPlayerReplicationInfo KFPRI){
/*if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillSupportCautious')) return class'NicePack.NiceDelayedNade';
return class'NicePack.NiceNailNade';*/
return class'NicePack.NiceCryoNade';
}
static function int ReduceDamage(KFPlayerReplicationInfo KFPRI, KFPawn Injured, Pawn Instigator, int InDamage, class<DamageType> DmgType){
if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillEnforcerDetermination') && Injured.Health < class'NiceSkillEnforcerDetermination'.default.healthBound)
InDamage *= (1 - class'NiceSkillEnforcerDetermination'.default.addedResist);
if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillEnforcerUnshakable'))
InDamage *= (1 - class'NiceSkillEnforcerUnshakable'.default.skillResist);
if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillHeavyCoating') && Injured.ShieldStrength > 0){
if( class<KFWeaponDamageType>(DmgType) != none
&& ((class<KFWeaponDamageType>(DmgType).default.bDealBurningDamage && KFMonster(Instigator) != none)
|| DmgType == class'NiceZombieTeslaHusk'.default.MyDamageType) )
InDamage *= (1 - class'NiceSkillHeavyCoating'.default.huskResist);
}
return InDamage;
}
static function float GetFireSpeedModStatic(KFPlayerReplicationInfo KFPRI, class<Weapon> other){
local float fireSpeed;
local NicePlayerController nicePlayer;
local class<NiceWeaponPickup> pickupClass;
pickupClass = GetPickupFromWeapon(other);
if(KFPRI.Owner == none)
return 1.0;
if(IsPerkedPickup(pickupClass) && HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillHeavyOverclocking'))
fireSpeed = class'NiceSkillHeavyOverclocking'.default.fireSpeedMult;
else
fireSpeed = 1.0;
nicePlayer = NicePlayerController(KFPRI.Owner);
/*if(nicePlayer != none && HasSkill(nicePlayer, class'NiceSkillEnforcerZEDBarrage'))
fireSpeed /= (KFPRI.Owner.Level.TimeDilation / 1.1);*/
return fireSpeed;
}
static function float ModifyRecoilSpread(KFPlayerReplicationInfo KFPRI, WeaponFire other, out float Recoil){
local class<NiceWeaponPickup> pickupClass;
pickupClass = GetPickupFromWeaponFire(other);
if(IsPerkedPickup(pickupClass) && HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillHeavyOverclocking'))
Recoil = class'NiceSkillHeavyOverclocking'.default.fireSpeedMult;
else
Recoil = 1.0;
return Recoil;
}
/*static function float GetMagCapacityModStatic(KFPlayerReplicationInfo KFPRI, class<KFWeapon> other){
local class<NiceWeapon> niceWeap;
niceWeap = class<NiceWeapon>(other);
if(niceWeap != none && niceWeap.default.reloadType == RTYPE_MAG)
return 1.5;
if(other == class'NicePack.NiceM41AAssaultRifle' || other == class'NicePack.NiceChainGun' || other == class'NicePack.NiceStinger' )
return 1.5;
return 1.0;
}*/
static function float GetMovementSpeedModifier(KFPlayerReplicationInfo KFPRI, KFGameReplicationInfo KFGRI){
if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillEnforcerUnstoppable'))
return class'NiceSkillEnforcerUnstoppable'.default.speedMult;
return 1.0;
}
static function bool CanBePulled(KFPlayerReplicationInfo KFPRI){
if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillEnforcerUnstoppable'))
return false;
return super.CanBePulled(KFPRI);
}
static function float SlowingModifier(KFPlayerReplicationInfo KFPRI){
if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillEnforcerUnstoppable'))
return 0.0;
return 1.0;
}
static function string GetCustomLevelInfo(byte Level){
return default.CustomLevelInfo;
}
defaultproperties
{ bNewTypePerk=True
SkillGroupA(0)=Class'NicePack.NiceSkillEnforcerUnstoppable' SkillGroupA(1)=Class'NicePack.NiceSkillEnforcerBombard' SkillGroupA(2)=Class'NicePack.NiceSkillEnforcerFullCounter' SkillGroupA(4)=Class'NicePack.NiceSkillEnforcerZEDBarrage'
SkillGroupB(0)=Class'NicePack.NiceSkillEnforcerUnshakable' SkillGroupB(1)=Class'NicePack.NiceSkillEnforcerMultitasker' SkillGroupB(2)=Class'NicePack.NiceSkillEnforcerDetermination' SkillGroupB(4)=Class'NicePack.NiceSkillEnforcerZEDJuggernaut' progressArray0(0)=100 progressArray0(1)=1000 progressArray0(2)=3000 progressArray0(3)=10000 progressArray0(4)=30000 progressArray0(5)=100000 progressArray0(6)=200000 DefaultDamageType=Class'NicePack.NiceDamageTypeVetEnforcer' OnHUDIcons(0)=(PerkIcon=Texture'KillingFloorHUD.Perks.Perk_Support',StarIcon=Texture'KillingFloorHUD.HUD.Hud_Perk_Star',DrawColor=(B=255,G=255,R=255,A=255)) OnHUDIcons(1)=(PerkIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Support_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_Support_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_Support_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_Support_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_Support_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|60% better penetration with all weapons" PerkIndex=1 OnHUDIcon=Texture'KillingFloorHUD.Perks.Perk_Support' OnHUDGoldIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Support_Gold' VeterancyName="Enforcer" Requirements(0)="Required experience for the next level: %x"
}

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class NiceVetSupportExp extends SRCustomProgressInt;
defaultproperties
{ ProgressName="Enforcer exp."
}

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class NiceSkillEnforcerBombard extends NiceSkill
abstract;
var float stunMult;
var float spreadMult;
defaultproperties
{ stunMult=3.000000 spreadMult=0.500000 SkillName="Bombard" SkillEffects="Your perked weapons are 3 times as good at stunning."
}

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class NiceSkillEnforcerMultitasker extends NiceSkill
abstract;
var float reloadSlowDown;
defaultproperties
{ reloadSlowDown=5.000000 SkillName="Multitasker" SkillEffects="Reload holstered weapons at five times as much time."
}

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class NiceSkillSupportAntiZed extends NiceSkill
abstract;
defaultproperties
{ SkillName="Anti-zed rounds" SkillEffects="When shotgun pellets pass screaming siren, they gain x4 damage boost."
}

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class NiceSkillSupportArmory extends NiceSkill
abstract;
defaultproperties
{ bBroadcast=True SkillName="Armory" SkillEffects="Once per wave your team-mates will receive armored jacket when they run out of armor."
}

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class NiceSkillSupportBigGameHunter extends NiceSkillGenAmmo
abstract;
var float damageBonus;
defaultproperties
{ damageBonus=1.600000 SkillName="Big-game hunter" SkillEffects="Gain 60% damage bonus with grenades, but carry 5 grenades less."
}

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class NiceSkillSupportCautious extends NiceSkill
abstract;
defaultproperties
{ SkillName="Cautious" SkillEffects="Your grenades won't explode if you're too close to them."
}

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class NiceSkillSupportDiversity extends NiceSkill
abstract;
var int bonusWeight;
static function UpdateWeight(NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
if(nicePawn == none || nicePawn.KFPRI == none) return;
nicePawn.maxCarryWeight = nicePawn.default.maxCarryWeight;
if(nicePawn.KFPRI.clientVeteranSkill != none) nicePawn.maxCarryWeight += nicePawn.KFPRI.clientVeteranSkill.static.AddCarryMaxWeight(nicePawn.KFPRI);
}
function static SkillSelected(NicePlayerController nicePlayer){
UpdateWeight(nicePlayer);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
UpdateWeight(nicePlayer);
}
defaultproperties
{ bonusWeight=5 SkillName="Diversity" SkillEffects="Gain +5 weight slots."
}

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class NiceSkillSupportGraze extends NiceSkill
abstract;
var float hsBonusZoneMult;
var float grazeDamageMult;
defaultproperties
{ hsBonusZoneMult=1.500000 grazeDamageMult=0.750000 SkillName="Graze" SkillEffects="Your perked projectile can hit zeds' extended head zone for 75% of damage even if they miss the normal one."
}

