Fix new line symbol issues

This commit is contained in:
Anton Tarasenko 2020-04-19 00:44:48 +07:00
parent 51bb9add5b
commit d66d86b2b1
846 changed files with 33896 additions and 12983 deletions

View File

@ -1,4 +1,8 @@
class NiceBlockHitEmitter extends MetalHitEmitter;
defaultproperties
{ ImpactSounds(0)=None ImpactSounds(1)=None ImpactSounds(2)=None RemoteRole=ROLE_SimulatedProxy
}
class NiceBlockHitEmitter extends MetalHitEmitter;
defaultproperties
{
ImpactSounds(0)=None
ImpactSounds(1)=None
ImpactSounds(2)=None
RemoteRole=ROLE_SimulatedProxy
}

View File

@ -1,5 +1,6 @@
// ScrN copy
class NiceFreezeParticlesBase extends Emitter;
defaultproperties
{ bNoDelete=False
}
// ScrN copy
class NiceFreezeParticlesBase extends Emitter;
defaultproperties
{
bNoDelete=False
}

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@ -1,8 +1,11 @@
// ScrN copy
class NiceFreezeParticlesDirectional extends NiceFreezeParticlesBase;
simulated function Trigger(Actor other, Pawn eventInstigator){
emitters[0].SpawnParticle(1);
}
defaultproperties
{ Style=STY_Additive bHardAttach=True bDirectional=True
}
// ScrN copy
class NiceFreezeParticlesDirectional extends NiceFreezeParticlesBase;
simulated function Trigger(Actor other, Pawn eventInstigator){
emitters[0].SpawnParticle(1);
}
defaultproperties
{
Style=STY_Additive
bHardAttach=True
bDirectional=True
}

