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class NiceSkillSharpshooterArdour extends NiceSkill
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abstract;
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var float headshotKillReduction[5];
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var float justHeadshotReduction;
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defaultproperties
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{
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justHeadshotReduction=0.250000
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headshotKillReduction(0)=0.5f
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headshotKillReduction(1)=1.0f
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headshotKillReduction(2)=1.25f
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headshotKillReduction(3)=1.5f
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headshotKillReduction(4)=2.0f
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SkillName="Ardour"
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SkillEffects="Head-shotting enemies reduces your cooldowns."
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}
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class NiceSkillSharpshooterDieAlready extends NiceSkill
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abstract;
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var float bleedOutTime[5];
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defaultproperties
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{
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BleedOutTime(0)=2.0f
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BleedOutTime(1)=1.5f
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BleedOutTime(2)=1.25f
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BleedOutTime(3)=1.0f
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BleedOutTime(4)=0.25f
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SkillName="Die already"
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SkillEffects="All zeds decapitated by you drop faster."
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}
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class NiceSkillSharpshooterGunslingerA extends NiceSkillAbility
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abstract;
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var string abilityID;
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var float cooldown, duration;
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var float reloadMult, movementMult, fireRateMult;
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function static SkillSelected(NicePlayerController nicePlayer){
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local NiceAbilityManager.NiceAbilityDescription reaper;
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if(nicePlayer == none) return;
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if(nicePlayer.abilityManager == none) return;
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reaper.ID = default.abilityID;
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reaper.icon = Texture'NicePackT.HudCounter.playful';
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reaper.cooldownLength = default.cooldown;
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reaper.canBeCancelled = false;
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nicePlayer.abilityManager.AddAbility(reaper);
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}
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function static SkillDeSelected(NicePlayerController nicePlayer){
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if(nicePlayer == none) return;
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if(nicePlayer.abilityManager == none) return;
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nicePlayer.abilityManager.RemoveAbility(default.abilityID);
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}
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defaultproperties
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{
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abilityID="Gunslinger"
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cooldown=80.000000
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Duration=15.000000
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reloadMult=1.500000
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movementMult=1.2500000
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fireRateMult=1.300000
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SkillName="Gunslinger"
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SkillEffects="Reload, fire and move faster. All with no recoil."
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}
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class NiceSkillSharpshooterHardWork extends NiceSkill
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abstract;
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var float zoomBonus;
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var float zoomSpeedBonus;
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var float reloadBonus;
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var float fireRateBonus;
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var float recoilMult;
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defaultproperties
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{
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zoomBonus=0.750000
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zoomSpeedBonus=0.500000
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ReloadBonus=0.500000
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fireRateBonus=0.300000
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recoilMult=0.500000
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SkillName="Hard work"
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SkillEffects="Reload up to 50% faster, shoot up to 30% faster and recoil only for half as much. Additionally, you can switch to/from iron sights twice as fast and zoom 25% further while crouched."
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}
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class NiceSkillSharpshooterKillConfirmed extends NiceSkill
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abstract;
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var float damageBonus;
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var float stackDelay;
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var int maxStacks;
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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)
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return;
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niceMutator.AddCounter("npSharpConfirmed", Texture'NicePackT.HudCounter.zedHeadStreak', 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)
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return;
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niceMutator.RemoveCounter("npSharpConfirmed");
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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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local NiceWeapon niceWeap;
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local NiceFire niceF;
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local float lockOnTickRate;
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local int lockonTicks;
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if(nicePlayer == none || counterName != "npSharpConfirmed")
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return 0;
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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if(nicePawn != none)
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niceWeap = NiceWeapon(nicePawn.weapon);
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if(niceWeap != none)
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niceF = niceWeap.GetMainFire();
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if(niceF == none)
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return 0;
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lockOnTickRate = class'NiceSkillSharpshooterKillConfirmed'.default.stackDelay;
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lockonTicks = Ceil(niceF.fireState.lockon.time / lockOnTickRate) - 1;
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lockonTicks = Min(class'NiceSkillSharpshooterKillConfirmed'.default.maxStacks, lockonTicks);
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lockonTicks = Max(lockonTicks, 0);
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return lockonTicks;
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}
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defaultproperties
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{
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damageBonus=1.000000
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stackDelay=1.000000
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maxStacks=1
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SkillName="Kill confirmed"
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SkillEffects="Aiming at zed's head for a second doubles the damage of the shot."