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class NiceSkillSupportObsessive extends NiceSkill
abstract;
var float reloadLevel;
var float reloadBonus;
defaultproperties
{ reloadLevel=0.650000 ReloadBonus=1.500000 SkillName="Obsessive" SkillEffects="Reload 50% faster when you lack at most 35% of bullets in the magazine."
}

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class NiceSkillSupportSlugs extends NiceSkill
abstract;
defaultproperties
{ SkillName="Slugs" SkillEffects="Pellets shots replaced by slugs on shotguns."
}

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class NiceSkillSupportStubbornness extends NiceSkillGenAmmo
abstract;
var float penLossRed;
defaultproperties
{ penLossRed=0.500000 SkillName="Stubbornness" SkillEffects="50% better penetration."
}

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class NiceSkillSupportZEDBore extends NiceSkill
abstract;
var float minHeadshotPrecision;
defaultproperties
{ minHeadshotPrecision=0.100000 SkillName="Bore" SkillEffects="During zed time your bullets' bounce between a zed's body and head 2 times before leaving it."
}

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class NiceSkillSupportZEDBulletStorm extends NiceSkill
abstract;
var float damageCut;
var float projCountMult;
defaultproperties
{ damageCut=0.500000 projCountMult=7.000000 SkillName="Bullet storm" SkillEffects="During zed time you fire seven times as much projectiles, that deal half as much damage."
}

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class NiceDamTypeMedicBullet extends NiceDamageTypeVetMedic
abstract;
defaultproperties
{
}

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class NiceDamTypeMedicDart extends NiceDamageTypeVetMedic
abstract;
defaultproperties
{
}

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class NiceDamageTypeVetMedic extends NiceWeaponDamageType
abstract;
static function AwardNiceDamage(KFSteamStatsAndAchievements KFStatsAndAchievements, int Amount, int HL){
if(SRStatsBase(KFStatsAndAchievements) != none && SRStatsBase(KFStatsAndAchievements).Rep != none) SRStatsBase(KFStatsAndAchievements).Rep.ProgressCustomValue(Class'NiceVetFieldMedicExp', Int(Float(Amount) * class'NicePack'.default.vetFieldMedicDmgExpCost * getScale(HL)));
}
defaultproperties
{
}

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class NiceVetFieldMedic extends NiceVeterancyTypes
abstract;
static function AddCustomStats(ClientPerkRepLink Other){
Other.AddCustomValue(Class'NiceVetFieldMedicExp');
}
static function int GetStatValueInt(ClientPerkRepLink StatOther, byte ReqNum){
return StatOther.GetCustomValueInt(Class'NiceVetFieldMedicExp');
}
static function array<int> GetProgressArray(byte ReqNum, optional out int DoubleScalingBase){
return default.progressArray0;
}
// Allows to increase head-shot check scale for some weapons.
static function float GetHeadshotCheckMultiplier(KFPlayerReplicationInfo KFPRI, class<DamageType> DmgType){
if(KFPRI != none && class'NiceVetFieldMedic'.static.hasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillMedicAimAssistance')) return class'NiceSkillMedicAimAssistance'.default.headIncrease;
return 1.0;
}
// Give Medic normal hand nades again - he should buy medic nade lauchers for healing nades
static function class<Grenade> GetNadeType(KFPlayerReplicationInfo KFPRI){
if(KFPRI != none && class'NiceVetFieldMedic'.static.hasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillMedicArmament')) return class'NicePack.NiceMedicNade';
return class'NiceMedicNadePoison';
}
static function float GetAmmoPickupMod(KFPlayerReplicationInfo KFPRI, KFAmmunition Other){
if(other != none && other.class == class'FragAmmo' && KFPRI != none && class'NiceVetFieldMedic'.static.hasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillMedicArmament')) return 0.0;
return 1.0;
}
//can't cook medic nades
static function bool CanCookNade(KFPlayerReplicationInfo KFPRI, Weapon Weap){
return GetNadeType(KFPRI) != class'NicePack.NiceMedicNade';
}
static function float GetSyringeChargeRate(KFPlayerReplicationInfo KFPRI){
return 3.0;
}
static function float GetHealPotency(KFPlayerReplicationInfo KFPRI){
local float potency, debuff;
potency = 2.0;
debuff = 0.0;
if(KFPRI != none && class'NiceVetFieldMedic'.static.hasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillMedicTranquilizer')) debuff += class'NiceSkillMedicTranquilizer'.default.healingDebuff;
potency *= (1.0 - debuff);
return potency;
}
static function float GetFireSpeedModStatic(KFPlayerReplicationInfo KFPRI, class<Weapon> Other){
if(ClassIsChildOf(Other, class'Syringe')) return 1.6;
return 1.0;
}
static function float GetMovementSpeedModifier(KFPlayerReplicationInfo KFPRI, KFGameReplicationInfo KFGRI){
return 1.2;
}
static function float SlowingModifier(KFPlayerReplicationInfo KFPRI){
return 1.5;
}
static function float GetCostScaling(KFPlayerReplicationInfo KFPRI, class<Pickup> Item){
local class<NiceWeaponPickup> pickupClass;
pickupClass = class<NiceWeaponPickup>(Item);
if(IsPerkedPickup(class<NiceWeaponPickup>(Item))) return 0.5;
return 1.0;
}
static function string GetCustomLevelInfo(byte Level){
return default.CustomLevelInfo;
}
defaultproperties
{ SkillGroupA(0)=Class'NicePack.NiceSkillMedicSymbioticHealth' SkillGroupA(1)=Class'NicePack.NiceSkillMedicArmament' SkillGroupA(2)=Class'NicePack.NiceSkillMedicAdrenalineShot' SkillGroupA(3)=Class'NicePack.NiceSkillMedicInjection' SkillGroupA(4)=Class'NicePack.NiceSkillMedicZEDHeavenCanceller' SkillGroupB(0)=Class'NicePack.NiceSkillMedicAimAssistance' SkillGroupB(1)=Class'NicePack.NiceSkillMedicPesticide' SkillGroupB(2)=Class'NicePack.NiceSkillMedicRegeneration' SkillGroupB(3)=Class'NicePack.NiceSkillMedicTranquilizer' SkillGroupB(4)=Class'NicePack.NiceSkillMedicZEDFrenzy' progressArray0(0)=100 progressArray0(1)=1000 progressArray0(2)=3000 progressArray0(3)=10000 progressArray0(4)=30000 progressArray0(5)=100000 progressArray0(6)=200000 OnHUDIcons(0)=(PerkIcon=Texture'KillingFloorHUD.Perks.Perk_Medic',StarIcon=Texture'KillingFloorHUD.HUD.Hud_Perk_Star',DrawColor=(B=255,G=255,R=255,A=255)) OnHUDIcons(1)=(PerkIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Medic_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_Medic_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_Medic_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_Medic_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_Medic_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|50% discount on everything|100% more potent medical injections|20% faster movement speed|Better Syringe handling" PerkIndex=0 OnHUDIcon=Texture'KillingFloorHUD.Perks.Perk_Medic' OnHUDGoldIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Medic_Gold' VeterancyName="Field Medic" Requirements(0)="Required experience for the next level: %x"
}

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class NiceVetFieldMedicExp extends SRCustomProgressInt;
defaultproperties
{ ProgressName="Field Medic exp."
}

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class NiceDamTypeDrug extends NiceWeaponDamageType
abstract;
defaultproperties
{ FemaleSuicide="%o overdosed." MaleSuicide="%o overdosed." bArmorStops=False
}

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class NiceSkillMedicAdrenalineShot extends NiceSkill
abstract;
var float boostTime;
var float minHealth;
var float speedBoost, resistBoost;
defaultproperties
{ boostTime=1.000000 minHealth=50.000000 speedBoost=2.000000 resistBoost=1.500000 SkillName="Adrenaline shot" SkillEffects="Wounded players healed by you gain boost in speed (up to 100%) and damage resistance (up to 50%) for one second."
}