View File

@ -1,21 +1,348 @@
class NiceIceChunkEmitter extends Emitter;
var() array<Sound> ImpactSounds;
simulated function PostBeginPlay(){
if(ImpactSounds.Length > 0)
PlaySound(ImpactSounds[Rand(ImpactSounds.Length)]);
}
// NICETODO: change linksfrom HTeac_A to NicePackSM (and change that file)
defaultproperties
{ ImpactSounds(0)=Sound'KFWeaponSound.bullethitglass' ImpactSounds(1)=Sound'KFWeaponSound.bullethitglass2' Begin Object Class=MeshEmitter Name=MeshEmitter0 StaticMesh=StaticMesh'HTec_A.IceChunk1' UseCollision=True RespawnDeadParticles=False SpinParticles=True DampRotation=True UniformSize=True AutomaticInitialSpawning=False Acceleration=(Z=-1000.000000) DampingFactorRange=(X=(Min=0.200000,Max=0.200000),Y=(Min=0.200000,Max=0.200000),Z=(Min=0.200000,Max=0.200000)) ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) MaxParticles=5 SpinsPerSecondRange=(X=(Max=1.000000),Y=(Max=1.000000),Z=(Max=1.000000)) StartSpinRange=(X=(Min=-1.000000,Max=1.000000),Y=(Min=-1.000000,Max=1.000000),Z=(Min=-1.000000,Max=1.000000)) RotationDampingFactorRange=(X=(Min=0.200000,Max=0.200000),Y=(Min=0.200000,Max=0.200000),Z=(Min=0.200000,Max=0.200000)) StartSizeRange=(X=(Min=5.000000,Max=8.000000),Y=(Min=5.000000,Max=8.000000),Z=(Min=5.000000,Max=8.000000)) InitialParticlesPerSecond=10000.000000 StartVelocityRange=(X=(Min=-75.000000,Max=75.000000),Y=(Min=-75.000000,Max=75.000000),Z=(Min=-100.000000,Max=300.000000)) End Object Emitters(0)=MeshEmitter'NicePack.NiceIceChunkEmitter.MeshEmitter0'
Begin Object Class=MeshEmitter Name=MeshEmitter2 StaticMesh=StaticMesh'HTec_A.IceChunk2' UseCollision=True RespawnDeadParticles=False SpinParticles=True DampRotation=True UniformSize=True AutomaticInitialSpawning=False Acceleration=(Z=-1000.000000) DampingFactorRange=(X=(Min=0.200000,Max=0.200000),Y=(Min=0.200000,Max=0.200000),Z=(Min=0.200000,Max=0.200000)) ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) MaxParticles=8 DetailMode=DM_High SpinsPerSecondRange=(X=(Max=1.000000),Y=(Max=1.000000),Z=(Max=1.000000)) StartSpinRange=(X=(Min=-1.000000,Max=1.000000),Y=(Min=-1.000000,Max=1.000000),Z=(Min=-1.000000,Max=1.000000)) RotationDampingFactorRange=(X=(Min=0.200000,Max=0.200000),Y=(Min=0.200000,Max=0.200000),Z=(Min=0.200000,Max=0.200000)) StartSizeRange=(X=(Min=3.000000,Max=6.000000),Y=(Min=3.000000,Max=6.000000),Z=(Min=3.000000,Max=6.000000)) InitialParticlesPerSecond=10000.000000 StartVelocityRange=(X=(Min=-150.000000,Max=150.000000),Y=(Min=-150.000000,Max=150.000000),Z=(Min=-100.000000,Max=500.000000)) End Object Emitters(1)=MeshEmitter'NicePack.NiceIceChunkEmitter.MeshEmitter2'
Begin Object Class=MeshEmitter Name=MeshEmitter3 StaticMesh=StaticMesh'HTec_A.IceChunk3' UseCollision=True RespawnDeadParticles=False SpinParticles=True DampRotation=True UniformSize=True AutomaticInitialSpawning=False Acceleration=(Z=-1000.000000) DampingFactorRange=(X=(Min=0.200000,Max=0.200000),Y=(Min=0.200000,Max=0.200000),Z=(Min=0.200000,Max=0.200000)) ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) MaxParticles=12 DetailMode=DM_High SpinsPerSecondRange=(X=(Max=1.000000),Y=(Max=1.000000),Z=(Max=1.000000)) StartSpinRange=(X=(Min=-1.000000,Max=1.000000),Y=(Min=-1.000000,Max=1.000000),Z=(Min=-1.000000,Max=1.000000)) RotationDampingFactorRange=(X=(Min=0.200000,Max=0.200000),Y=(Min=0.200000,Max=0.200000),Z=(Min=0.200000,Max=0.200000)) StartSizeRange=(X=(Min=2.000000,Max=5.000000),Y=(Min=2.000000,Max=5.000000),Z=(Min=2.000000,Max=5.000000)) InitialParticlesPerSecond=10000.000000 StartVelocityRange=(X=(Min=-200.000000,Max=200.000000),Y=(Min=-200.000000,Max=200.000000),Z=(Min=-100.000000,Max=500.000000)) End Object Emitters(2)=MeshEmitter'NicePack.NiceIceChunkEmitter.MeshEmitter3'
Begin Object Class=SpriteEmitter Name=SpriteEmitter8 UseCollision=True FadeOut=True FadeIn=True RespawnDeadParticles=False UniformSize=True AutomaticInitialSpawning=False UseRandomSubdivision=True Acceleration=(Z=-1000.000000) ExtentMultiplier=(X=0.000000,Y=0.000000,Z=0.000000) DampingFactorRange=(X=(Min=0.250000,Max=0.250000),Y=(Min=0.250000,Max=0.250000),Z=(Min=0.250000,Max=0.250000)) ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) FadeOutStartTime=0.500000 MaxParticles=55 DetailMode=DM_SuperHigh UseRotationFrom=PTRS_Actor StartSizeRange=(X=(Min=0.700000,Max=1.700000)) InitialParticlesPerSecond=10000.000000 DrawStyle=PTDS_AlphaBlend Texture=Texture'Effects_Tex.BulletHits.snowchunksfinal' TextureUSubdivisions=2 TextureVSubdivisions=2 LifetimeRange=(Min=1.400000,Max=1.400000) StartVelocityRange=(X=(Min=-200.000000,Max=200.000000),Y=(Min=-200.000000,Max=200.000000),Z=(Min=-300.000000,Max=350.000000)) End Object Emitters(3)=SpriteEmitter'NicePack.NiceIceChunkEmitter.SpriteEmitter8'
Begin Object Class=SpriteEmitter Name=SpriteEmitter9 ProjectionNormal=(Y=1.000000,Z=0.000000) FadeOut=True FadeIn=True RespawnDeadParticles=False SpinParticles=True UseSizeScale=True UseRegularSizeScale=False UniformSize=True AutomaticInitialSpawning=False Acceleration=(Z=-1000.000000) ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) Opacity=0.500000 FadeOutStartTime=0.442500 FadeInEndTime=0.007500 MaxParticles=25 DetailMode=DM_High UseRotationFrom=PTRS_Actor SpinCCWorCW=(X=0.000000) SpinsPerSecondRange=(X=(Max=0.300000)) StartSpinRange=(X=(Min=-0.300000,Max=0.300000)) SizeScale(0)=(RelativeSize=0.400000) SizeScale(1)=(RelativeTime=0.500000,RelativeSize=0.700000) SizeScale(2)=(RelativeTime=1.000000,RelativeSize=1.300000) StartSizeRange=(X=(Min=20.000000,Max=40.000000),Y=(Min=20.000000,Max=40.000000),Z=(Min=20.000000,Max=40.000000)) InitialParticlesPerSecond=10000.000000 DrawStyle=PTDS_AlphaBlend Texture=Texture'Effects_Tex.BulletHits.watersplatter2' TextureUSubdivisions=2 TextureVSubdivisions=2 LifetimeRange=(Min=0.750000,Max=0.750000) StartVelocityRange=(X=(Min=-150.000000,Max=150.000000),Y=(Min=-150.000000,Max=150.000000),Z=(Min=-25.000000,Max=300.000000)) End Object Emitters(4)=SpriteEmitter'NicePack.NiceIceChunkEmitter.SpriteEmitter9'
Begin Object Class=SpriteEmitter Name=SpriteEmitter10 ProjectionNormal=(Y=1.000000,Z=0.000000) FadeOut=True RespawnDeadParticles=False SpinParticles=True UseSizeScale=True UseRegularSizeScale=False UniformSize=True Acceleration=(Z=-15.000000) ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) Opacity=0.250000 FadeOutStartTime=0.175000 MaxParticles=5 StartLocationRange=(X=(Min=10.000000,Max=10.000000)) AddLocationFromOtherEmitter=0 UseRotationFrom=PTRS_Actor SpinCCWorCW=(X=0.000000) SpinsPerSecondRange=(X=(Max=0.200000)) StartSpinRange=(X=(Min=-0.300000,Max=0.300000)) SizeScale(0)=(RelativeSize=0.400000) SizeScale(1)=(RelativeTime=0.560000,RelativeSize=1.000000) StartSizeRange=(X=(Min=6.000000,Max=60.000000),Y=(Min=6.000000,Max=60.000000),Z=(Min=6.000000,Max=60.000000)) InitialParticlesPerSecond=1.000000 DrawStyle=PTDS_AlphaBlend Texture=Texture'kf_fx_trip_t.Misc.smoke_animated' TextureUSubdivisions=8 TextureVSubdivisions=8 LifetimeRange=(Min=0.350000,Max=0.350000) End Object Emitters(5)=SpriteEmitter'NicePack.NiceIceChunkEmitter.SpriteEmitter10'
Begin Object Class=SpriteEmitter Name=SpriteEmitter11 ProjectionNormal=(Y=1.000000,Z=0.000000) FadeOut=True RespawnDeadParticles=False SpinParticles=True UseSizeScale=True UseRegularSizeScale=False UniformSize=True Acceleration=(Z=-15.000000) ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) Opacity=0.250000 FadeOutStartTime=0.175000 MaxParticles=8 StartLocationRange=(X=(Min=10.000000,Max=10.000000)) AddLocationFromOtherEmitter=1 UseRotationFrom=PTRS_Actor SpinCCWorCW=(X=0.000000) SpinsPerSecondRange=(X=(Max=0.200000)) StartSpinRange=(X=(Min=-0.300000,Max=0.300000)) SizeScale(0)=(RelativeSize=0.400000) SizeScale(1)=(RelativeTime=0.560000,RelativeSize=1.000000) StartSizeRange=(X=(Min=6.000000,Max=60.000000),Y=(Min=6.000000,Max=60.000000),Z=(Min=6.000000,Max=60.000000)) InitialParticlesPerSecond=1.000000 DrawStyle=PTDS_AlphaBlend Texture=Texture'kf_fx_trip_t.Misc.smoke_animated' TextureUSubdivisions=8 TextureVSubdivisions=8 LifetimeRange=(Min=0.350000,Max=0.350000) End Object Emitters(6)=SpriteEmitter'NicePack.NiceIceChunkEmitter.SpriteEmitter11'
Begin Object Class=SpriteEmitter Name=SpriteEmitter12 ProjectionNormal=(Y=1.000000,Z=0.000000) FadeOut=True RespawnDeadParticles=False SpinParticles=True UseSizeScale=True UseRegularSizeScale=False UniformSize=True Acceleration=(Z=-15.000000) ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) Opacity=0.250000 FadeOutStartTime=0.175000 MaxParticles=12 DetailMode=DM_High StartLocationRange=(X=(Min=10.000000,Max=10.000000)) AddLocationFromOtherEmitter=2 UseRotationFrom=PTRS_Actor SpinCCWorCW=(X=0.000000) SpinsPerSecondRange=(X=(Max=0.200000)) StartSpinRange=(X=(Min=-0.300000,Max=0.300000)) SizeScale(0)=(RelativeSize=0.400000) SizeScale(1)=(RelativeTime=0.560000,RelativeSize=1.000000) StartSizeRange=(X=(Min=6.000000,Max=60.000000),Y=(Min=6.000000,Max=60.000000),Z=(Min=6.000000,Max=60.000000)) InitialParticlesPerSecond=1.000000 DrawStyle=PTDS_AlphaBlend Texture=Texture'kf_fx_trip_t.Misc.smoke_animated' TextureUSubdivisions=8 TextureVSubdivisions=8 LifetimeRange=(Min=0.350000,Max=0.350000) End Object Emitters(7)=SpriteEmitter'NicePack.NiceIceChunkEmitter.SpriteEmitter12'
