Add update 13 to this branch

This commit is contained in:
Anton Tarasenko 2024-08-04 10:56:50 +07:00
commit 99aac40182
17 changed files with 254 additions and 667 deletions

View file

@ -52,7 +52,6 @@ defaultproperties
ClawMeleeDamageRange=85.000000
ImpaleMeleeDamageRange=45.000000
fuelRatio=0.400000
bFrugalFuelUsage=False
clientHeadshotScale=1.200000
ZapThreshold=5.000000
ZappedDamageMod=1.250000

View file

@ -34,17 +34,20 @@ event Landed(vector HitNormal)
}
event Bump(actor Other)
{
local int actualDamage;
// TODO: is there a better way
if(bPouncing && KFHumanPawn(Other)!=none )
{
KFHumanPawn(Other).TakeDamage(((MeleeDamage - (MeleeDamage * 0.05)) + (MeleeDamage * (FRand() * 0.1))), self ,self.Location,self.velocity, class'NiceZedMeleeDamageType');
if (KFHumanPawn(Other).Health <=0)
{
//TODO - move this to humanpawn.takedamage? Also see KFMonster.MeleeDamageTarget
KFHumanPawn(Other).SpawnGibs(self.rotation, 1);
}
//After impact, there'll be no momentum for further bumps
bPouncing=false;
actualDamage = MeleeDamage;
ModDamageFromZed(actualDamage, class'NiceZedMeleeDamageType');
KFHumanPawn(Other).TakeDamage(((actualDamage * 0.95) + (actualDamage * (FRand() * 0.1))), self ,self.Location,self.velocity, class'NiceZedMeleeDamageType');
if (KFHumanPawn(Other).Health <=0)
{
//TODO - move this to humanpawn.takedamage? Also see KFMonster.MeleeDamageTarget
KFHumanPawn(Other).SpawnGibs(self.rotation, 1);
}
//After impact, there'll be no momentum for further bumps
bPouncing=false;
}
}
// Blend his attacks so he can hit you in mid air.

View file

@ -441,7 +441,7 @@ function SpinDamage(actor Target)
local vector HitLocation;
local Name TearBone;
local Float dummy;
local float DamageAmount;
local int damageAmount;
local vector PushDir;
local KFHumanPawn HumanTarget;
if(target==none)
@ -456,8 +456,9 @@ function SpinDamage(actor Target)
}
if (Target !=none && Target.IsA('KFDoorMover'))
{
Target.TakeDamage(DamageAmount , self ,HitLocation,pushdir, class'NiceZedMeleeDamageType');
PlaySound(MeleeAttackHitSound, SLOT_Interact, 1.25);
ModDamageFromZed(DamageAmount, class'NiceZedMeleeDamageType');
Target.TakeDamage(DamageAmount , self ,HitLocation,pushdir, class'NiceZedMeleeDamageType');
PlaySound(MeleeAttackHitSound, SLOT_Interact, 1.25);
}
if (KFHumanPawn(Target)!=none)
{
@ -465,8 +466,9 @@ function SpinDamage(actor Target)
if (HumanTarget.Controller != none)
HumanTarget.Controller.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime);
//TODO - line below was KFPawn. Does this whole block need to be KFPawn, or is it OK as KFHumanPawn?
KFHumanPawn(Target).TakeDamage(DamageAmount, self ,HitLocation,pushdir, class'NiceZedMeleeDamageType');
ModDamageFromZed(DamageAmount, class'NiceZedMeleeDamageType');
//TODO - line below was KFPawn. Does this whole block need to be KFPawn, or is it OK as KFHumanPawn?
KFHumanPawn(Target).TakeDamage(DamageAmount, self ,HitLocation,pushdir, class'NiceZedMeleeDamageType');
if (KFHumanPawn(Target).Health <=0)
{

View file

@ -223,7 +223,7 @@ simulated function HurtRadius(float DamageAmount, float DamageRadius, class<Dama
local float InitMomentum;
local float damageScale, dist;
local vector dir;
local float UsedDamageAmount;
local int UsedDamageAmount;
local KFHumanPawn humanPawn;
local class<NiceVeterancyTypes> niceVet;
@ -266,7 +266,7 @@ simulated function HurtRadius(float DamageAmount, float DamageRadius, class<Dama
UsedDamageAmount = 100000; // Siren always shatters glass
else
UsedDamageAmount = DamageAmount;
ModDamageFromZed(UsedDamageAmount, DamageType);
Victims.TakeDamage(damageScale * UsedDamageAmount,Instigator, Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir, (damageScale * Momentum * dir), DamageType);
if (Instigator != none && Vehicle(Victims) != none && Vehicle(Victims).Health > 0)