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class NiceSkillMedicAimAssistance extends NiceSkill
abstract;
var float headIncrease;
defaultproperties
{ headIncrease=1.500000 SkillName="Aim assistance" SkillEffects="Zeds' critical points are 50% bigger for you."
}

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class NiceSkillMedicArmament extends NiceSkill
abstract;
defaultproperties
{ SkillName="Armament" SkillEffects="Your grenades restore armor of the other players, but you can't refill them with ammoboxes."
}

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class NiceSkillMedicInjection extends NiceSkill
abstract;
var float boostTime, painTime;
var float withdrawalDamage, healthBoost;
var float bonusAccuracy, bonusMeleeDmg, bonusSpeed, bonusReload;
defaultproperties
{ boostTime=30.000000 painTime=60.000000 withdrawalDamage=5.000000 bonusAccuracy=3.000000 bonusMeleeDmg=2.000000 bonusSpeed=2.000000 bonusReload=2.000000 SkillName="Injection" SkillEffects="Once a wave your teammates can pickup a drug from you that will greatly boost their performance for 30 seconds, but suffer from withdrawal afterwards."
}

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class NiceSkillMedicPesticide extends NiceSkill
abstract;
defaultproperties
{ SkillName="Pesticide" SkillEffects="Your grenades effect lasts only half the original time, but they drive small zeds to fight each other."
}

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class NiceSkillMedicRegeneration extends NiceSkill
abstract;
var float regenFrequency;
defaultproperties
{ regenFrequency=0.500000 SkillName="Regeneration" SkillEffects="You regenerate 2 hp per second."
}

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class NiceSkillMedicSymbioticHealth extends NiceSkill
abstract;
var float selfBoost;
defaultproperties
{ selfBoost=0.250000 SkillName="Symbiotic health" SkillEffects="Healing teammates will heal you 25% of your total health."
}

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class NiceSkillMedicTranquilizer extends NiceSkill
abstract;
var float healingDebuff;
defaultproperties
{ SkillName="Tranquilizer" SkillEffects="Zeds hit by your darts can be stunned by head-damage, but your darts lose 25% of their healing efficiency."
}

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class NiceSkillMedicZEDFrenzy extends NiceSkill
abstract;
var float madnessTime;
defaultproperties
{ madnessTime=30.000000 SkillName="Frenzy" SkillEffects="Zeds hit by your darts during zed time will become rabid and attack anything indiscriminately for 30 seconds."
}

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class NiceSkillMedicZEDHeavenCanceller extends NiceSkill
abstract;
defaultproperties
{ SkillName="Heaven canceller" SkillEffects="During zed-time your darts instantlyrestore health of your teammates and make them invincible for the duration."
}

