Buff boomstick
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@ -75,6 +75,7 @@ State MatchInProgress{
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function ScoreKill(Controller Killer, Controller Other)
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function ScoreKill(Controller Killer, Controller Other)
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{
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{
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local NicePlayerController niceKiller;
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local NicePlayerController niceKiller;
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local NiceHumanPawn niceKillerPawn;
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local PlayerReplicationInfo OtherPRI;
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local PlayerReplicationInfo OtherPRI;
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local float KillScore;
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local float KillScore;
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local Controller C;
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local Controller C;
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@ -201,8 +202,13 @@ function ScoreKill(Controller Killer, Controller Other)
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/* End Marco's Kill Messages */
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/* End Marco's Kill Messages */
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niceKiller = NicePlayerController(killer);
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niceKiller = NicePlayerController(killer);
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if (niceKiller != none && niceKiller.abilityManager != none) {
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if (niceKiller != none && niceKiller.abilityManager != none) {
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niceKillerPawn = NiceHumanPawn(niceKiller.pawn);
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niceKiller.abilityManager.AddToAllCooldowns(-1);
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niceKiller.abilityManager.AddToAllCooldowns(-1);
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}
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}
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if ( niceKillerPawn != none && NiceBoomStick(niceKillerPawn.weapon) != none
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&& other != none && other.pawn != none && other.pawn.default.health >= 1000) {
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niceKillerPawn.invincibilityTimer += 1.0;
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}
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}
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}
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function DramaticEvent(float BaseZedTimePossibility, optional float DesiredZedTimeDuration){
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function DramaticEvent(float BaseZedTimePossibility, optional float DesiredZedTimeDuration){
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@ -1,13 +1,13 @@
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class NiceBoomStickAltFire extends NiceBoomStickFire;
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class NiceBoomStickAltFire extends NiceBoomStickFire;
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// Overload to force last shot to have a different animation with reload
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// Overload to force last shot to have a different animation with reload
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// NICETODO: uncomment this
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// NICETODO: uncomment this
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function name GetCorrectAnim(bool bLoop, bool bAimed){
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function name GetCorrectAnim(bool bLoop, bool bAimed) {
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if(currentContext.sourceWeapon != none && currentContext.sourceWeapon.MagAmmoRemainingClient > 0)
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if(currentContext.sourceWeapon != none && currentContext.sourceWeapon.MagAmmoRemainingClient > 0)
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return super.GetCorrectAnim(bLoop, bAimed);
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return super.GetCorrectAnim(bLoop, bAimed);
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if(bAimed)
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if(bAimed)
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return 'Fire_Last_Iron';
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return 'Fire_Last_Iron';
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else
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else
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return 'Fire_Last';
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return 'Fire_Last';
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return FireAnim;
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return FireAnim;
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}
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}
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defaultproperties
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defaultproperties
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@ -58,6 +58,6 @@ defaultproperties
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ShakeOffsetTime=3.500000
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ShakeOffsetTime=3.500000
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BotRefireRate=2.500000
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BotRefireRate=2.500000
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aimerror=2.000000
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aimerror=2.000000
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Spread=3000.000000
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Spread=2000.000000
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FireAnimRate=1.25
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FireAnimRate=1.25
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}
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}
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