Begin Object Class=SpriteEmitter Name=SpriteEmitter13 ProjectionNormal=(Y=1.000000,Z=0.000000) FadeOut=True FadeIn=True RespawnDeadParticles=False SpinParticles=True UseSizeScale=True UseRegularSizeScale=False UniformSize=True AutomaticInitialSpawning=False Acceleration=(Z=-1000.000000) ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) Opacity=0.250000 FadeOutStartTime=0.442500 FadeInEndTime=0.007500 MaxParticles=12 StartLocationRange=(X=(Min=20.000000,Max=20.000000)) UseRotationFrom=PTRS_Actor SpinCCWorCW=(X=0.000000) SpinsPerSecondRange=(X=(Max=0.300000)) StartSpinRange=(X=(Min=-0.300000,Max=0.300000)) SizeScale(0)=(RelativeSize=0.400000) SizeScale(1)=(RelativeTime=0.500000,RelativeSize=0.900000) SizeScale(2)=(RelativeTime=1.000000,RelativeSize=1.300000) StartSizeRange=(X=(Min=25.000000,Max=45.000000),Y=(Min=25.000000,Max=45.000000),Z=(Min=25.000000,Max=45.000000)) InitialParticlesPerSecond=10000.000000 DrawStyle=PTDS_AlphaBlend Texture=Texture'Effects_Tex.BulletHits.watersplashcloud' TextureUSubdivisions=1 TextureVSubdivisions=1 LifetimeRange=(Min=0.750000,Max=0.750000) StartVelocityRange=(X=(Min=-150.000000,Max=150.000000),Y=(Min=-150.000000,Max=150.000000),Z=(Min=-5.000000,Max=150.000000)) End Object Emitters(8)=SpriteEmitter'NicePack.NiceIceChunkEmitter.SpriteEmitter13'
Begin Object Class=SpriteEmitter Name=SpriteEmitter14 ProjectionNormal=(Y=1.000000,Z=0.000000) FadeOut=True RespawnDeadParticles=False SpinParticles=True UseSizeScale=True UseRegularSizeScale=False UniformSize=True AutomaticInitialSpawning=False Acceleration=(Z=-22.000000) DampingFactorRange=(X=(Min=0.250000,Max=0.250000),Y=(Min=0.250000,Max=0.250000),Z=(Min=0.250000,Max=0.250000)) ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) Opacity=0.500000 FadeOutStartTime=2.720000 MaxParticles=25 DetailMode=DM_High StartLocationRange=(X=(Min=-10.000000,Max=10.000000),Y=(Min=-10.000000,Max=10.000000),Z=(Min=-10.000000,Max=10.000000)) UseRotationFrom=PTRS_Actor SpinCCWorCW=(X=0.000000) SpinsPerSecondRange=(X=(Max=0.150000)) StartSpinRange=(X=(Min=-1.000000,Max=1.000000)) SizeScale(0)=(RelativeSize=2.200000) SizeScale(1)=(RelativeTime=0.500000,RelativeSize=3.200000) SizeScale(2)=(RelativeTime=1.000000,RelativeSize=4.000000) StartSizeRange=(X=(Min=1.000000,Max=20.000000),Y=(Min=1.000000,Max=20.000000),Z=(Min=1.000000,Max=20.000000)) InitialParticlesPerSecond=10000.000000 DrawStyle=PTDS_AlphaBlend Texture=Texture'Effects_Tex.explosions.DSmoke_2' TextureUSubdivisions=1 TextureVSubdivisions=1 StartVelocityRange=(X=(Min=-350.000000,Max=350.000000),Y=(Min=-350.000000,Max=350.000000),Z=(Min=-5.000000,Max=50.000000)) VelocityLossRange=(X=(Min=3.000000,Max=3.000000),Y=(Min=3.000000,Max=3.000000)) End Object Emitters(9)=SpriteEmitter'NicePack.NiceIceChunkEmitter.SpriteEmitter14'
Begin Object Class=SpriteEmitter Name=SpriteEmitter15 UseCollision=True UseColorScale=True FadeOut=True FadeIn=True RespawnDeadParticles=False UniformSize=True AutomaticInitialSpawning=False UseRandomSubdivision=True Acceleration=(Z=-1000.000000) ExtentMultiplier=(X=0.000000,Y=0.000000,Z=0.000000) DampingFactorRange=(X=(Min=0.250000,Max=0.250000),Y=(Min=0.250000,Max=0.250000),Z=(Min=0.250000,Max=0.250000)) ColorScale(0)=(Color=(B=174,G=174,R=205,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=174,G=174,R=205,A=255)) FadeOutStartTime=0.500000 MaxParticles=15 UseRotationFrom=PTRS_Actor StartSizeRange=(X=(Min=0.700000,Max=1.700000)) InitialParticlesPerSecond=10000.000000 DrawStyle=PTDS_AlphaBlend Texture=Texture'Effects_Tex.BulletHits.snowchunksfinal' TextureUSubdivisions=2 TextureVSubdivisions=2 LifetimeRange=(Min=1.400000,Max=1.400000) StartVelocityRange=(X=(Min=-200.000000,Max=200.000000),Y=(Min=-200.000000,Max=200.000000),Z=(Min=-300.000000,Max=350.000000)) End Object Emitters(10)=SpriteEmitter'NicePack.NiceIceChunkEmitter.SpriteEmitter15'
AutoDestroy=True bNoDelete=False bNetTemporary=True RemoteRole=ROLE_SimulatedProxy LifeSpan=5.000000 TransientSoundVolume=150.000000 TransientSoundRadius=80.000000
}
class NiceIceChunkEmitter extends Emitter;
var() array<Sound> ImpactSounds;
simulated function PostBeginPlay(){
if(ImpactSounds.Length > 0)
PlaySound(ImpactSounds[Rand(ImpactSounds.Length)]);
}
// NICETODO: change linksfrom HTeac_A to NicePackSM (and change that file)
defaultproperties
{
ImpactSounds(0)=Sound'KFWeaponSound.bullethitglass'
ImpactSounds(1)=Sound'KFWeaponSound.bullethitglass2'
Begin Object Class=MeshEmitter Name=MeshEmitter0
StaticMesh=StaticMesh'HTec_A.IceChunk1'
UseCollision=True
RespawnDeadParticles=False
SpinParticles=True
DampRotation=True
UniformSize=True
AutomaticInitialSpawning=False
Acceleration=(Z=-1000.000000)
DampingFactorRange=(X=(Min=0.200000,Max=0.200000),Y=(Min=0.200000,Max=0.200000),Z=(Min=0.200000,Max=0.200000))
ColorScale(0)=(Color=(B=255,G=255,R=255,A=255))
ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255))
MaxParticles=5
SpinsPerSecondRange=(X=(Max=1.000000),Y=(Max=1.000000),Z=(Max=1.000000))
StartSpinRange=(X=(Min=-1.000000,Max=1.000000),Y=(Min=-1.000000,Max=1.000000),Z=(Min=-1.000000,Max=1.000000))
RotationDampingFactorRange=(X=(Min=0.200000,Max=0.200000),Y=(Min=0.200000,Max=0.200000),Z=(Min=0.200000,Max=0.200000))
StartSizeRange=(X=(Min=5.000000,Max=8.000000),Y=(Min=5.000000,Max=8.000000),Z=(Min=5.000000,Max=8.000000))
InitialParticlesPerSecond=10000.000000
StartVelocityRange=(X=(Min=-75.000000,Max=75.000000),Y=(Min=-75.000000,Max=75.000000),Z=(Min=-100.000000,Max=300.000000))
End Object
Emitters(0)=MeshEmitter'NicePack.NiceIceChunkEmitter.MeshEmitter0'
Begin Object Class=MeshEmitter Name=MeshEmitter2
StaticMesh=StaticMesh'HTec_A.IceChunk2'
UseCollision=True
RespawnDeadParticles=False
SpinParticles=True
DampRotation=True
UniformSize=True
AutomaticInitialSpawning=False
Acceleration=(Z=-1000.000000)
DampingFactorRange=(X=(Min=0.200000,Max=0.200000),Y=(Min=0.200000,Max=0.200000),Z=(Min=0.200000,Max=0.200000))
ColorScale(0)=(Color=(B=255,G=255,R=255,A=255))
ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255))
MaxParticles=8
DetailMode=DM_High
SpinsPerSecondRange=(X=(Max=1.000000),Y=(Max=1.000000),Z=(Max=1.000000))
StartSpinRange=(X=(Min=-1.000000,Max=1.000000),Y=(Min=-1.000000,Max=1.000000),Z=(Min=-1.000000,Max=1.000000))
RotationDampingFactorRange=(X=(Min=0.200000,Max=0.200000),Y=(Min=0.200000,Max=0.200000),Z=(Min=0.200000,Max=0.200000))
StartSizeRange=(X=(Min=3.000000,Max=6.000000),Y=(Min=3.000000,Max=6.000000),Z=(Min=3.000000,Max=6.000000))
InitialParticlesPerSecond=10000.000000
StartVelocityRange=(X=(Min=-150.000000,Max=150.000000),Y=(Min=-150.000000,Max=150.000000),Z=(Min=-100.000000,Max=500.000000))
End Object
Emitters(1)=MeshEmitter'NicePack.NiceIceChunkEmitter.MeshEmitter2'
Begin Object Class=MeshEmitter Name=MeshEmitter3
StaticMesh=StaticMesh'HTec_A.IceChunk3'
UseCollision=True
RespawnDeadParticles=False
SpinParticles=True
DampRotation=True
UniformSize=True
AutomaticInitialSpawning=False
Acceleration=(Z=-1000.000000)
DampingFactorRange=(X=(Min=0.200000,Max=0.200000),Y=(Min=0.200000,Max=0.200000),Z=(Min=0.200000,Max=0.200000))
ColorScale(0)=(Color=(B=255,G=255,R=255,A=255))
ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255))
MaxParticles=12
DetailMode=DM_High
SpinsPerSecondRange=(X=(Max=1.000000),Y=(Max=1.000000),Z=(Max=1.000000))
StartSpinRange=(X=(Min=-1.000000,Max=1.000000),Y=(Min=-1.000000,Max=1.000000),Z=(Min=-1.000000,Max=1.000000))
RotationDampingFactorRange=(X=(Min=0.200000,Max=0.200000),Y=(Min=0.200000,Max=0.200000),Z=(Min=0.200000,Max=0.200000))
StartSizeRange=(X=(Min=2.000000,Max=5.000000),Y=(Min=2.000000,Max=5.000000),Z=(Min=2.000000,Max=5.000000))
InitialParticlesPerSecond=10000.000000
StartVelocityRange=(X=(Min=-200.000000,Max=200.000000),Y=(Min=-200.000000,Max=200.000000),Z=(Min=-100.000000,Max=500.000000))
End Object
Emitters(2)=MeshEmitter'NicePack.NiceIceChunkEmitter.MeshEmitter3'
Begin Object Class=SpriteEmitter Name=SpriteEmitter8
UseCollision=True
FadeOut=True
FadeIn=True
RespawnDeadParticles=False
UniformSize=True
AutomaticInitialSpawning=False
UseRandomSubdivision=True
Acceleration=(Z=-1000.000000)
ExtentMultiplier=(X=0.000000,Y=0.000000,Z=0.000000)
DampingFactorRange=(X=(Min=0.250000,Max=0.250000),Y=(Min=0.250000,Max=0.250000),Z=(Min=0.250000,Max=0.250000))
ColorScale(0)=(Color=(B=255,G=255,R=255,A=255))
ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255))
FadeOutStartTime=0.500000
MaxParticles=55
DetailMode=DM_SuperHigh
UseRotationFrom=PTRS_Actor
StartSizeRange=(X=(Min=0.700000,Max=1.700000))
InitialParticlesPerSecond=10000.000000
DrawStyle=PTDS_AlphaBlend
Texture=Texture'Effects_Tex.BulletHits.snowchunksfinal'
TextureUSubdivisions=2
TextureVSubdivisions=2
LifetimeRange=(Min=1.400000,Max=1.400000)