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class NiceVetFirebug extends NiceVeterancyTypes
abstract;
static function int GetStatValueInt(ClientPerkRepLink StatOther, byte ReqNum)
{
return StatOther.RFlameThrowerDamageStat;
}
/*
static function int AddFireDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<NiceWeaponDamageType> DmgType){
if(class<NiceDamTypeFire>(DmgType) != none){
if(GetClientVeteranSkillLevel(KFPRI) == 0)
return float(InDamage) * 1.2;
if(GetClientVeteranSkillLevel(KFPRI) <= 6)
return float(InDamage) * (1.2 + (0.2 * float(GetClientVeteranSkillLevel(KFPRI)))); // Up to 140% extra damage
return float(InDamage) * 2.4;
}
return 0.0;
}
static function float GetMagCapacityModStatic(KFPlayerReplicationInfo KFPRI, class<KFWeapon> Other)
{
if ( GetClientVeteranSkillLevel(KFPRI) > 0 ) {
if ( ClassIsChildOf(Other, class'NiceMAC10Z')
|| ClassIsChildOf(Other, class'NiceThompsonInc')
|| ClassIsChildOf(Other, class'NiceProtecta')
|| ClassIsChildOf(Other, class'NiceHFR')
|| ClassIsChildOf(Other, class'NiceFlameThrower')
|| ClassIsChildOf(Other, class'NiceHuskGun')
|| ClassIsInArray(default.PerkedAmmo, Other.default.FiremodeClass[0].default.AmmoClass) //v3 - custom weapon support
)
return 1.0 + (0.10 * fmin(6, GetClientVeteranSkillLevel(KFPRI))); // Up to 60% larger fuel canister
}
return 1.0;
}
// more ammo from ammo boxes
static function float GetAmmoPickupMod(KFPlayerReplicationInfo KFPRI, KFAmmunition Other)
{
return AddExtraAmmoFor(KFPRI, Other.class);
}
static function float AddExtraAmmoFor(KFPlayerReplicationInfo KFPRI, Class<Ammunition> AmmoType)
{
if ( GetClientVeteranSkillLevel(KFPRI) > 0 ) {
if ( ClassIsChildOf(AmmoType, class'NiceMAC10Ammo')
|| ClassIsChildOf(AmmoType, class'NiceThompsonIncAmmo')
|| ClassIsChildOf(AmmoType, class'NiceFlareRevolverAmmo')
|| ClassIsChildOf(AmmoType, class'NiceDualFlareRevolverAmmo')
|| ClassIsChildOf(AmmoType, class'TrenchgunAmmo')
|| ClassIsChildOf(AmmoType, class'NiceProtectaAmmo')
|| ClassIsChildOf(AmmoType, class'NiceHFRAmmo')
|| ClassIsChildOf(AmmoType, class'NiceFlameAmmo')
|| ClassIsChildOf(AmmoType, class'NiceHuskGunAmmo')
|| ClassIsInArray(default.PerkedAmmo, AmmoType) //v3 - custom weapon support
) {
if ( GetClientVeteranSkillLevel(KFPRI) <= 6 )
return 1.0 + (0.10 * float(GetClientVeteranSkillLevel(KFPRI))); // Up to 60% larger fuel canister
return 1.6 + (0.05 * float(GetClientVeteranSkillLevel(KFPRI)-6)); // 5% more total fuel per each perk level above 6
}
else if ( GetClientVeteranSkillLevel(KFPRI) >= 4
&& AmmoType == class'FragAmmo' ) {
return 1.0 + (0.20 * float(GetClientVeteranSkillLevel(KFPRI) - 3)); // 1 extra nade per level starting with level 4
}
else if ( GetClientVeteranSkillLevel(KFPRI) > 6 && ClassIsChildOf(AmmoType, class'ScrnM79IncAmmo') ) {
return 1.0 + (0.083334 * float(GetClientVeteranSkillLevel(KFPRI)-6)); //+2 M79Inc nades post level 6
}
} return 1.0;
}
static function int AddDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<DamageType> DmgType)
{
return InDamage;
}
// Change effective range on FlameThrower
static function int ExtraRange(KFPlayerReplicationInfo KFPRI)
{
if ( GetClientVeteranSkillLevel(KFPRI) <= 2 )
return 0;
else if ( GetClientVeteranSkillLevel(KFPRI) <= 4 )
return 1; // 50% Longer Range
return 2; // 100% Longer Range
}
static function int ReduceDamage(KFPlayerReplicationInfo KFPRI, KFPawn Injured, Pawn Instigator, int InDamage, class<DamageType> DmgType)
{
if ( class<KFWeaponDamageType>(DmgType) != none && class<KFWeaponDamageType>(DmgType).default.bDealBurningDamage )
{
if ( GetClientVeteranSkillLevel(KFPRI) <= 4 )
return max(1, float(InDamage) * (0.50 - (0.10 * float(GetClientVeteranSkillLevel(KFPRI)))));
return 0; // 100% reduction in damage from fire
}
return InDamage;
}
static function class<Grenade> GetNadeType(KFPlayerReplicationInfo KFPRI)
{
if ( GetClientVeteranSkillLevel(KFPRI) >= 3 ) {
return class'NicePack.NiceFlameNade';
}
return super.GetNadeType(KFPRI);
}
//can't cook fire nades
static function bool CanCookNade(KFPlayerReplicationInfo KFPRI, Weapon Weap)
{
return GetNadeType(KFPRI) != class'ScrnBalanceSrv.ScrnFlameNade';
}
//v2.60: +60% faster charge with Husk Gun
static function float GetReloadSpeedModifierStatic(KFPlayerReplicationInfo KFPRI, class<KFWeapon> Other)
{
if ( GetClientVeteranSkillLevel(KFPRI) > 0 ) {
if ( ClassIsChildOf(Other, class'NiceMAC10Z')
|| ClassIsChildOf(Other, class'NiceThompsonInc')
|| ClassIsChildOf(Other, class'NiceFlareRevolver')
|| ClassIsChildOf(Other, class'NiceDualFlareRevolver')
|| ClassIsChildOf(Other, class'NiceM79Inc')
|| ClassIsChildOf(Other, class'NiceTrenchgun')
|| ClassIsChildOf(Other, class'NiceProtecta')
|| ClassIsChildOf(Other, class'NiceHFR')
|| ClassIsChildOf(Other, class'NiceFlameThrower')
|| ClassIsChildOf(Other, class'NiceHuskGun')
|| ClassIsChildOf(Other, class'HuskGun')
|| ClassIsChildOf(Other, class'HuskGun')
|| ClassIsChildOf(Other, class'HuskGun')
|| ClassIsInArray(default.PerkedWeapons, Other) //v3 - custom weapon support
)
return 1.0 + (0.10 * fmin(6, GetClientVeteranSkillLevel(KFPRI))); // Up to 60% faster reload with Flame weapons / Husk Gun charging
}
return 1.0;
}
// Change the cost of particular items
static function float GetCostScaling(KFPlayerReplicationInfo KFPRI, class<Pickup> Item)
{
//add discount on class descenders as well, e.g. ScrnHuskGun
if ( ClassIsChildOf(Item, class'NiceThompsonIncPickup')
|| ClassIsChildOf(Item, class'NiceFlareRevolverPickup')
|| ClassIsChildOf(Item, class'NiceDualFlareRevolverPickup')
|| ClassIsChildOf(Item, class'NiceM79IncPickup')
|| ClassIsChildOf(Item, class'NiceTrenchgunPickup')
|| ClassIsChildOf(Item, class'NiceProtectaPickup')
|| ClassIsChildOf(Item, class'NiceHFRPickup')
|| ClassIsChildOf(Item, class'NiceFlameThrowerPickup')
|| ClassIsChildOf(Item, class'NiceHuskGunPickup')
|| ClassIsInArray(default.PerkedPickups, Item) ) //v3 - custom weapon support
{
if ( GetClientVeteranSkillLevel(KFPRI) <= 6 )
return 0.9 - 0.10 * float(GetClientVeteranSkillLevel(KFPRI)); // 10% perk level up to 6
else
return FMax(0.1, 0.3 - (0.05 * float(GetClientVeteranSkillLevel(KFPRI)-6))); // 5% post level 6
}
return 1.0;
}
static function class<DamageType> GetMAC10DamageType(KFPlayerReplicationInfo KFPRI)
{
return class'DamTypeMAC10MPInc';
}
static function string GetCustomLevelInfo( byte Level )
{
local string S;
local byte BonusLevel;
S = Default.CustomLevelInfo;
BonusLevel = GetBonusLevel(Level)-6;
ReplaceText(S,"%L",string(BonusLevel+6));
ReplaceText(S,"%m",GetPercentStr(0.6 + 0.10*BonusLevel));
ReplaceText(S,"%d",GetPercentStr(0.7 + fmin(0.2, 0.05*BonusLevel)));
return S;
}*/
defaultproperties
{
DefaultDamageType=Class'NicePack.NiceDamTypeFire'
DefaultDamageTypeNoBonus=Class'KFMod.DamTypeMAC10MPInc'
OnHUDIcons(0)=(PerkIcon=Texture'KillingFloorHUD.Perks.Perk_Firebug',StarIcon=Texture'KillingFloorHUD.HUD.Hud_Perk_Star',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(1)=(PerkIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Firebug_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_Firebug_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_Firebug_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_Firebug_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_Firebug_Orange',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Orange',DrawColor=(B=255,G=255,R=255,A=255))
CustomLevelInfo="*** BONUS LEVEL %L|140% extra flame weapon damage|%m faster fire weapon reload|%m faster Husk Gun charging|%s more flame weapon ammo|100% resistance to fire|100% extra Flamethrower range|Grenades set enemies on fire|%d discount on flame weapons|Spawn with an Incendiary Thompson"
SRLevelEffects(0)="*** BONUS LEVEL 0|20% extra flame weapon damage|50% resistance to fire|10% discount on the flame weapons"
SRLevelEffects(1)="*** BONUS LEVEL 1|40% extra flame weapon damage|10% faster fire weapon reload|10% faster Husk Gun charging|10% more flame weapon ammo|60% resistance to fire|20% discount on flame weapons"
SRLevelEffects(2)="*** BONUS LEVEL 2|60% extra flame weapon damage|20% faster fire weapon reload|20% faster Husk Gun charging|20% more flame weapon ammo|70% resistance to fire|30% discount on flame weapons"
SRLevelEffects(3)="*** BONUS LEVEL 3|80% extra flame weapon damage|30% faster fire weapon reload|30% faster Husk Gun charging|30% more flame weapon ammo|80% resistance to fire|50% extra Flamethrower range|Grenades set enemies on fire|40% discount on flame weapons"
SRLevelEffects(4)="*** BONUS LEVEL 4|100% extra flame weapon damage|40% faster fire weapon reload|40% faster Husk Gun charging|40% more flame weapon ammo|90% resistance to fire|50% extra Flamethrower range|Grenades set enemies on fire|50% discount on flame weapons"
SRLevelEffects(5)="*** BONUS LEVEL 5|120% extra flame weapon damage|50% faster fire weapon reload|50% faster Husk Gun charging|50% more flame weapon ammo|100% resistance to fire|100% extra Flamethrower range|Grenades set enemies on fire|60% discount on flame weapons|Spawn with a MAC10"
SRLevelEffects(6)="*** BONUS LEVEL 6|140% extra flame weapon damage|60% faster fire weapon reload|60% faster Husk Gun charging|60% more flame weapon ammo|100% resistance to fire|100% extra Flamethrower range|Grenades set enemies on fire|70% discount on flame weapons|Spawn with an Incendiary Thompson"
PerkIndex=5
OnHUDIcon=Texture'KillingFloorHUD.Perks.Perk_Firebug'
OnHUDGoldIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Firebug_Gold'
VeterancyName="[Legacy]Firebug"
Requirements(0)="Deal %x damage with the Flamethrower"
}

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class NiceSkillEnforcerDetermination extends NiceSkill
abstract;
var int healthBound;
var float addedResist;
defaultproperties
{ healthBound=50 addedResist=0.500000 SkillName="Determination" SkillEffects="Receive 50% less damage when your health falls below 50 mark."
}

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class NiceSkillEnforcerFullCounter extends NiceSkill
abstract;
var int layersAmount;
var float coolDown;
var float damageReduction;
var float damageReductionWeak;
function static SkillSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
local NiceHumanPawn nicePawn;
super.SkillSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(nicePlayer != none) nicePawn = NiceHumanPawn(nicePlayer.pawn);
if(nicePawn != none) nicePawn.hmgShieldLevel = default.layersAmount;
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY) return;
niceMutator.AddCounter("npHMGFullCounter", Texture'NicePackT.HudCounter.fullCounter', true, default.class);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillDeSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY) return;
niceMutator.RemoveCounter("npHMGFullCounter");
}
function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
if(nicePlayer == none || counterName != "npHMGFullCounter") return 0;
nicePawn = NiceHumanPawn(nicePlayer.pawn);
if(nicePawn == none) return 0;
return nicePawn.hmgShieldLevel;
}
defaultproperties
{ layersAmount=5 cooldown=15.000000 SkillName="Full counter" SkillEffects="Gives you 5 protection layers, each of which can block a weak hit. One layer restores 15 seconds after you've been hit. Can't withstand strong attacks or attacks of huge enough zeds."
}