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}
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class NiceSkillSharpshooterReaperA extends NiceSkill
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abstract;
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var string abilityID;
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var float cooldown;
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function static SkillSelected(NicePlayerController nicePlayer){
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local NiceAbilityManager.NiceAbilityDescription reaper;
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if(nicePlayer == none) return;
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if(nicePlayer.abilityManager == none) return;
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reaper.ID = default.abilityID;
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reaper.icon = Texture'NicePackT.HudCounter.t4th';
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reaper.cooldownLength = default.cooldown;
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reaper.canBeCancelled = true;
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nicePlayer.abilityManager.AddAbility(reaper);
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}
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function static SkillDeSelected(NicePlayerController nicePlayer){
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if(nicePlayer == none) return;
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if(nicePlayer.abilityManager == none) return;
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nicePlayer.abilityManager.RemoveAbility(default.abilityID);
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}
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defaultproperties
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{
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abilityID="Reaper"
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cooldown=24.000000
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SkillName="Reaper"
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SkillEffects="If it would take 2 head-shot to kill the zed, - it'll die from one."
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}
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class NiceSkillSharpshooterStability extends NiceSkill
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abstract;
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defaultproperties
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{
SkillName="Stability"
SkillEffects="Have zero recoil while shooting in ironsights with perked weapons."
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}
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class NiceSkillSharpshooterSurgical extends NiceSkill
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abstract;
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var float penDmgReduction;
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defaultproperties
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{
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PenDmgReduction=0.900000
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SkillName="Surgical precision"
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SkillEffects="While you're aiming down sights your bullets and projectiles gain additional head penetration with only 10% damage loss."
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}
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class NiceSkillSharpshooterTalent extends NiceSkill
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abstract;
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defaultproperties
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{
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SkillName="Talent"
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SkillEffects="You gain additional up to 30% headshot damage bonus."
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}
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class NiceSkillSharpshooterZEDAdrenaline extends NiceSkill
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abstract;
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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("npGunsAdrenaline", Texture'NicePackT.HudCounter.variant', 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("npGunsAdrenaline");
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}
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function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
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local NicePack niceMutator;
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if(nicePlayer == none || counterName != "npGunsAdrenaline" || !nicePlayer.IsZedTimeActive())
return 0;
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if(nicePlayer.bJunkieExtFailed)
return 0;
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if(nicePlayer.Pawn != none)
niceMutator = class'NicePack'.static.Myself(nicePlayer.Pawn.Level);
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if(niceMutator == none)
return 0;
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return niceMutator.junkieNextGoal - niceMutator.junkieDoneHeadshots;
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}
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defaultproperties
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{
SkillName="Adrenaline junkie"
SkillEffects="Prolong zed-time by making head-shots. Each consecutive extension requires 1 more head-shot than a previous one. Body-shotting removes your ability to prolong zed-time."
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}
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class NiceSkillSharpshooterZEDHundredGauntlets extends NiceSkill
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abstract;
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defaultproperties
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{
SkillName="Hundred Gauntlets"
SkillEffects="You don't waste ammo during zed-time."
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}
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class NiceSkillSharpshooterZEDOverkill extends NiceSkill
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abstract;
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var float damageBonus;
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defaultproperties
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{
damageBonus=2.250000
SkillName="Overkill"
SkillEffects="Deal 225% head-shot damage during zed-time."
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}
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class NiceSkillSharpshooterZEDRailgun extends NiceSkill
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abstract;
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defaultproperties
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{
SkillName="Railgun"
SkillEffects="Your bullets pass through everything without losing damage during zed-time."
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}
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