First commit

This commit is contained in:
Anton Tarasenko 2020-02-16 19:53:59 +07:00
commit 5b48414900
263 changed files with 24830 additions and 0 deletions

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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."
}