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class NiceSkillEnforcerUnshakable extends NiceSkill
abstract;
var float skillResist;
defaultproperties
{ skillResist=0.150000 SkillName="Unshakable" SkillEffects="Your screen doesn't shake or blur, and you gain 15% resistance to all damage."
}

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class NiceSkillEnforcerUnstoppable extends NiceSkill
abstract;
var float speedMult;
defaultproperties
{ speedMult=0.750000 SkillName="Unstoppable" SkillEffects="Your speed doesn't decrease from additional weight, low health, poison or siren's pull, but you also receive -25% speed penalty."
}

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class NiceSkillEnforcerZEDBarrage extends NiceSkill
abstract;
defaultproperties
{ SkillName="Barrage" SkillEffects="Shoot without any recoil during zed-time."
}

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class NiceSkillEnforcerZEDJuggernaut extends NiceSkill
abstract;
var float distance;
defaultproperties
{ Distance=800.000000 SkillName="Juggernaut" SkillEffects="You startle zeds around you upon entering zed-time."
}

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class NiceSkillHeavyCoating extends NiceSkill
abstract;
var float huskResist;
defaultproperties
{ huskResist=1.000000 SkillName="Coating" SkillEffects="You get immunity from fire and electricity for as long as you wear armor, and your armor can absorb damage from every source."
}

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class NiceSkillHeavyOverclocking extends NiceSkill
abstract;
var float fireSpeedMult;
defaultproperties
{ fireSpeedMult=1.300000 SkillName="Overclocking" SkillEffects="+30% fire speed with perked weapons."
}

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class NiceSkillHeavySafeguard extends NiceSkill
abstract;
var float healingCost;
defaultproperties
{ healingCost=0.250000 SkillName="Safeguard" SkillEffects="Your armor no longer protects you, but it heals you when your health falls too low."
}

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class NiceSkillHeavyStablePosition extends NiceSkill
abstract;
var float recoilDampeningBonus;
function static SkillSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY) return;
niceMutator.AddCounter("npHMGStablePosition", Texture'NicePackT.HudCounter.stability', false, default.class);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillDeSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY) return;
niceMutator.RemoveCounter("npHMGStablePosition");
}
function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
if(nicePlayer == none || counterName != "npHMGStablePosition") return 0;
nicePawn = NiceHumanPawn(nicePlayer.pawn);
if(nicePawn == none || nicePawn.stationaryTime <= 0.0) return 0;
return Min(10, Ceil(2 * nicePawn.stationaryTime) - 1);
}
defaultproperties
{ recoilDampeningBonus=0.100000 SkillName="Stable position" SkillEffects="Each half-second you're crouching and now moving - you gain 10% recoil dampening bonus."
}

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class NiceSkill extends ReplicationInfo
abstract;
var bool bBroadcast; // Should we broadcast to clients that someone has this skill?
var string SkillName, SkillEffects;
// Functions that are called when skills becomes active / deactivated
function static SkillSelected(NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
nicePawn = NiceHumanPawn(nicePlayer.Pawn);
if(nicePawn != none){ nicePawn.RecalcAmmo(); if(nicePawn.Role < Role_AUTHORITY) nicePawn.ApplyWeaponStats(nicePawn.weapon);
}
}
function static SkillDeSelected(NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
nicePawn = NiceHumanPawn(nicePlayer.Pawn);
if(nicePawn != none){ nicePawn.RecalcAmmo(); if(nicePawn.Role < Role_AUTHORITY) nicePawn.ApplyWeaponStats(nicePawn.weapon);
}
}
function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
return 0;
}
defaultproperties
{ SkillName="All Fiction" SkillEffects="Does nothing!"
}

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class NiceSkillAbility extends NiceSkill
dependson(NiceAbilityManager)
abstract;
var NiceAbilityManager.NiceAbilityDescription skillAbility;
// Functions that are called when skills becomes active / deactivated
function static SkillSelected(NicePlayerController nicePlayer){
if(nicePlayer != none && nicePlayer.abilityManager != none) nicePlayer.abilityManager.AddAbility(default.skillAbility);
super.SkillSelected(nicePlayer);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
if(nicePlayer != none && nicePlayer.abilityManager != none) nicePlayer.abilityManager.RemoveAbility(default.skillAbility.ID);
super.SkillDeSelected(nicePlayer);
}
defaultproperties
{
}

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class NiceSkillGenAmmo extends NiceSkill
abstract;
function static UpdateWeapons(NicePlayerController nicePlayer){
local Inventory I;
local NiceHumanPawn nicePawn;
nicePawn = NiceHumanPawn(nicePlayer.Pawn);
if(nicePawn != none){ for(I = nicePawn.Inventory; I != none; I = I.Inventory) if(NiceWeapon(I) != none){ NiceWeapon(I).UpdateWeaponAmmunition(); NiceWeapon(I).ClientUpdateWeaponMag(); } else if(FragAmmo(I) != none){ FragAmmo(I).MaxAmmo = FragAmmo(I).default.MaxAmmo; if(KFPlayerReplicationInfo(nicePawn.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(nicePawn.PlayerReplicationInfo).ClientVeteranSkill != none) FragAmmo(I).MaxAmmo = float(FragAmmo(I).MaxAmmo) * KFPlayerReplicationInfo(nicePawn.PlayerReplicationInfo).ClientVeteranSkill.static.AddExtraAmmoFor(KFPlayerReplicationInfo(nicePawn.PlayerReplicationInfo), class'FragAmmo'); FragAmmo(I).AmmoAmount = Min(FragAmmo(I).AmmoAmount, FragAmmo(I).MaxAmmo); }
}
}
function static SkillSelected(NicePlayerController nicePlayer){
super.SkillSelected(nicePlayer);
UpdateWeapons(nicePlayer);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
super.SkillDeSelected(nicePlayer);
UpdateWeapons(nicePlayer);
}
defaultproperties
{
}

