Add update 13 to this branch
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17 changed files with 254 additions and 667 deletions
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@ -52,7 +52,6 @@ defaultproperties
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ClawMeleeDamageRange=85.000000
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ImpaleMeleeDamageRange=45.000000
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fuelRatio=0.400000
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bFrugalFuelUsage=False
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clientHeadshotScale=1.200000
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ZapThreshold=5.000000
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ZappedDamageMod=1.250000
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@ -34,17 +34,20 @@ event Landed(vector HitNormal)
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}
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event Bump(actor Other)
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{
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local int actualDamage;
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// TODO: is there a better way
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if(bPouncing && KFHumanPawn(Other)!=none )
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{
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KFHumanPawn(Other).TakeDamage(((MeleeDamage - (MeleeDamage * 0.05)) + (MeleeDamage * (FRand() * 0.1))), self ,self.Location,self.velocity, class'NiceZedMeleeDamageType');
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if (KFHumanPawn(Other).Health <=0)
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{
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//TODO - move this to humanpawn.takedamage? Also see KFMonster.MeleeDamageTarget
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KFHumanPawn(Other).SpawnGibs(self.rotation, 1);
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}
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//After impact, there'll be no momentum for further bumps
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bPouncing=false;
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actualDamage = MeleeDamage;
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ModDamageFromZed(actualDamage, class'NiceZedMeleeDamageType');
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KFHumanPawn(Other).TakeDamage(((actualDamage * 0.95) + (actualDamage * (FRand() * 0.1))), self ,self.Location,self.velocity, class'NiceZedMeleeDamageType');
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if (KFHumanPawn(Other).Health <=0)
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{
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//TODO - move this to humanpawn.takedamage? Also see KFMonster.MeleeDamageTarget
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KFHumanPawn(Other).SpawnGibs(self.rotation, 1);
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}
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//After impact, there'll be no momentum for further bumps
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bPouncing=false;
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}
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}
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// Blend his attacks so he can hit you in mid air.
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@ -441,7 +441,7 @@ function SpinDamage(actor Target)
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local vector HitLocation;
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local Name TearBone;
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local Float dummy;
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local float DamageAmount;
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local int damageAmount;
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local vector PushDir;
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local KFHumanPawn HumanTarget;
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if(target==none)
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@ -456,8 +456,9 @@ function SpinDamage(actor Target)
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}
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if (Target !=none && Target.IsA('KFDoorMover'))
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{
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Target.TakeDamage(DamageAmount , self ,HitLocation,pushdir, class'NiceZedMeleeDamageType');
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PlaySound(MeleeAttackHitSound, SLOT_Interact, 1.25);
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ModDamageFromZed(DamageAmount, class'NiceZedMeleeDamageType');
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Target.TakeDamage(DamageAmount , self ,HitLocation,pushdir, class'NiceZedMeleeDamageType');
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PlaySound(MeleeAttackHitSound, SLOT_Interact, 1.25);
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}
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if (KFHumanPawn(Target)!=none)
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{
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@ -465,8 +466,9 @@ function SpinDamage(actor Target)
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if (HumanTarget.Controller != none)
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HumanTarget.Controller.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime);
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//TODO - line below was KFPawn. Does this whole block need to be KFPawn, or is it OK as KFHumanPawn?
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KFHumanPawn(Target).TakeDamage(DamageAmount, self ,HitLocation,pushdir, class'NiceZedMeleeDamageType');
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ModDamageFromZed(DamageAmount, class'NiceZedMeleeDamageType');
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//TODO - line below was KFPawn. Does this whole block need to be KFPawn, or is it OK as KFHumanPawn?
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KFHumanPawn(Target).TakeDamage(DamageAmount, self ,HitLocation,pushdir, class'NiceZedMeleeDamageType');
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if (KFHumanPawn(Target).Health <=0)
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{
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@ -223,7 +223,7 @@ simulated function HurtRadius(float DamageAmount, float DamageRadius, class<Dama
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local float InitMomentum;
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local float damageScale, dist;
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local vector dir;
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local float UsedDamageAmount;
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local int UsedDamageAmount;
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local KFHumanPawn humanPawn;
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local class<NiceVeterancyTypes> niceVet;
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@ -266,7 +266,7 @@ simulated function HurtRadius(float DamageAmount, float DamageRadius, class<Dama
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UsedDamageAmount = 100000; // Siren always shatters glass
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else
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UsedDamageAmount = DamageAmount;
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ModDamageFromZed(UsedDamageAmount, DamageType);
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Victims.TakeDamage(damageScale * UsedDamageAmount,Instigator, Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir, (damageScale * Momentum * dir), DamageType);
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if (Instigator != none && Vehicle(Victims) != none && Vehicle(Victims).Health > 0)
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