StartVelocityRange=(X=(Min=-200.000000,Max=200.000000),Y=(Min=-200.000000,Max=200.000000),Z=(Min=-300.000000,Max=350.000000))
End Object
Emitters(3)=SpriteEmitter'NicePack.NiceIceChunkEmitter.SpriteEmitter8'
Begin Object Class=SpriteEmitter Name=SpriteEmitter9
ProjectionNormal=(Y=1.000000,Z=0.000000)
FadeOut=True
FadeIn=True
RespawnDeadParticles=False
SpinParticles=True
UseSizeScale=True
UseRegularSizeScale=False
UniformSize=True
AutomaticInitialSpawning=False
Acceleration=(Z=-1000.000000)
ColorScale(0)=(Color=(B=255,G=255,R=255,A=255))
ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255))
Opacity=0.500000
FadeOutStartTime=0.442500
FadeInEndTime=0.007500
MaxParticles=25
DetailMode=DM_High
UseRotationFrom=PTRS_Actor
SpinCCWorCW=(X=0.000000)
SpinsPerSecondRange=(X=(Max=0.300000))
StartSpinRange=(X=(Min=-0.300000,Max=0.300000))
SizeScale(0)=(RelativeSize=0.400000)
SizeScale(1)=(RelativeTime=0.500000,RelativeSize=0.700000)
SizeScale(2)=(RelativeTime=1.000000,RelativeSize=1.300000)
StartSizeRange=(X=(Min=20.000000,Max=40.000000),Y=(Min=20.000000,Max=40.000000),Z=(Min=20.000000,Max=40.000000))
InitialParticlesPerSecond=10000.000000
DrawStyle=PTDS_AlphaBlend
Texture=Texture'Effects_Tex.BulletHits.watersplatter2'
TextureUSubdivisions=2
TextureVSubdivisions=2
LifetimeRange=(Min=0.750000,Max=0.750000)
StartVelocityRange=(X=(Min=-150.000000,Max=150.000000),Y=(Min=-150.000000,Max=150.000000),Z=(Min=-25.000000,Max=300.000000))
End Object
Emitters(4)=SpriteEmitter'NicePack.NiceIceChunkEmitter.SpriteEmitter9'
Begin Object Class=SpriteEmitter Name=SpriteEmitter10
ProjectionNormal=(Y=1.000000,Z=0.000000)
FadeOut=True
RespawnDeadParticles=False
SpinParticles=True
UseSizeScale=True
UseRegularSizeScale=False
UniformSize=True
Acceleration=(Z=-15.000000)
ColorScale(0)=(Color=(B=255,G=255,R=255,A=255))
ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255))
Opacity=0.250000
FadeOutStartTime=0.175000
MaxParticles=5
StartLocationRange=(X=(Min=10.000000,Max=10.000000))
AddLocationFromOtherEmitter=0
UseRotationFrom=PTRS_Actor
SpinCCWorCW=(X=0.000000)
SpinsPerSecondRange=(X=(Max=0.200000))
StartSpinRange=(X=(Min=-0.300000,Max=0.300000))
SizeScale(0)=(RelativeSize=0.400000)
SizeScale(1)=(RelativeTime=0.560000,RelativeSize=1.000000)
StartSizeRange=(X=(Min=6.000000,Max=60.000000),Y=(Min=6.000000,Max=60.000000),Z=(Min=6.000000,Max=60.000000))
InitialParticlesPerSecond=1.000000
DrawStyle=PTDS_AlphaBlend
Texture=Texture'kf_fx_trip_t.Misc.smoke_animated'
TextureUSubdivisions=8
TextureVSubdivisions=8
LifetimeRange=(Min=0.350000,Max=0.350000)
End Object
Emitters(5)=SpriteEmitter'NicePack.NiceIceChunkEmitter.SpriteEmitter10'
Begin Object Class=SpriteEmitter Name=SpriteEmitter11
ProjectionNormal=(Y=1.000000,Z=0.000000)
FadeOut=True
RespawnDeadParticles=False
SpinParticles=True
UseSizeScale=True
UseRegularSizeScale=False
UniformSize=True
Acceleration=(Z=-15.000000)
ColorScale(0)=(Color=(B=255,G=255,R=255,A=255))
ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255))
Opacity=0.250000
FadeOutStartTime=0.175000
MaxParticles=8
StartLocationRange=(X=(Min=10.000000,Max=10.000000))
AddLocationFromOtherEmitter=1
UseRotationFrom=PTRS_Actor
SpinCCWorCW=(X=0.000000)
SpinsPerSecondRange=(X=(Max=0.200000))
StartSpinRange=(X=(Min=-0.300000,Max=0.300000))
SizeScale(0)=(RelativeSize=0.400000)
SizeScale(1)=(RelativeTime=0.560000,RelativeSize=1.000000)
StartSizeRange=(X=(Min=6.000000,Max=60.000000),Y=(Min=6.000000,Max=60.000000),Z=(Min=6.000000,Max=60.000000))
InitialParticlesPerSecond=1.000000
DrawStyle=PTDS_AlphaBlend
Texture=Texture'kf_fx_trip_t.Misc.smoke_animated'
TextureUSubdivisions=8
TextureVSubdivisions=8
LifetimeRange=(Min=0.350000,Max=0.350000)
End Object
Emitters(6)=SpriteEmitter'NicePack.NiceIceChunkEmitter.SpriteEmitter11'
Begin Object Class=SpriteEmitter Name=SpriteEmitter12
ProjectionNormal=(Y=1.000000,Z=0.000000)
FadeOut=True
RespawnDeadParticles=False
SpinParticles=True
UseSizeScale=True
UseRegularSizeScale=False
UniformSize=True
Acceleration=(Z=-15.000000)
ColorScale(0)=(Color=(B=255,G=255,R=255,A=255))
ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255))
Opacity=0.250000
FadeOutStartTime=0.175000
MaxParticles=12
DetailMode=DM_High
StartLocationRange=(X=(Min=10.000000,Max=10.000000))
AddLocationFromOtherEmitter=2
UseRotationFrom=PTRS_Actor
SpinCCWorCW=(X=0.000000)
SpinsPerSecondRange=(X=(Max=0.200000))
StartSpinRange=(X=(Min=-0.300000,Max=0.300000))
SizeScale(0)=(RelativeSize=0.400000)
SizeScale(1)=(RelativeTime=0.560000,RelativeSize=1.000000)
StartSizeRange=(X=(Min=6.000000,Max=60.000000),Y=(Min=6.000000,Max=60.000000),Z=(Min=6.000000,Max=60.000000))
InitialParticlesPerSecond=1.000000
DrawStyle=PTDS_AlphaBlend
Texture=Texture'kf_fx_trip_t.Misc.smoke_animated'
TextureUSubdivisions=8
TextureVSubdivisions=8
LifetimeRange=(Min=0.350000,Max=0.350000)
End Object
Emitters(7)=SpriteEmitter'NicePack.NiceIceChunkEmitter.SpriteEmitter12'
Begin Object Class=SpriteEmitter Name=SpriteEmitter13
ProjectionNormal=(Y=1.000000,Z=0.000000)
FadeOut=True
FadeIn=True
RespawnDeadParticles=False
SpinParticles=True
UseSizeScale=True
UseRegularSizeScale=False
UniformSize=True
AutomaticInitialSpawning=False
Acceleration=(Z=-1000.000000)
ColorScale(0)=(Color=(B=255,G=255,R=255,A=255))
ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255))
Opacity=0.250000
FadeOutStartTime=0.442500
FadeInEndTime=0.007500
MaxParticles=12
StartLocationRange=(X=(Min=20.000000,Max=20.000000))
UseRotationFrom=PTRS_Actor
SpinCCWorCW=(X=0.000000)
SpinsPerSecondRange=(X=(Max=0.300000))
StartSpinRange=(X=(Min=-0.300000,Max=0.300000))
SizeScale(0)=(RelativeSize=0.400000)
SizeScale(1)=(RelativeTime=0.500000,RelativeSize=0.900000)
SizeScale(2)=(RelativeTime=1.000000,RelativeSize=1.300000)
StartSizeRange=(X=(Min=25.000000,Max=45.000000),Y=(Min=25.000000,Max=45.000000),Z=(Min=25.000000,Max=45.000000))
InitialParticlesPerSecond=10000.000000
DrawStyle=PTDS_AlphaBlend
Texture=Texture'Effects_Tex.BulletHits.watersplashcloud'
TextureUSubdivisions=1
TextureVSubdivisions=1
LifetimeRange=(Min=0.750000,Max=0.750000)
StartVelocityRange=(X=(Min=-150.000000,Max=150.000000),Y=(Min=-150.000000,Max=150.000000),Z=(Min=-5.000000,Max=150.000000))
End Object
Emitters(8)=SpriteEmitter'NicePack.NiceIceChunkEmitter.SpriteEmitter13'
Begin Object Class=SpriteEmitter Name=SpriteEmitter14
ProjectionNormal=(Y=1.000000,Z=0.000000)
FadeOut=True
RespawnDeadParticles=False
SpinParticles=True
UseSizeScale=True
UseRegularSizeScale=False
UniformSize=True
AutomaticInitialSpawning=False
Acceleration=(Z=-22.000000)
DampingFactorRange=(X=(Min=0.250000,Max=0.250000),Y=(Min=0.250000,Max=0.250000),Z=(Min=0.250000,Max=0.250000))
ColorScale(0)=(Color=(B=255,G=255,R=255,A=255))
ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255))
Opacity=0.500000
FadeOutStartTime=2.720000
MaxParticles=25
DetailMode=DM_High
StartLocationRange=(X=(Min=-10.000000,Max=10.000000),Y=(Min=-10.000000,Max=10.000000),Z=(Min=-10.000000,Max=10.000000))
UseRotationFrom=PTRS_Actor
SpinCCWorCW=(X=0.000000)
SpinsPerSecondRange=(X=(Max=0.150000))
StartSpinRange=(X=(Min=-1.000000,Max=1.000000))
SizeScale(0)=(RelativeSize=2.200000)
SizeScale(1)=(RelativeTime=0.500000,RelativeSize=3.200000)
SizeScale(2)=(RelativeTime=1.000000,RelativeSize=4.000000)
StartSizeRange=(X=(Min=1.000000,Max=20.000000),Y=(Min=1.000000,Max=20.000000),Z=(Min=1.000000,Max=20.000000))
InitialParticlesPerSecond=10000.000000
DrawStyle=PTDS_AlphaBlend
Texture=Texture'Effects_Tex.explosions.DSmoke_2'
TextureUSubdivisions=1
TextureVSubdivisions=1
StartVelocityRange=(X=(Min=-350.000000,Max=350.000000),Y=(Min=-350.000000,Max=350.000000),Z=(Min=-5.000000,Max=50.000000))
VelocityLossRange=(X=(Min=3.000000,Max=3.000000),Y=(Min=3.000000,Max=3.000000))
End Object
Emitters(9)=SpriteEmitter'NicePack.NiceIceChunkEmitter.SpriteEmitter14'
Begin Object Class=SpriteEmitter Name=SpriteEmitter15
UseCollision=True
UseColorScale=True
FadeOut=True
FadeIn=True
RespawnDeadParticles=False
UniformSize=True
AutomaticInitialSpawning=False
UseRandomSubdivision=True
Acceleration=(Z=-1000.000000)
ExtentMultiplier=(X=0.000000,Y=0.000000,Z=0.000000)
DampingFactorRange=(X=(Min=0.250000,Max=0.250000),Y=(Min=0.250000,Max=0.250000),Z=(Min=0.250000,Max=0.250000))
ColorScale(0)=(Color=(B=174,G=174,R=205,A=255))
ColorScale(1)=(RelativeTime=1.000000,Color=(B=174,G=174,R=205,A=255))
FadeOutStartTime=0.500000
MaxParticles=15
UseRotationFrom=PTRS_Actor
StartSizeRange=(X=(Min=0.700000,Max=1.700000))
InitialParticlesPerSecond=10000.000000
DrawStyle=PTDS_AlphaBlend
Texture=Texture'Effects_Tex.BulletHits.snowchunksfinal'
TextureUSubdivisions=2
TextureVSubdivisions=2
LifetimeRange=(Min=1.400000,Max=1.400000)
StartVelocityRange=(X=(Min=-200.000000,Max=200.000000),Y=(Min=-200.000000,Max=200.000000),Z=(Min=-300.000000,Max=350.000000))
End Object
Emitters(10)=SpriteEmitter'NicePack.NiceIceChunkEmitter.SpriteEmitter15'
AutoDestroy=True
bNoDelete=False
bNetTemporary=True
RemoteRole=ROLE_SimulatedProxy
LifeSpan=5.000000
TransientSoundVolume=150.000000
TransientSoundRadius=80.000000
}