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class NiceVeterancyTypes extends ScrnVeterancyTypes
dependson(NicePlayerController)
abstract;
// Temporarily needed variable to distinguish between new and old type perks
var bool bNewTypePerk;
// Skills
var class<NiceSkill> SkillGroupA[5];
var class<NiceSkill> SkillGroupB[5];
// Checks if player is can use given skill
static function bool CanUseSkill(NicePlayerController nicePlayer, class<NiceSkill> skill){
local int i;
local int currentLevel;
local KFPlayerReplicationInfo KFPRI;
local class<NiceVeterancyTypes> niceVet;
// Get necessary variables
KFPRI = KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo);
if(KFPRI == none) return false;
niceVet = GetVeterancy(nicePlayer.PlayerReplicationInfo);
currentLevel = GetClientVeteranSkillLevel(KFPRI);
// Check if we have that skill at appropriate level
for(i = 0;i < 5 && i < currentLevel;i ++) if(niceVet.default.SkillGroupA[i] == skill || niceVet.default.SkillGroupB[i] == skill) return true;
return false;
}
// Checks if player is using given skill
static function bool HasSkill(NicePlayerController nicePlayer, class<NiceSkill> skill){
local int i;
local int currentLevel;
local KFPlayerReplicationInfo KFPRI;
local class<NiceVeterancyTypes> niceVet;
local NicePlayerController.SkillChoices choices;
// Get necessary variables
if(nicePlayer == none || skill == none || !CanUseSkill(nicePlayer, skill)) return false;
KFPRI = KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo);
if(KFPRI == none) return false;
currentLevel = GetClientVeteranSkillLevel(KFPRI);
niceVet = GetVeterancy(nicePlayer.PlayerReplicationInfo);
choices = nicePlayer.currentSkills[niceVet.default.PerkIndex];
// Check our skill is chosen at some level; (since there shouldn't be any duplicates and it can be chosen at some level -> it's active)
for(i = 0;i < 5 && i < currentLevel;i ++) if((niceVet.default.SkillGroupA[i] == skill && choices.isAltChoice[i] == 0) || (niceVet.default.SkillGroupB[i] == skill && choices.isAltChoice[i] > 0)) return true;
return false;
}
static function bool SomeoneHasSkill(NicePlayerController player, class<NiceSkill> skill){
local int i;
local Controller P;
local NicePlayerController nicePlayer;
if(player == none) return false;
if(player.Pawn.Role == ROLE_Authority) for(P = player.Level.ControllerList; P != none; P = P.nextController){ nicePlayer = NicePlayerController(P); if(nicePlayer != none && HasSkill(nicePlayer, skill) && nicePlayer.Pawn.Health > 0 && !nicePlayer.Pawn.bPendingDelete && nicePlayer.PlayerReplicationInfo.Team == player.PlayerReplicationInfo.Team) return true; }
else for(i = 0;i < player.broadcastedSkills.Length;i ++) if(player.broadcastedSkills[i] == skill) return true;
return false;
}
// Checks if player will automatically chose given skill at the next opportunity
static function bool IsSkillPending(NicePlayerController nicePlayer, class<NiceSkill> skill){
local int i;
local int currentLevel;
local KFPlayerReplicationInfo KFPRI;
local class<NiceVeterancyTypes> niceVet;
local NicePlayerController.SkillChoices choices;
// Get necessary variables
if(nicePlayer == none || skill == none || !CanUseSkill(nicePlayer, skill)) return false;
KFPRI = KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo);
if(KFPRI == none) return false;
currentLevel = GetClientVeteranSkillLevel(KFPRI);
niceVet = GetVeterancy(nicePlayer.PlayerReplicationInfo);
choices = nicePlayer.pendingSkills[niceVet.default.PerkIndex];
// Check our skill is chosen at some level; (since there shouldn't be any duplicates and it can be chosen at some level -> it's active)
for(i = 0;i < 5;i ++) if((niceVet.default.SkillGroupA[i] == skill && choices.isAltChoice[i] == 0) || (niceVet.default.SkillGroupB[i] == skill && choices.isAltChoice[i] > 0)) return true;
return false;
}
// Function that checks if given pickup class is marked as perked for current veterancy
static function bool IsPerkedPickup(class<NiceWeaponPickup> pickup){
local int i;
if(pickup == none) return false;
if(pickup.default.CorrespondingPerkIndex == default.PerkIndex) return true;
else for(i = 0;i < pickup.default.crossPerkIndecies.Length;i ++) if(pickup.default.crossPerkIndecies[i] == default.PerkIndex) return true;
return false;
}
static function bool IsPickupLight(class<NiceWeaponPickup> pickup){
if(pickup != none && pickup.default.Weight <= 8) return true;
return false;
}
static function bool IsPickupBackup(class<NiceWeaponPickup> pickup){
if(pickup != none && pickup.default.bBackupWeapon) return true;
return false;
}
// Set of functions for obtaining a pickup class from various other classes, connected with it
static function class<NiceWeaponPickup> GetPickupFromWeapon(class<Weapon> inputClass){
local class<NiceWeapon> niceWeaponClass;
niceWeaponClass = class<NiceWeapon>(inputClass);
if(niceWeaponClass == none) return none;
return class<NiceWeaponPickup>(niceWeaponClass.default.PickupClass);
}
static function class<NiceWeaponPickup> GetPickupFromAmmo(Class<Ammunition> inputClass){
local class<NiceAmmo> niceAmmoClass;
niceAmmoClass = class<NiceAmmo>(inputClass);
if(niceAmmoClass == none) return none;
return niceAmmoClass.default.WeaponPickupClass;
}
static function class<NiceWeapon> GetWeaponFromAmmo(Class<Ammunition> inputClass){
local class<NiceWeaponPickup> nicePickupClass;
nicePickupClass = GetPickupFromAmmo(inputClass);
if(nicePickupClass == none) return none;
return class<NiceWeapon>(nicePickupClass.default.InventoryType);
}
static function class<NiceWeaponPickup> GetPickupFromDamageType(class<DamageType> inputClass){
local class<NiceWeaponDamageType> niceDmgTypeClass;
niceDmgTypeClass = class<NiceWeaponDamageType>(inputClass);
if(niceDmgTypeClass == none) return none;
return GetPickupFromWeapon(class<NiceWeapon>(niceDmgTypeClass.default.WeaponClass));
}
static function class<NiceWeaponPickup> GetPickupFromWeaponFire(WeaponFire fireInstance){
local NiceFire niceFire;
niceFire = NiceFire(fireInstance);
if(niceFire == none) return none;
return GetPickupFromAmmo(class<NiceAmmo>(niceFire.AmmoClass));
}
// Finds correct veterancy for a player
static function class<NiceVeterancyTypes> GetVeterancy(PlayerReplicationInfo PRI){
local KFPlayerReplicationInfo KFPRI;
KFPRI = KFPlayerReplicationInfo(PRI);
if(KFPRI == none || KFPRI.ClientVeteranSkill == none) return none;
return class<NiceVeterancyTypes>(KFPRI.ClientVeteranSkill);
}
// New perk progress function
static function int GetPerkProgressInt(ClientPerkRepLink StatOther, out int FinalInt, byte CurLevel, byte ReqNum) {
local int delta, highestFilled;
local int filledLevels;
local array<int> ProgressArray;
local int DoubleScalingBase;
