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5b48414900
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5
sources/Perks/Demolitions/NiceDamTypeDemoBlunt.uc
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5
sources/Perks/Demolitions/NiceDamTypeDemoBlunt.uc
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class NiceDamTypeDemoBlunt extends NiceDamageTypeVetDemolitions
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abstract;
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defaultproperties
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{
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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}
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9
sources/Perks/Demolitions/NiceDamTypeDemoExplosion.uc
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9
sources/Perks/Demolitions/NiceDamTypeDemoExplosion.uc
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class NiceDamTypeDemoExplosion extends NiceDamageTypeVetDemolitions;
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static function GetHitEffects(out class<xEmitter> HitEffects[4], int VictimHealth){
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HitEffects[0] = class'HitSmoke';
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if(VictimHealth <= 0)
HitEffects[1] = class'KFHitFlame';
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else if(FRand() < 0.8)
HitEffects[1] = class'KFHitFlame';
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}
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defaultproperties
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{
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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}
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class NiceDamTypeDemoSafeExplosion extends NiceDamTypeDemoExplosion;
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defaultproperties
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{
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}
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class NiceDamageTypeVetDemolitions extends NiceWeaponDamageType
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abstract;
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static function AwardNiceDamage(KFSteamStatsAndAchievements KFStatsAndAchievements, int Amount, int HL){
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if(SRStatsBase(KFStatsAndAchievements) != none && SRStatsBase(KFStatsAndAchievements).Rep != none)
SRStatsBase(KFStatsAndAchievements).Rep.ProgressCustomValue(Class'NiceVetDemolitionsExp', Int(Float(Amount) * class'NicePack'.default.vetDemoDamageExpCost * getScale(HL)));
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}
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defaultproperties
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{
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}
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66
sources/Perks/Demolitions/NiceVetDemolitions.uc
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66
sources/Perks/Demolitions/NiceVetDemolitions.uc
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class NiceVetDemolitions extends NiceVeterancyTypes
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abstract;
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static function AddCustomStats(ClientPerkRepLink Other){
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other.AddCustomValue(Class'NiceVetDemolitionsExp');
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}
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static function int GetStatValueInt(ClientPerkRepLink StatOther, byte ReqNum){
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return StatOther.GetCustomValueInt(Class'NiceVetDemolitionsExp');
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}
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static function array<int> GetProgressArray(byte ReqNum, optional out int DoubleScalingBase){
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return default.progressArray0;
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}
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static function int ReduceDamage(KFPlayerReplicationInfo KFPRI, KFPawn Injured, Pawn Instigator, int InDamage, class<DamageType> DmgType){
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local NicePlayerController nicePlayer;
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if(class<NiceDamTypeDemoSafeExplosion>(DmgType) != none)
return 0;
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nicePlayer = NicePlayerController(KFPRI.Owner);
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if(nicePlayer != none && Instigator == nicePlayer.pawn && nicePlayer.IsZedTimeActive()
&& HasSkill(nicePlayer, class'NiceSkillDemoZEDDuckAndCover'))
return 0.0;
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if((class<KFWeaponDamageType>(DmgType) != none && class<KFWeaponDamageType>(DmgType).default.bIsExplosive))
return float(InDamage) * 0.5;
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return InDamage;
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}
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static function float AddExtraAmmoFor(KFPlayerReplicationInfo KFPRI, Class<Ammunition> AmmoType){
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local float bonusNades, bonusPipes;
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// Default bonus
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bonusNades = 5;
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bonusPipes = 6;
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if(AmmoType == class'FragAmmo')
return 1.0 + 0.2 * bonusNades;
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if(ClassIsChildOf(AmmoType, class'PipeBombAmmo'))
return 1.0 + 0.5 * bonusPipes;
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return 1.0;
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}
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static function int AddDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<DamageType> DmgType){
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local float perkDamage;
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local class<NiceWeaponPickup> pickupClass;
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pickupClass = GetPickupFromDamageType(DmgType);
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perkDamage = float(InDamage);
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if(DmgType == class'NicePack.NiceDamTypeDemoExplosion')
return 1.6 * perkDamage;
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if(IsPerkedPickup(pickupClass))
perkDamage *= 1.25;
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else if( pickupClass != none && pickupClass.default.weight <= class'NiceSkillDemoOffperk'.default.weightBound
&& HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillDemoOffperk') )
perkDamage *= class'NiceSkillDemoOffperk'.default.damageBonus;
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if( KFPRI != none && class<NiceDamTypeDemoBlunt>(DmgType) != none
&& SomeoneHasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillDemoOnperk') )
perkDamage *= class'NiceSkillDemoOnperk'.default.damageBonus;
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return perkDamage;
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}
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static function float GetReloadSpeedModifierStatic(KFPlayerReplicationInfo KFPRI, class<KFWeapon> other){
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local NiceHumanPawn nicePawn;
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local class<NiceWeaponPickup> pickupClass;
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// Pistols reload
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if( other != none && other.default.weight <= class'NiceSkillDemoOffperk'.default.weightBound
&& HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillDemoOffperk') )
return class'NiceSkillDemoOffperk'.default.reloadBonus;
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// Maniac reload
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pickupClass = GetPickupFromWeapon(other);
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if(KFPRI != none && PlayerController(KFPRI.Owner) != none)
nicePawn = NiceHumanPawn(PlayerController(KFPRI.Owner).Pawn);
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if(nicePawn != none && nicePawn.maniacTimeout >= 0.0 && IsPerkedPickup(pickupClass))
return class'NiceSkillDemoManiac'.default.reloadSpeedup;
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return 1.0;
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}
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static function float stunDurationMult(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, class<NiceWeaponDamageType> DmgType){
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if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillDemoConcussion'))
return class'NiceSkillDemoConcussion'.default.durationMult;
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return 1.0;
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}
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static function int AddStunScore(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InStunScore, class<NiceWeaponDamageType> DmgType){
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return int(float(InStunScore) * 1.5);
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}
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static function int AddFlinchScore(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InFlinchScore, class<NiceWeaponDamageType> DmgType){
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return int(float(InFlinchScore) * 1.5);
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}
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static function string GetCustomLevelInfo(byte Level){
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return default.CustomLevelInfo;
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}
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defaultproperties
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{
bNewTypePerk=True
SkillGroupA(0)=Class'NicePack.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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}
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4
sources/Perks/Demolitions/NiceVetDemolitionsExp.uc
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4
sources/Perks/Demolitions/NiceVetDemolitionsExp.uc
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class NiceVetDemolitionsExp extends SRCustomProgressInt;
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defaultproperties
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{
ProgressName="Demolitions exp."