View File

@ -1,10 +1,15 @@
// ScrN copy
class NiceNitroDecal extends ProjectedDecal;
#exec OBJ LOAD FILE=HTec_A.ukx
simulated function BeginPlay(){
if(!level.bDropDetail && FRand() < 0.4) projTexture = Texture'HTec_A.Nitro.NitroSplat';
super.BeginPlay();
}
defaultproperties
{ bClipStaticMesh=True CullDistance=7000.000000 LifeSpan=5.000000 DrawScale=0.500000
}
// ScrN copy
class NiceNitroDecal extends ProjectedDecal;
#exec OBJ LOAD FILE=HTec_A.ukx
simulated function BeginPlay(){
if(!level.bDropDetail && FRand() < 0.4)
projTexture = Texture'HTec_A.Nitro.NitroSplat';
super.BeginPlay();
}
defaultproperties
{
bClipStaticMesh=True
CullDistance=7000.000000
LifeSpan=5.000000
DrawScale=0.500000
}

View File

@ -1,6 +1,37 @@
// ScrN copy
class NiceNitroGroundEffect extends NiceFreezeParticlesDirectional;
defaultproperties
{ Begin Object Class=SpriteEmitter Name=SpriteEmitter0 FadeOut=True FadeIn=True RespawnDeadParticles=False SpinParticles=True UseSizeScale=True UseRegularSizeScale=False UniformSize=True AutomaticInitialSpawning=False ExtentMultiplier=(X=0.000000,Y=0.000000) ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) Opacity=0.470000 FadeOutStartTime=0.940000 FadeInEndTime=0.300000 MaxParticles=50 StartLocationShape=PTLS_Polar SpinsPerSecondRange=(X=(Max=0.035000)) StartSpinRange=(X=(Min=-0.200000,Max=0.300000)) SizeScale(0)=(RelativeTime=0.500000,RelativeSize=0.900000) SizeScale(1)=(RelativeTime=1.000000,RelativeSize=0.500000) StartSizeRange=(X=(Min=15.000000,Max=35.000000),Y=(Min=15.000000,Max=35.000000),Z=(Min=15.000000,Max=35.000000)) InitialParticlesPerSecond=60.000000 DrawStyle=PTDS_AlphaBlend Texture=Texture'Effects_Tex.explosions.DSmoke_2' LifetimeRange=(Min=2.000000,Max=2.000000) StartVelocityRange=(X=(Min=-85.000000,Max=85.000000),Y=(Min=-85.000000,Max=85.000000)) StartVelocityRadialRange=(Min=-40.000000,Max=40.000000) End Object Emitters(0)=SpriteEmitter'NicePack.NiceNitroGroundEffect.SpriteEmitter0'
LifeSpan=5.000000
}
// ScrN copy
class NiceNitroGroundEffect extends NiceFreezeParticlesDirectional;
defaultproperties
{
Begin Object Class=SpriteEmitter Name=SpriteEmitter0
FadeOut=True
FadeIn=True
RespawnDeadParticles=False
SpinParticles=True
UseSizeScale=True
UseRegularSizeScale=False
UniformSize=True
AutomaticInitialSpawning=False
ExtentMultiplier=(X=0.000000,Y=0.000000)
ColorScale(0)=(Color=(B=255,G=255,R=255,A=255))
ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255))
Opacity=0.470000
FadeOutStartTime=0.940000
FadeInEndTime=0.300000
MaxParticles=50
StartLocationShape=PTLS_Polar
SpinsPerSecondRange=(X=(Max=0.035000))
StartSpinRange=(X=(Min=-0.200000,Max=0.300000))
SizeScale(0)=(RelativeTime=0.500000,RelativeSize=0.900000)
SizeScale(1)=(RelativeTime=1.000000,RelativeSize=0.500000)
StartSizeRange=(X=(Min=15.000000,Max=35.000000),Y=(Min=15.000000,Max=35.000000),Z=(Min=15.000000,Max=35.000000))
InitialParticlesPerSecond=60.000000
DrawStyle=PTDS_AlphaBlend
Texture=Texture'Effects_Tex.explosions.DSmoke_2'
LifetimeRange=(Min=2.000000,Max=2.000000)
StartVelocityRange=(X=(Min=-85.000000,Max=85.000000),Y=(Min=-85.000000,Max=85.000000))
StartVelocityRadialRange=(Min=-40.000000,Max=40.000000)
End Object
Emitters(0)=SpriteEmitter'NicePack.NiceNitroGroundEffect.SpriteEmitter0'
LifeSpan=5.000000
}