if(!default.bNewTypePerk) return Super.GetPerkProgressInt(StatOther, FinalInt, CurLevel, ReqNum);
else{ ProgressArray = GetProgressArray(ReqNum, DoubleScalingBase); filledLevels = ProgressArray.Length; if(filledLevels > 1) delta = ProgressArray[filledLevels - 1] - ProgressArray[filledLevels - 2]; else if(filledLevels == 1) delta = ProgressArray[0]; else delta = 10; if(filledLevels > 0) highestFilled = ProgressArray[filledLevels - 1]; else highestFilled = 10; if(CurLevel < filledLevels) FinalInt = ProgressArray[CurLevel]; else FinalInt = highestFilled + (CurLevel - filledLevels) * delta;
}
return Min(GetStatValueInt(StatOther, ReqNum), FinalInt);
}
// Get head-shot multiplier function that passes zed as a parameter
static function float GetNiceHeadShotDamMulti(KFPlayerReplicationInfo KFPRI, NiceMonster zed, class<DamageType> DmgType){
return 1.0;
}
// From which distance can we see enemy's health at given level?
static function float GetMaxHealthDistanceByLevel(int level){
return 0;
}
// From which distance can we see enemy's health?
static function float GetMaxHealthDistance(KFPlayerReplicationInfo KFPRI){
return GetMaxHealthDistanceByLevel(GetClientVeteranSkillLevel(KFPRI));
}
// Allows to increase head-shot check scale for some weapons.
static function float GetHeadshotCheckMultiplier(KFPlayerReplicationInfo KFPRI, class<DamageType> DmgType){
return 1.0;
}
// Allows to buff only regular component of damage.
static function int AddRegDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<NiceWeaponDamageType> DmgType){
return InDamage;
}
// Allows to buff only fire component of damage.
static function int AddFireDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<NiceWeaponDamageType> DmgType){
if(DmgType != none) return InDamage * DmgType.default.heatPart;
return InDamage;
}
static function float stunDurationMult(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, class<NiceWeaponDamageType> DmgType){
return 1.0;
}
static function int AddStunScore(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InStunScore, class<NiceWeaponDamageType> DmgType){
return InStunScore;
}
static function int AddFlinchScore(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InFlinchScore, class<NiceWeaponDamageType> DmgType){
return InFlinchScore;
}
// If pawn suffers from slow down effect, how much should we boost/lower it?
// 1.0 = leave the same, >1.0 = boost, <1.0 = lower.
static function float SlowingModifier(KFPlayerReplicationInfo KFPRI){
return 1.0;
}
// Can player with this perk be pulled by a siren?
static function bool CanBePulled(KFPlayerReplicationInfo KFPRI){
return true;
}
// What weight value should be used when calculation Pawn's speed?
static function float GetPerceivedWeight(KFPlayerReplicationInfo KFPRI, KFWeapon other){
if(other != none) return other.weight;
return 0;
}
// A new, universal, penetration reduction function that is used by all 'NiceWeapon' subclasses
static function float GetPenetrationDamageMulti(KFPlayerReplicationInfo KFPRI, float DefaultPenDamageReduction, class<NiceWeaponDamageType> fireIntance){
return DefaultPenDamageReduction;
}
// Universal cost scaling for all perks
static function float GetCostScaling(KFPlayerReplicationInfo KFPRI, class<Pickup> Item){
/*local class<NiceWeaponPickup> pickupClass;
pickupClass = class<NiceWeaponPickup>(Item);
if(IsPerkedPickup(pickupClass)) return 0.5;*/
return 1.0;
}
static function bool ShowStalkers(KFPlayerReplicationInfo KFPRI){
return GetStalkerViewDistanceMulti(KFPRI) > 0;
}
static function float GetStalkerViewDistanceMulti(KFPlayerReplicationInfo KFPRI){
if(SomeoneHasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillCommandoStrategist')) return class'NiceSkillCommandoStrategist'.default.visionRadius;
return 0.0;
}
// Modify distance at which health bars can be seen; 1.0 = 800 units, max = 2000 units = 2.5
static function float GetHealthBarsDistanceMulti(KFPlayerReplicationInfo KFPRI){
if(KFPRI != none && SomeoneHasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillCommandoStrategist')) return class'NiceSkillCommandoStrategist'.default.visionRadius;
return 0.0;
}
static function int GetAdditionalPenetrationAmount(KFPlayerReplicationInfo KFPRI){
return 0;
}
static function int GetInvincibilityExtentions(KFPlayerReplicationInfo KFPRI){
return 0;
}
static function int GetInvincibilityDuration(KFPlayerReplicationInfo KFPRI){
return 2.0;
}
static function int GetInvincibilitySafeMisses(KFPlayerReplicationInfo KFPRI){
return 0;
}
static function SpecialHUDInfo(KFPlayerReplicationInfo KFPRI, Canvas C){
local KFMonster KFEnemy;
local HUDKillingFloor HKF;
local float MaxDistanceSquared;
MaxDistanceSquared = 640000;
MaxDistanceSquared *= GetHealthBarsDistanceMulti(KFPRI)**2;
HKF = HUDKillingFloor(C.ViewPort.Actor.myHUD);
if(HKF == none || C.ViewPort.Actor.Pawn == none || MaxDistanceSquared <= 0) return;
foreach C.ViewPort.Actor.DynamicActors(class'KFMonster', KFEnemy){ if(KFEnemy.Health > 0 && (!KFEnemy.Cloaked() || KFEnemy.bZapped || KFEnemy.bSpotted) && VSizeSquared(KFEnemy.Location - C.ViewPort.Actor.Pawn.Location) < MaxDistanceSquared) HKF.DrawHealthBar(C, KFEnemy, KFEnemy.Health, KFEnemy.HealthMax , 50.0);
}
}
// Is player standing still?
static function bool IsStandingStill(KFPlayerReplicationInfo KFPRI){
if(KFPRI != none && PlayerController(KFPRI.Owner) != none && PlayerController(KFPRI.Owner).Pawn != none && VSize(PlayerController(KFPRI.Owner).Pawn.Velocity) > 0.0) return false;
return true;
}
// Is player aiming?
static function bool IsAiming(KFPlayerReplicationInfo KFPRI){
local KFWeapon kfWeap;
if(KFPRI != none && PlayerController(KFPRI.Owner) != none && PlayerController(KFPRI.Owner).Pawn != none) kfWeap = KFWeapon(PlayerController(KFPRI.Owner).Pawn.weapon);
if(kfWeap == none) return false;
return kfWeap.bAimingRifle;
}
// Just display the same fixed bonuses for the new type perks
static function string GetVetInfoText(byte Level, byte Type, optional byte RequirementNum){
if(Type == 1 && default.bNewTypePerk) return default.CustomLevelInfo;
return Super.GetVetInfoText(Level, Type, RequirementNum);
}
static function class<Grenade> GetNadeType(KFPlayerReplicationInfo KFPRI){
return class'NicePack.NiceNade';
}
static function SetupAbilities(KFPlayerReplicationInfo KFPRI){}
defaultproperties
{ SkillGroupA(0)=Class'NicePack.NiceSkill' SkillGroupA(1)=Class'NicePack.NiceSkill' SkillGroupA(2)=Class'NicePack.NiceSkill' SkillGroupA(3)=Class'NicePack.NiceSkill' SkillGroupA(4)=Class'NicePack.NiceSkill' SkillGroupB(0)=Class'NicePack.NiceSkill' SkillGroupB(1)=Class'NicePack.NiceSkill' SkillGroupB(2)=Class'NicePack.NiceSkill' SkillGroupB(3)=Class'NicePack.NiceSkill' SkillGroupB(4)=Class'NicePack.NiceSkill'
}