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}
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7
sources/Perks/Demolitions/Skills/NiceSkillDemoAPShot.uc
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7
sources/Perks/Demolitions/Skills/NiceSkillDemoAPShot.uc
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class NiceSkillDemoAPShot extends NiceSkill
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abstract;
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var float minCos;
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var float damageRatio;
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defaultproperties
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{
minCos=0.707000
damageRatio=1.000000
SkillName="AP shot"
SkillEffects="Deal full blast damage behind the target you've hit."
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}
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class NiceSkillDemoConcussion extends NiceSkill
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abstract;
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var float durationMult;
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defaultproperties
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{
durationMult=2.000000
SkillName="Concussion"
SkillEffects="You stun zeds for twice longer time than usual."
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}
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class NiceSkillDemoDirectApproach extends NiceSkill
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abstract;
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defaultproperties
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{
SkillName="Direct approach"
SkillEffects="Your explosives will first hit target zed as a blunt before exploding."
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}
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28
sources/Perks/Demolitions/Skills/NiceSkillDemoManiac.uc
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28
sources/Perks/Demolitions/Skills/NiceSkillDemoManiac.uc
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class NiceSkillDemoManiac extends NiceSkill
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abstract;
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var float reloadBoostTime;
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var float reloadSpeedup;
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function static SkillSelected(NicePlayerController nicePlayer){
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local NicePack niceMutator;
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super.SkillSelected(nicePlayer);
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niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
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if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
return;
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niceMutator.AddCounter("npDemoManiac", Texture'NicePackT.HudCounter.demo', false, default.class);
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}
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function static SkillDeSelected(NicePlayerController nicePlayer){
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local NicePack niceMutator;
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super.SkillDeSelected(nicePlayer);
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niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
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if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
return;
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niceMutator.RemoveCounter("npDemoManiac");
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}
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function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
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local NiceHumanPawn nicePawn;
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if(nicePlayer == none || counterName != "npDemoManiac")
return 0;
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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if(nicePawn == none || nicePawn.maniacTimeout <= 0.0)
return 0;
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return Ceil(nicePawn.maniacTimeout);
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}
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defaultproperties
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{
reloadBoostTime=5.000000
reloadSpeedup=1.500000
SkillName="Maniac"
SkillEffects="Reload 50% faster for 5 seconds after killing something."
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}
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8
sources/Perks/Demolitions/Skills/NiceSkillDemoOffperk.uc
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8
sources/Perks/Demolitions/Skills/NiceSkillDemoOffperk.uc
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class NiceSkillDemoOffperk extends NiceSkill
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abstract;
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var float damageBonus;
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var float reloadBonus;
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var int weightBound;
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defaultproperties
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{
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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}
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7
sources/Perks/Demolitions/Skills/NiceSkillDemoOnperk.uc
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7
sources/Perks/Demolitions/Skills/NiceSkillDemoOnperk.uc
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class NiceSkillDemoOnperk extends NiceSkill
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abstract;
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var float damageBonus;
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var float speedBonus;
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defaultproperties
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{
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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}
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class NiceSkillDemoReactiveArmor extends NiceSkill
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abstract;
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var float baseDamage;
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var float perNadeDamage;
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var float explRadius;
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var float explExponent;
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var float explMomentum;
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defaultproperties
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{
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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}
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class NiceSkillDemoVolatile extends NiceSkill
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abstract;
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var float safeDistanceMult;
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var float explRangeMult;
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var float falloffMult;
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defaultproperties
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{
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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}
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class NiceSkillDemoZEDDuckAndCover extends NiceSkill
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abstract;
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defaultproperties
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{
SkillName="Duck and cover"
SkillEffects="During zed time you can't deal yourself any damage."
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}
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class NiceSkillDemoZEDFullBlast extends NiceSkill
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abstract;
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var float explRadiusMult;
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defaultproperties
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{
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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}
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