View File

@ -1,190 +1,376 @@
class NiceGUIBuyMenu extends UT2k4MainPage;
//The "Header"
var automated GUIImage HeaderBG_Left;
var automated GUIImage HeaderBG_Center;
var automated GUIImage HeaderBG_Right;
var automated GUILabel CurrentPerkLabel;
var automated GUILabel TimeLeftLabel;
var automated GUILabel WaveLabel;
var automated GUILabel HeaderBG_Left_Label;
var automated KFQuickPerkSelect QuickPerkSelect;
var automated KFBuyMenuFilter BuyMenuFilter;
var automated GUIButton StoreTabButton;
var automated GUIButton PerkTabButton;
//The "Footer"
var automated GUIImage WeightBG;
var automated GUIImage WeightIcon;
var automated GUIImage WeightIconBG;
var automated KFWeightBar WeightBar;
//const BUYLIST_CATS =7;
var() editconst noexport float SavedPitch;
var color RedColor;
var color GreenGreyColor;
var() UT2K4TabPanel ActivePanel;
var localized string CurrentPerk;
var localized string NoActivePerk;
var localized string TraderClose;
var localized string WaveString;
var localized string LvAbbrString;
function InitComponent(GUIController MyC, GUIComponent MyO)
{
local int i;
super.InitComponent(MyC, MyO);
c_Tabs.BackgroundImage = none;
c_Tabs.BackgroundStyle = none;
InitTabs();
for ( i = 0; i < c_Tabs.TabStack.Length; i++ )
{
c_Tabs.TabStack[i].bVisible = false;
}
UpdateWeightBar();
}
function InitTabs()
{
local int i;
for ( i = 0; i < PanelCaption.Length && i < PanelClass.Length && i < PanelHint.Length; i++ )
{
c_Tabs.AddTab(PanelCaption[i], PanelClass[i],, PanelHint[i]);
}
}
function UpdateWeightBar()
{
if ( KFHumanPawn(PlayerOwner().Pawn) != none )
{
WeightBar.MaxBoxes = KFHumanPawn(PlayerOwner().Pawn).MaxCarryWeight;
WeightBar.CurBoxes = KFHumanPawn(PlayerOwner().Pawn).CurrentWeight;
}
}
event Opened(GUIComponent Sender)
{
local rotator PlayerRot;
super.Opened(Sender);
c_Tabs.ActivateTabByName(PanelCaption[0], true);
// Tell the controller that he is on a shopping spree
if ( KFPlayerController(PlayerOwner()) != none )
{ KFPlayerController(PlayerOwner()).bShopping = true;
}
if ( KFWeapon(KFHumanPawn(PlayerOwner().Pawn).Weapon).bAimingRifle )
{
KFWeapon(KFHumanPawn(PlayerOwner().Pawn).Weapon).IronSightZoomOut();
}
// Set camera's pitch to zero when menu initialised (otherwise spinny weap goes kooky)
PlayerRot = PlayerOwner().Rotation;
SavedPitch = PlayerRot.Pitch;
PlayerRot.Yaw = PlayerRot.Yaw % 65536;
PlayerRot.Pitch = 0;
PlayerRot.Roll = 0;
PlayerOwner().SetRotation(PlayerRot);
SetTimer(0.05f, true);
}
function Timer()
{
UpdateHeader();
UpdateWeightBar();
}
function InternalOnClose(optional bool bCanceled)
{
local rotator NewRot;
// Reset player
NewRot = PlayerOwner().Rotation;
NewRot.Pitch = SavedPitch;
PlayerOwner().SetRotation(NewRot);
Super.OnClose(bCanceled);
}
function UpdateHeader()
{
local int TimeLeftMin, TimeLeftSec;
local string TimeString;
if ( KFPlayerController(PlayerOwner()) == none || PlayerOwner().PlayerReplicationInfo == none ||
PlayerOwner().GameReplicationInfo == none )
{
return;
}
// Current Perk
if ( KFPlayerController(PlayerOwner()).SelectedVeterancy != none )
{
CurrentPerkLabel.Caption = CurrentPerk$":" @ KFPlayerController(PlayerOwner()).SelectedVeterancy.default.VeterancyName @ LvAbbrString$KFPlayerReplicationInfo(PlayerOwner().PlayerReplicationInfo).ClientVeteranSkillLevel;
}
else
{
CurrentPerkLabel.Caption = CurrentPerk$":" @ NoActivePerk;
}
// Trader time left
TimeLeftMin = KFGameReplicationInfo(PlayerOwner().GameReplicationInfo).TimeToNextWave / 60;
TimeLeftSec = KFGameReplicationInfo(PlayerOwner().GameReplicationInfo).TimeToNextWave % 60;
if ( TimeLeftMin < 1 )
{
TimeString = "00:";
}
else
{
TimeString = "0" $ TimeLeftMin $ ":";
}
if ( TimeLeftSec >= 10 )
{
TimeString = TimeString $ TimeLeftSec;
}
else
{
TimeString = TimeString $ "0" $ TimeLeftSec;
}
TimeLeftLabel.Caption = TraderClose @ TimeString;
if ( KFGameReplicationInfo(PlayerOwner().GameReplicationInfo).TimeToNextWave < 10 )
{
TimeLeftLabel.TextColor = RedColor;
}
else
{
TimeLeftLabel.TextColor = GreenGreyColor;
}
// Wave Counter
WaveLabel.Caption = WaveString$":" @ (KFGameReplicationInfo(PlayerOwner().GameReplicationInfo).WaveNumber + 1)$"/"$KFGameReplicationInfo(PlayerOwner().GameReplicationInfo).FinalWave;
}
function KFBuyMenuClosed(optional bool bCanceled)
{
local rotator NewRot;
// Reset player
NewRot = PlayerOwner().Rotation;
NewRot.Pitch = SavedPitch;
PlayerOwner().SetRotation(NewRot);
Super.OnClose(bCanceled);
if ( KFPlayerController(PlayerOwner()) != none )
{ KFPlayerController(PlayerOwner()).bShopping = false;
}
}
function CloseSale(bool savePurchases)
{
Controller.CloseMenu(!savePurchases);
}
function bool ButtonClicked(GUIComponent Sender)
{
if ( Sender == PerkTabButton )
{
HandleParameters(PanelCaption[1], "OhHi!");
}
if ( Sender == StoreTabButton )
{
HandleParameters(PanelCaption[0], "OhHi!");
}
return true;
}
defaultproperties
{ Begin Object Class=GUIImage Name=HBGLeft Image=Texture'KF_InterfaceArt_tex.Menu.Thin_border' ImageStyle=ISTY_Stretched Hint="Perk Quick Select" WinTop=0.001000 WinLeft=0.001000 WinWidth=0.332300 WinHeight=0.100000 End Object HeaderBG_Left=GUIImage'NicePack.NiceGUIBuyMenu.HBGLeft'
Begin Object Class=GUIImage Name=HBGCenter Image=Texture'KF_InterfaceArt_tex.Menu.Thin_border' ImageStyle=ISTY_Stretched Hint="Trading Time Left" WinTop=0.001000 WinLeft=0.334000 WinWidth=0.331023 WinHeight=0.100000 End Object HeaderBG_Center=GUIImage'NicePack.NiceGUIBuyMenu.HBGCenter'
Begin Object Class=GUIImage Name=HBGRight Image=Texture'KF_InterfaceArt_tex.Menu.Thin_border' ImageStyle=ISTY_Stretched Hint="Current Perk" WinTop=0.001000 WinLeft=0.666000 WinWidth=0.332000 WinHeight=0.100000 End Object HeaderBG_Right=GUIImage'NicePack.NiceGUIBuyMenu.HBGRight'
Begin Object Class=GUILabel Name=Perk TextAlign=TXTA_Center TextColor=(B=158,G=176,R=175) WinTop=0.010000 WinLeft=0.665000 WinWidth=0.329761 WinHeight=0.050000 End Object CurrentPerkLabel=GUILabel'NicePack.NiceGUIBuyMenu.Perk'
Begin Object Class=GUILabel Name=Time Caption="Trader closes in 00:31" TextAlign=TXTA_Center TextColor=(B=158,G=176,R=175) TextFont="UT2LargeFont" WinTop=0.020952 WinLeft=0.335000 WinWidth=0.330000 WinHeight=0.035000 End Object TimeLeftLabel=GUILabel'NicePack.NiceGUIBuyMenu.Time'
Begin Object Class=GUILabel Name=Wave Caption="Wave: 7/10" TextAlign=TXTA_Center TextColor=(B=158,G=176,R=175) WinTop=0.052857 WinLeft=0.336529 WinWidth=0.327071 WinHeight=0.035000 End Object WaveLabel=GUILabel'NicePack.NiceGUIBuyMenu.Wave'
Begin Object Class=GUILabel Name=HBGLL Caption="Quick Perk Select" TextAlign=TXTA_Center TextColor=(B=158,G=176,R=175) TextFont="UT2ServerListFont" WinTop=0.007238 WinLeft=0.024937 WinWidth=0.329761 WinHeight=0.019524 End Object HeaderBG_Left_Label=GUILabel'NicePack.NiceGUIBuyMenu.HBGLL'
Begin Object Class=KFQuickPerkSelect Name=QS WinTop=0.011906 WinLeft=0.008008 WinWidth=0.316601 WinHeight=0.082460 OnDraw=QS.MyOnDraw End Object QuickPerkSelect=KFQuickPerkSelect'NicePack.NiceGUIBuyMenu.QS'
Begin Object Class=KFBuyMenuFilter Name=filter WinTop=0.051000 WinLeft=0.670000 WinWidth=0.305000 WinHeight=0.082460 OnDraw=filter.MyOnDraw End Object BuyMenuFilter=KFBuyMenuFilter'NicePack.NiceGUIBuyMenu.filter'
Begin Object Class=GUIButton Name=StoreTabB Caption="Store" FontScale=FNS_Small WinTop=0.072762 WinLeft=0.202801 WinWidth=0.050000 WinHeight=0.022000 OnClick=NiceGUIBuyMenu.ButtonClicked OnKeyEvent=StoreTabB.InternalOnKeyEvent End Object StoreTabButton=GUIButton'NicePack.NiceGUIBuyMenu.StoreTabB'
Begin Object Class=GUIButton Name=PerkTabB Caption="Perk" FontScale=FNS_Small WinTop=0.072762 WinLeft=0.127234 WinWidth=0.050000 WinHeight=0.022000 OnClick=NiceGUIBuyMenu.ButtonClicked OnKeyEvent=PerkTabB.InternalOnKeyEvent End Object PerkTabButton=GUIButton'NicePack.NiceGUIBuyMenu.PerkTabB'
Begin Object Class=GUIImage Name=Weight Image=Texture'KF_InterfaceArt_tex.Menu.Thin_border' ImageStyle=ISTY_Stretched WinTop=0.934206 WinLeft=0.001000 WinWidth=0.663086 WinHeight=0.065828 End Object WeightBG=GUIImage'NicePack.NiceGUIBuyMenu.Weight'
Begin Object Class=GUIImage Name=WeightIco Image=Texture'KillingFloorHUD.HUD.Hud_Weight' ImageStyle=ISTY_Scaled WinTop=0.946166 WinLeft=0.009961 WinWidth=0.033672 WinHeight=0.048992 RenderWeight=0.460000 End Object WeightIcon=GUIImage'NicePack.NiceGUIBuyMenu.WeightIco'
Begin Object Class=GUIImage Name=WeightIcoBG Image=Texture'KF_InterfaceArt_tex.Menu.Perk_box_unselected' ImageStyle=ISTY_Scaled WinTop=0.942416 WinLeft=0.006055 WinWidth=0.041484 WinHeight=0.054461 RenderWeight=0.450000 End Object WeightIconBG=GUIImage'NicePack.NiceGUIBuyMenu.WeightIcoBG'
Begin Object Class=KFWeightBar Name=WeightB WinTop=0.945302 WinLeft=0.055266 WinWidth=0.443888 WinHeight=0.053896 OnDraw=WeightB.MyOnDraw End Object WeightBar=KFWeightBar'NicePack.NiceGUIBuyMenu.WeightB'
RedColor=(R=255,A=255) GreenGreyColor=(B=158,G=176,R=175,A=255) CurrentPerk="Current Perk" NoActivePerk="No Active Perk!" TraderClose="Trader Closes in" WaveString="Wave" LvAbbrString="Lv" Begin Object Class=GUITabControl Name=PageTabs bDockPanels=True TabHeight=0.025000 BackgroundStyleName="TabBackground" WinTop=0.078000 WinLeft=0.005000 WinWidth=0.990000 WinHeight=0.025000 RenderWeight=0.490000 TabOrder=0 bAcceptsInput=True OnActivate=PageTabs.InternalOnActivate OnChange=NiceGUIBuyMenu.InternalOnChange End Object c_Tabs=GUITabControl'NicePack.NiceGUIBuyMenu.PageTabs'
Begin Object Class=BackgroundImage Name=PageBackground Image=Texture'Engine.WhiteSquareTexture' ImageColor=(B=20,G=20,R=20) ImageStyle=ISTY_Tiled RenderWeight=0.001000 End Object i_Background=BackgroundImage'NicePack.NiceGUIBuyMenu.PageBackground'
PanelClass(0)="KFGUI.KFTab_BuyMenu" PanelClass(1)="KFGUI.KFTab_Perks" PanelCaption(0)="Store" PanelCaption(1)="Perks" PanelHint(0)="Trade equipment and ammunition" PanelHint(1)="Select your current Perk" bAllowedAsLast=True OnClose=NiceGUIBuyMenu.KFBuyMenuClosed WhiteColor=(B=255,G=255,R=255)