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class NiceDamageTypeVetSharpshooter extends NiceWeaponDamageType
abstract;
static function ScoredNiceHeadshot(KFSteamStatsAndAchievements KFStatsAndAchievements, class<KFMonster> monsterClass, int HL){
if(SRStatsBase(KFStatsAndAchievements) != none && SRStatsBase(KFStatsAndAchievements).Rep != none) SRStatsBase(KFStatsAndAchievements).Rep.ProgressCustomValue(Class'NiceVetSharpshooterExp', Int(class'NicePack'.default.vetSharpHeadshotExpCost * getScale(HL)));
super.ScoredNiceHeadshot(KFStatsAndAchievements, monsterClass, HL);
}
defaultproperties
{
}

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//==============================================================================
// 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
{
}

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class NiceVetSharpshooter extends NiceVeterancyTypes
dependson(NiceAbilityManager)
abstract;
static function AddCustomStats(ClientPerkRepLink Other){
Other.AddCustomValue(Class'NiceVetSharpshooterExp');
}
static function int GetStatValueInt(ClientPerkRepLink StatOther, byte ReqNum){
return StatOther.GetCustomValueInt(Class'NiceVetSharpshooterExp');
}
static function array<int> GetProgressArray(byte ReqNum, optional out int DoubleScalingBase){
return default.progressArray0;
}
static function float GetNiceHeadShotDamMulti(KFPlayerReplicationInfo KFPRI, NiceMonster zed, class<DamageType> DmgType){
local float ret;
local NicePlayerController nicePlayer;
local NiceHumanPawn nicePawn;
local float calibratedTalentBonus;
local class<NiceWeaponPickup> pickupClass;
if(class<DamTypeMelee>(DmgType) != none || class<NiceDamageTypeVetBerserker>(DmgType) != none)
return 1.0;
ret = 1.0;
if(KFPRI != none)
nicePlayer = NicePlayerController(KFPRI.Owner);
pickupClass = GetPickupFromDamageType(DmgType);
if(nicePlayer != none)
nicePawn = NiceHumanPawn(nicePlayer.pawn);
//if(IsPerkedPickup(pickupClass)){
ret += 0.25;
if(nicePawn != none && class'NiceVetSharpshooter'.static.hasSkill(nicePlayer, class'NiceSkillSharpshooterTalent')){
calibratedTalentBonus = 0.1f * Min(nicePawn.calibrationScore, 3);
ret *= (1.0 + calibratedTalentBonus);
}
//}
return ret;
}
static function float GetReloadSpeedModifierStatic(KFPlayerReplicationInfo KFPRI, class<KFWeapon> Other){
local float reloadMult;
//local float reloadScale;
local NicePlayerController nicePlayer;
local NiceHumanPawn nicePawn;
local float calibratedReloadBonus;
local class<NiceWeaponPickup> pickupClass;
pickupClass = GetPickupFromWeapon(Other);
if(KFPRI != none)
nicePlayer = NicePlayerController(KFPRI.Owner);
reloadMult = 1.0;
if(nicePlayer != none)
nicePawn = NiceHumanPawn(nicePlayer.pawn);
if(nicePlayer != none && nicePawn != none && class'NiceVetSharpshooter'.static.hasSkill(nicePlayer, class'NiceSkillSharpshooterHardWork')){
//reloadScale = VSize(nicePlayer.pawn.velocity) / nicePlayer.pawn.groundSpeed;
//reloadScale = 1.0 - reloadScale;
if(nicePawn.calibrationScore >= 3)
calibratedReloadBonus = class'NiceSkillSharpshooterHardWork'.default.reloadBonus;
else if(nicePawn.calibrationScore == 2)
calibratedReloadBonus = 0.5f * class'NiceSkillSharpshooterHardWork'.default.reloadBonus;
else
calibratedReloadBonus = 0.25f * class'NiceSkillSharpshooterHardWork'.default.reloadBonus;
reloadMult *= 1.0 + calibratedReloadBonus;
}
if( nicePlayer != none && nicePlayer.abilityManager != none
&& nicePlayer.abilityManager.IsAbilityActive(class'NiceSkillSharpshooterGunslingerA'.default.abilityID)){
reloadMult *= class'NiceSkillSharpshooterGunslingerA'.default.reloadMult;
}
return reloadMult;
}
static function float GetFireSpeedModStatic(KFPlayerReplicationInfo KFPRI, class<Weapon> other){
local float fireRateMult;
local NicePlayerController nicePlayer;
local NiceHumanPawn nicePawn;
local float calibratedFireSpeedBonus;
if(KFPRI != none)
nicePlayer = NicePlayerController(KFPRI.Owner);
fireRateMult = 1.0;
if(nicePlayer != none)
nicePawn = NiceHumanPawn(nicePlayer.pawn);
if(nicePawn != none && class'NiceVetSharpshooter'.static.hasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillSharpshooterHardWork')){
if(nicePawn.calibrationScore >= 3)
calibratedFireSpeedBonus = class'NiceSkillSharpshooterHardWork'.default.fireRateBonus;
else if(nicePawn.calibrationScore == 2)
calibratedFireSpeedBonus = (2.0f/3.0f) * class'NiceSkillSharpshooterHardWork'.default.fireRateBonus;
else
calibratedFireSpeedBonus = (1.0f/3.0f) * class'NiceSkillSharpshooterHardWork'.default.fireRateBonus;
fireRateMult *= 1.0f + calibratedFireSpeedBonus;
}
if( nicePlayer != none && nicePlayer.abilityManager != none
&& nicePlayer.abilityManager.IsAbilityActive(class'NiceSkillSharpshooterGunslingerA'.default.abilityID)){
fireRateMult *= class'NiceSkillSharpshooterGunslingerA'.default.fireRateMult;
}
return fireRateMult;
}
static function float ModifyRecoilSpread(KFPlayerReplicationInfo KFPRI, WeaponFire Other, out float Recoil){
local NicePlayerController nicePlayer;
if(KFPRI != none)
nicePlayer = NicePlayerController(KFPRI.Owner);
Recoil = 1.0;
if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillSharpshooterHardWork'))
Recoil = class'NiceSkillSharpshooterHardWork'.default.recoilMult;
if( nicePlayer != none && nicePlayer.abilityManager != none
&& nicePlayer.abilityManager.IsAbilityActive(class'NiceSkillSharpshooterGunslingerA'.default.abilityID))
Recoil = 0;
return Recoil;
}
static function float GetMovementSpeedModifier(KFPlayerReplicationInfo KFPRI, KFGameReplicationInfo KFGRI)
{
local NicePlayerController nicePlayer;
if(KFPRI != none)
nicePlayer = NicePlayerController(KFPRI.Owner);
if( nicePlayer != none && nicePlayer.abilityManager != none
&& nicePlayer.abilityManager.IsAbilityActive(class'NiceSkillSharpshooterGunslingerA'.default.abilityID))
return class'NiceSkillSharpshooterGunslingerA'.default.movementMult;
return 1.0;
}
static function string GetCustomLevelInfo(byte Level){
return default.CustomLevelInfo;
}
static function SetupAbilities(KFPlayerReplicationInfo KFPRI){
local NicePlayerController nicePlayer;
local NiceAbilityManager.NiceAbilityDescription calibration;
if(KFPRI != none)
nicePlayer = NicePlayerController(KFPRI.Owner);
if(nicePlayer == none || nicePlayer.abilityManager == none)
return;
calibration.ID = "Calibration";
//gigaSlayer.icon = Texture'NicePackT.HudCounter.t4th';
calibration.icon = Texture'NicePackT.HudCounter.zedHeadStreak';
calibration.cooldownLength = 30.0;
calibration.canBeCancelled = false;
nicePlayer.abilityManager.AddAbility(calibration);
}
defaultproperties
{
bNewTypePerk=True
SkillGroupA(0)=Class'NicePack.NiceSkillSharpshooterKillConfirmed'
SkillGroupA(1)=Class'NicePack.NiceSkillSharpshooterTalent'
SkillGroupA(2)=Class'NicePack.NiceSkillSharpshooterDieAlready'
SkillGroupA(3)=Class'NicePack.NiceSkillSharpshooterReaperA'
SkillGroupA(4)=Class'NicePack.NiceSkillSharpshooterZEDAdrenaline'
SkillGroupB(0)=Class'NicePack.NiceSkillSharpshooterSurgical'
SkillGroupB(1)=Class'NicePack.NiceSkillSharpshooterHardWork'
SkillGroupB(2)=Class'NicePack.NiceSkillSharpshooterArdour'
SkillGroupB(3)=Class'NicePack.NiceSkillSharpshooterGunslingerA'
SkillGroupB(4)=Class'NicePack.NiceSkillSharpshooterZEDHundredGauntlets'
progressArray0(0)=100
progressArray0(1)=1000
progressArray0(2)=3000
progressArray0(3)=10000
progressArray0(4)=30000
progressArray0(5)=100000
progressArray0(6)=200000
DefaultDamageType=Class'NicePack.NiceDamageTypeVetSharpshooter'
OnHUDIcons(0)=(PerkIcon=Texture'KillingFloorHUD.Perks.Perk_SharpShooter',StarIcon=Texture'KillingFloorHUD.HUD.Hud_Perk_Star',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(1)=(PerkIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_SharpShooter_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_SharpShooter_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_SharpShooter_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_SharpShooter_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_SharpShooter_Orange',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Orange',DrawColor=(B=255,G=255,R=255,A=255))
CustomLevelInfo="Level up by doing headshots with perked weapons|+25% headshot damage"
PerkIndex=2
OnHUDIcon=Texture'KillingFloorHUD.Perks.Perk_SharpShooter'
OnHUDGoldIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_SharpShooter_Gold'
VeterancyName="Sharpshooter"
Requirements(0)="Required experience for the next level: %x"
}

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class NiceVetSharpshooterExp extends SRCustomProgressInt;
defaultproperties
{ ProgressName="Sharpshooter exp."
}

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class NiceSkillSharpshooterArdour extends NiceSkill
abstract;
var float headshotKillReduction[5];
var float justHeadshotReduction;
defaultproperties
{
justHeadshotReduction=0.250000
headshotKillReduction(0)=0.5f
headshotKillReduction(1)=1.0f
headshotKillReduction(2)=1.25f
headshotKillReduction(3)=1.5f
headshotKillReduction(4)=2.0f
SkillName="Ardour"
SkillEffects="Head-shotting enemies reduces your cooldowns."
}

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class NiceSkillSharpshooterDieAlready extends NiceSkill
abstract;
var float bleedOutTime[5];
defaultproperties
{
BleedOutTime(0)=2.0f
BleedOutTime(1)=1.5f
BleedOutTime(2)=1.25f
BleedOutTime(3)=1.0f
BleedOutTime(4)=0.25f
SkillName="Die already"
SkillEffects="All zeds decapitated by you drop faster."
}

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