}
class NiceGUIBuyMenu extends UT2k4MainPage;
//The "Header"
var automated GUIImage HeaderBG_Left;
var automated GUIImage HeaderBG_Center;
var automated GUIImage HeaderBG_Right;
var automated GUILabel CurrentPerkLabel;
var automated GUILabel TimeLeftLabel;
var automated GUILabel WaveLabel;
var automated GUILabel HeaderBG_Left_Label;
var automated KFQuickPerkSelect QuickPerkSelect;
var automated KFBuyMenuFilter BuyMenuFilter;
var automated GUIButton StoreTabButton;
var automated GUIButton PerkTabButton;
//The "Footer"
var automated GUIImage WeightBG;
var automated GUIImage WeightIcon;
var automated GUIImage WeightIconBG;
var automated KFWeightBar WeightBar;
//const BUYLIST_CATS =7;
var() editconst noexport float SavedPitch;
var color RedColor;
var color GreenGreyColor;
var() UT2K4TabPanel ActivePanel;
var localized string CurrentPerk;
var localized string NoActivePerk;
var localized string TraderClose;
var localized string WaveString;
var localized string LvAbbrString;
function InitComponent(GUIController MyC, GUIComponent MyO)
{
local int i;
super.InitComponent(MyC, MyO);
c_Tabs.BackgroundImage = none;
c_Tabs.BackgroundStyle = none;
InitTabs();
for ( i = 0; i < c_Tabs.TabStack.Length; i++ )
{
c_Tabs.TabStack[i].bVisible = false;
}
UpdateWeightBar();
}
function InitTabs()
{
local int i;
for ( i = 0; i < PanelCaption.Length && i < PanelClass.Length && i < PanelHint.Length; i++ )
{
c_Tabs.AddTab(PanelCaption[i], PanelClass[i],, PanelHint[i]);
}
}
function UpdateWeightBar()
{
if ( KFHumanPawn(PlayerOwner().Pawn) != none )
{
WeightBar.MaxBoxes = KFHumanPawn(PlayerOwner().Pawn).MaxCarryWeight;
WeightBar.CurBoxes = KFHumanPawn(PlayerOwner().Pawn).CurrentWeight;
}
}
event Opened(GUIComponent Sender)
{
local rotator PlayerRot;
super.Opened(Sender);
c_Tabs.ActivateTabByName(PanelCaption[0], true);
// Tell the controller that he is on a shopping spree
if ( KFPlayerController(PlayerOwner()) != none )
{
KFPlayerController(PlayerOwner()).bShopping = true;
}
if ( KFWeapon(KFHumanPawn(PlayerOwner().Pawn).Weapon).bAimingRifle )
{
KFWeapon(KFHumanPawn(PlayerOwner().Pawn).Weapon).IronSightZoomOut();
}
// Set camera's pitch to zero when menu initialised (otherwise spinny weap goes kooky)
PlayerRot = PlayerOwner().Rotation;
SavedPitch = PlayerRot.Pitch;
PlayerRot.Yaw = PlayerRot.Yaw % 65536;
PlayerRot.Pitch = 0;
PlayerRot.Roll = 0;
PlayerOwner().SetRotation(PlayerRot);
SetTimer(0.05f, true);
}
function Timer()
{
UpdateHeader();
UpdateWeightBar();
}
function InternalOnClose(optional bool bCanceled)
{
local rotator NewRot;
// Reset player
NewRot = PlayerOwner().Rotation;
NewRot.Pitch = SavedPitch;
PlayerOwner().SetRotation(NewRot);
Super.OnClose(bCanceled);
}
function UpdateHeader()
{
local int TimeLeftMin, TimeLeftSec;
local string TimeString;
if ( KFPlayerController(PlayerOwner()) == none || PlayerOwner().PlayerReplicationInfo == none ||
PlayerOwner().GameReplicationInfo == none )
{
return;
}
// Current Perk
if ( KFPlayerController(PlayerOwner()).SelectedVeterancy != none )
{
CurrentPerkLabel.Caption = CurrentPerk$":" @ KFPlayerController(PlayerOwner()).SelectedVeterancy.default.VeterancyName @ LvAbbrString$KFPlayerReplicationInfo(PlayerOwner().PlayerReplicationInfo).ClientVeteranSkillLevel;
}
else
{
CurrentPerkLabel.Caption = CurrentPerk$":" @ NoActivePerk;
}
// Trader time left
TimeLeftMin = KFGameReplicationInfo(PlayerOwner().GameReplicationInfo).TimeToNextWave / 60;
TimeLeftSec = KFGameReplicationInfo(PlayerOwner().GameReplicationInfo).TimeToNextWave % 60;
if ( TimeLeftMin < 1 )
{
TimeString = "00:";
}
else
{
TimeString = "0" $ TimeLeftMin $ ":";
}
if ( TimeLeftSec >= 10 )
{
TimeString = TimeString $ TimeLeftSec;
}
else
{
TimeString = TimeString $ "0" $ TimeLeftSec;
}
TimeLeftLabel.Caption = TraderClose @ TimeString;
if ( KFGameReplicationInfo(PlayerOwner().GameReplicationInfo).TimeToNextWave < 10 )
{
TimeLeftLabel.TextColor = RedColor;
}
else
{
TimeLeftLabel.TextColor = GreenGreyColor;
}
// Wave Counter
WaveLabel.Caption = WaveString$":" @ (KFGameReplicationInfo(PlayerOwner().GameReplicationInfo).WaveNumber + 1)$"/"$KFGameReplicationInfo(PlayerOwner().GameReplicationInfo).FinalWave;
}
function KFBuyMenuClosed(optional bool bCanceled)
{
local rotator NewRot;
// Reset player
NewRot = PlayerOwner().Rotation;
NewRot.Pitch = SavedPitch;
PlayerOwner().SetRotation(NewRot);
Super.OnClose(bCanceled);
if ( KFPlayerController(PlayerOwner()) != none )
{
KFPlayerController(PlayerOwner()).bShopping = false;
}
}
function CloseSale(bool savePurchases)
{
Controller.CloseMenu(!savePurchases);
}
function bool ButtonClicked(GUIComponent Sender)
{
if ( Sender == PerkTabButton )
{
HandleParameters(PanelCaption[1], "OhHi!");
}
if ( Sender == StoreTabButton )
{
HandleParameters(PanelCaption[0], "OhHi!");
}
return true;
}
defaultproperties
{
Begin Object Class=GUIImage Name=HBGLeft
Image=Texture'KF_InterfaceArt_tex.Menu.Thin_border'
ImageStyle=ISTY_Stretched
Hint="Perk Quick Select"
WinTop=0.001000
WinLeft=0.001000
WinWidth=0.332300
WinHeight=0.100000
End Object
HeaderBG_Left=GUIImage'NicePack.NiceGUIBuyMenu.HBGLeft'
Begin Object Class=GUIImage Name=HBGCenter
Image=Texture'KF_InterfaceArt_tex.Menu.Thin_border'
ImageStyle=ISTY_Stretched
Hint="Trading Time Left"
WinTop=0.001000
WinLeft=0.334000
WinWidth=0.331023
WinHeight=0.100000
End Object
HeaderBG_Center=GUIImage'NicePack.NiceGUIBuyMenu.HBGCenter'
Begin Object Class=GUIImage Name=HBGRight
Image=Texture'KF_InterfaceArt_tex.Menu.Thin_border'
ImageStyle=ISTY_Stretched
Hint="Current Perk"
WinTop=0.001000
WinLeft=0.666000
WinWidth=0.332000
WinHeight=0.100000
End Object
HeaderBG_Right=GUIImage'NicePack.NiceGUIBuyMenu.HBGRight'
Begin Object Class=GUILabel Name=Perk
TextAlign=TXTA_Center
TextColor=(B=158,G=176,R=175)
WinTop=0.010000
WinLeft=0.665000
WinWidth=0.329761
WinHeight=0.050000
End Object
CurrentPerkLabel=GUILabel'NicePack.NiceGUIBuyMenu.Perk'
Begin Object Class=GUILabel Name=Time
Caption="Trader closes in 00:31"
TextAlign=TXTA_Center
TextColor=(B=158,G=176,R=175)
TextFont="UT2LargeFont"
WinTop=0.020952
WinLeft=0.335000
WinWidth=0.330000
WinHeight=0.035000
End Object
TimeLeftLabel=GUILabel'NicePack.NiceGUIBuyMenu.Time'
Begin Object Class=GUILabel Name=Wave
Caption="Wave: 7/10"
TextAlign=TXTA_Center
TextColor=(B=158,G=176,R=175)
WinTop=0.052857
WinLeft=0.336529
WinWidth=0.327071
WinHeight=0.035000
End Object
WaveLabel=GUILabel'NicePack.NiceGUIBuyMenu.Wave'
Begin Object Class=GUILabel Name=HBGLL
Caption="Quick Perk Select"
TextAlign=TXTA_Center
TextColor=(B=158,G=176,R=175)
TextFont="UT2ServerListFont"
WinTop=0.007238
WinLeft=0.024937
WinWidth=0.329761
WinHeight=0.019524
End Object
HeaderBG_Left_Label=GUILabel'NicePack.NiceGUIBuyMenu.HBGLL'
Begin Object Class=KFQuickPerkSelect Name=QS
WinTop=0.011906
WinLeft=0.008008
WinWidth=0.316601
WinHeight=0.082460
OnDraw=QS.MyOnDraw
End Object
QuickPerkSelect=KFQuickPerkSelect'NicePack.NiceGUIBuyMenu.QS'
Begin Object Class=KFBuyMenuFilter Name=filter
WinTop=0.051000
WinLeft=0.670000
WinWidth=0.305000
WinHeight=0.082460
OnDraw=filter.MyOnDraw
End Object
BuyMenuFilter=KFBuyMenuFilter'NicePack.NiceGUIBuyMenu.filter'
Begin Object Class=GUIButton Name=StoreTabB
Caption="Store"
FontScale=FNS_Small
WinTop=0.072762
WinLeft=0.202801
WinWidth=0.050000
WinHeight=0.022000
OnClick=NiceGUIBuyMenu.ButtonClicked
OnKeyEvent=StoreTabB.InternalOnKeyEvent
End Object
StoreTabButton=GUIButton'NicePack.NiceGUIBuyMenu.StoreTabB'
Begin Object Class=GUIButton Name=PerkTabB
Caption="Perk"
FontScale=FNS_Small
WinTop=0.072762
WinLeft=0.127234
WinWidth=0.050000
WinHeight=0.022000
OnClick=NiceGUIBuyMenu.ButtonClicked
OnKeyEvent=PerkTabB.InternalOnKeyEvent
End Object
PerkTabButton=GUIButton'NicePack.NiceGUIBuyMenu.PerkTabB'
Begin Object Class=GUIImage Name=Weight
Image=Texture'KF_InterfaceArt_tex.Menu.Thin_border'
ImageStyle=ISTY_Stretched
WinTop=0.934206
WinLeft=0.001000
WinWidth=0.663086
WinHeight=0.065828
End Object
WeightBG=GUIImage'NicePack.NiceGUIBuyMenu.Weight'
Begin Object Class=GUIImage Name=WeightIco
Image=Texture'KillingFloorHUD.HUD.Hud_Weight'
ImageStyle=ISTY_Scaled
WinTop=0.946166
WinLeft=0.009961
WinWidth=0.033672
WinHeight=0.048992
RenderWeight=0.460000
End Object
WeightIcon=GUIImage'NicePack.NiceGUIBuyMenu.WeightIco'
Begin Object Class=GUIImage Name=WeightIcoBG
Image=Texture'KF_InterfaceArt_tex.Menu.Perk_box_unselected'
ImageStyle=ISTY_Scaled
WinTop=0.942416
WinLeft=0.006055
WinWidth=0.041484
WinHeight=0.054461
RenderWeight=0.450000
End Object
WeightIconBG=GUIImage'NicePack.NiceGUIBuyMenu.WeightIcoBG'
Begin Object Class=KFWeightBar Name=WeightB
WinTop=0.945302
WinLeft=0.055266
WinWidth=0.443888
WinHeight=0.053896
OnDraw=WeightB.MyOnDraw
End Object
WeightBar=KFWeightBar'NicePack.NiceGUIBuyMenu.WeightB'
RedColor=(R=255,A=255)
GreenGreyColor=(B=158,G=176,R=175,A=255)
CurrentPerk="Current Perk"
NoActivePerk="No Active Perk!"
TraderClose="Trader Closes in"
WaveString="Wave"
LvAbbrString="Lv"
Begin Object Class=GUITabControl Name=PageTabs
bDockPanels=True
TabHeight=0.025000
BackgroundStyleName="TabBackground"
WinTop=0.078000
WinLeft=0.005000
WinWidth=0.990000
WinHeight=0.025000
RenderWeight=0.490000
TabOrder=0
bAcceptsInput=True
OnActivate=PageTabs.InternalOnActivate
OnChange=NiceGUIBuyMenu.InternalOnChange
End Object
c_Tabs=GUITabControl'NicePack.NiceGUIBuyMenu.PageTabs'
Begin Object Class=BackgroundImage Name=PageBackground
Image=Texture'Engine.WhiteSquareTexture'
ImageColor=(B=20,G=20,R=20)
ImageStyle=ISTY_Tiled
RenderWeight=0.001000
End Object
i_Background=BackgroundImage'NicePack.NiceGUIBuyMenu.PageBackground'
PanelClass(0)="KFGUI.KFTab_BuyMenu"
PanelClass(1)="KFGUI.KFTab_Perks"
PanelCaption(0)="Store"
PanelCaption(1)="Perks"
PanelHint(0)="Trade equipment and ammunition"
PanelHint(1)="Select your current Perk"
bAllowedAsLast=True
OnClose=NiceGUIBuyMenu.KFBuyMenuClosed
WhiteColor=(B=255,G=255,R=255)
}

View File

@ -1,70 +1,281 @@
class NiceGUISettings extends Settings_Tabs;
//var automated GUIButton skillButtonA;
var array<string> ForceProjItems;
var automated moCheckBox ch_WeapManagement;
var automated moCheckBox ch_AltSwitches;
var automated moCheckBox ch_DispCounters;
var automated moCheckBox ch_DisWeapProgress;
var automated moCheckBox ch_ShowHLMessages;
var automated moCheckBox ch_CancelFire;
var automated moCheckBox ch_CancelSwitching;
var automated moCheckBox ch_CancelNades;
var automated moCheckBox ch_CancelAiming;
var automated moCheckBox ch_ReloadWontWork;
var automated GUISectionBackground bg_WEAP;
var automated GUISectionBackground bg_RELOAD;
function InitComponent(GUIController MyController, GUIComponent MyOwner){
super.InitComponent(MyController, MyOwner);
}
function InternalOnLoadINI(GUIComponent sender, string s){
local NicePlayerController nicePlayer;
nicePlayer = NicePlayerController(PlayerOwner());
if(nicePlayer == none) return;
switch(sender){
case ch_WeapManagement: ch_WeapManagement.Checked(nicePlayer.bNiceWeaponManagement); break;
case ch_AltSwitches: ch_AltSwitches.Checked(nicePlayer.bFlagAltSwitchesModes); break;
case ch_DispCounters: ch_DispCounters.Checked(nicePlayer.bFlagDisplayCounters); break;
case ch_DisWeapProgress: ch_DisWeapProgress.Checked(nicePlayer.bFlagDisplayWeaponProgress); break;
case ch_ShowHLMessages: ch_ShowHLMessages.Checked(nicePlayer.bFlagShowHLMessages); break;
case ch_CancelFire: ch_CancelFire.Checked(nicePlayer.bRelCancelByFire); break;
case ch_CancelSwitching: ch_CancelSwitching.Checked(nicePlayer.bRelCancelBySwitching); break;
case ch_CancelNades: ch_CancelNades.Checked(nicePlayer.bRelCancelByNades); break;
case ch_CancelAiming: ch_CancelAiming.Checked(nicePlayer.bRelCancelByAiming); break;
case ch_ReloadWontWork: ch_ReloadWontWork.Checked(nicePlayer.bFlagUseServerReload); break;
}
}
function InternalOnChange(GUIComponent Sender){
local NicePlayerController nicePlayer;
super.InternalOnChange(Sender);
nicePlayer = NicePlayerController(PlayerOwner());
if(nicePlayer == none) return;
switch(sender){
case ch_WeapManagement: nicePlayer.bNiceWeaponManagement = ch_WeapManagement.IsChecked(); break;
case ch_AltSwitches: nicePlayer.ServerSetAltSwitchesModes(ch_AltSwitches.IsChecked()); break;
case ch_DispCounters: nicePlayer.ServerSetDisplayCounters(ch_DispCounters.IsChecked()); break;
case ch_DisWeapProgress: nicePlayer.ServerSetDisplayWeaponProgress(ch_DisWeapProgress.IsChecked()); break;
case ch_ShowHLMessages: nicePlayer.ServerSetHLMessages(ch_ShowHLMessages.IsChecked()); break;
case ch_CancelFire: nicePlayer.bRelCancelByFire = ch_CancelFire.IsChecked(); break;
case ch_CancelSwitching: nicePlayer.bRelCancelBySwitching = ch_CancelSwitching.IsChecked(); break;
case ch_CancelNades: nicePlayer.bRelCancelByNades = ch_CancelNades.IsChecked(); break;
case ch_CancelAiming: nicePlayer.bRelCancelByAiming = ch_CancelAiming.IsChecked(); break;
case ch_ReloadWontWork: nicePlayer.ServerSetUseServerReload(ch_ReloadWontWork.IsChecked()); break;
}
nicePlayer.ClientSaveConfig();
}
// size = (x=0.0125, y=0.0) ; (w=1.0, h=0.865)
// tab order
defaultproperties
{ Begin Object Class=moCheckBox Name=WeaponManagement CaptionWidth=0.955000 Caption="Nice weapon management" ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" OnCreateComponent=WeaponManagement.InternalOnCreateComponent IniOption="@Internal" Hint="If checked, NicePack will use it's own system to manage weapon switching" WinTop=0.050000 WinLeft=0.012500 WinWidth=0.278000 TabOrder=4 OnChange=NiceGUISettings.InternalOnChange OnLoadINI=NiceGUISettings.InternalOnLoadINI End Object ch_WeapManagement=moCheckBox'NicePack.NiceGUISettings.WeaponManagement'
Begin Object Class=moCheckBox Name=AltSwitches CaptionWidth=0.955000 Caption="Alt fire switches modes" ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" OnCreateComponent=AltSwitches.InternalOnCreateComponent IniOption="@Internal" Hint="Assault-rifle only; if enabled - alt fire button switches between fire modes, otherwise - acts as an alt fire" WinTop=0.100000 WinLeft=0.012500 WinWidth=0.278000 TabOrder=6 OnChange=NiceGUISettings.InternalOnChange OnLoadINI=NiceGUISettings.InternalOnLoadINI End Object ch_AltSwitches=moCheckBox'NicePack.NiceGUISettings.AltSwitches'
Begin Object Class=moCheckBox Name=DispCounters CaptionWidth=0.955000 Caption="Display counters" ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" OnCreateComponent=DispCounters.InternalOnCreateComponent IniOption="@Internal" Hint="Toggles display of the various counters used by skills" WinTop=0.150000 WinLeft=0.012500 WinWidth=0.278000 TabOrder=7 OnChange=NiceGUISettings.InternalOnChange OnLoadINI=NiceGUISettings.InternalOnLoadINI End Object ch_DispCounters=moCheckBox'NicePack.NiceGUISettings.DispCounters'
Begin Object Class=moCheckBox Name=DispWeapProgress CaptionWidth=0.955000 Caption="Display weapon progress" ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" OnCreateComponent=DispWeapProgress.InternalOnCreateComponent IniOption="@Internal" Hint="Displays weapon progress rate, whoever it's defined by a skill that's using this functionality" WinTop=0.200000 WinLeft=0.012500 WinWidth=0.278000 TabOrder=8 OnChange=NiceGUISettings.InternalOnChange OnLoadINI=NiceGUISettings.InternalOnLoadINI End Object ch_DisWeapProgress=moCheckBox'NicePack.NiceGUISettings.DispWeapProgress'
Begin Object Class=moCheckBox Name=ShowHLMessages CaptionWidth=0.955000 Caption="Show Hardcore Level messages" ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" OnCreateComponent=ShowHLMessages.InternalOnCreateComponent IniOption="@Internal" Hint="Enable to be notified each time Hardcore Level is changed" WinTop=0.300000 WinLeft=0.012500 WinWidth=0.278000 TabOrder=9 OnChange=NiceGUISettings.InternalOnChange OnLoadINI=NiceGUISettings.InternalOnLoadINI End Object ch_ShowHLMessages=moCheckBox'NicePack.NiceGUISettings.ShowHLMessages'
Begin Object Class=moCheckBox Name=CancelFire CaptionWidth=0.955000 Caption="Cancel reload by shooting" ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" OnCreateComponent=CancelFire.InternalOnCreateComponent IniOption="@Internal" Hint="If checked, you'll be able to cancel reload of converted weapons by shooting (when you have ammo)" WinTop=0.050000 WinLeft=0.517500 WinWidth=0.287000 TabOrder=11 OnChange=NiceGUISettings.InternalOnChange OnLoadINI=NiceGUISettings.InternalOnLoadINI End Object ch_CancelFire=moCheckBox'NicePack.NiceGUISettings.CancelFire'
Begin Object Class=moCheckBox Name=CancelSwitching CaptionWidth=0.955000 Caption="Cancel reload by switching weapons" ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" OnCreateComponent=CancelSwitching.InternalOnCreateComponent IniOption="@Internal" Hint="If checked, you'll be able to cancel reload of converted weapons by switching to different weapon" WinTop=0.100000 WinLeft=0.517500 WinWidth=0.287000 TabOrder=12 OnChange=NiceGUISettings.InternalOnChange OnLoadINI=NiceGUISettings.InternalOnLoadINI End Object ch_CancelSwitching=moCheckBox'NicePack.NiceGUISettings.CancelSwitching'
Begin Object Class=moCheckBox Name=CancelNades CaptionWidth=0.955000 Caption="Cancel reload by throwing grenades" ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" OnCreateComponent=CancelNades.InternalOnCreateComponent IniOption="@Internal" Hint="If checked, you'll be able to cancel reload of converted weapons by throwing a grenade" WinTop=0.150000 WinLeft=0.517500 WinWidth=0.287000 TabOrder=13 OnChange=NiceGUISettings.InternalOnChange OnLoadINI=NiceGUISettings.InternalOnLoadINI End Object ch_CancelNades=moCheckBox'NicePack.NiceGUISettings.CancelNades'
Begin Object Class=moCheckBox Name=CancelAiming CaptionWidth=0.955000 Caption="Cancel reload by aiming" ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" OnCreateComponent=CancelAiming.InternalOnCreateComponent IniOption="@Internal" Hint="If checked, you'll be able to cancel reload of converted weapons by going into iron sights (when you have ammo)" WinTop=0.200000 WinLeft=0.517500 WinWidth=0.287000 TabOrder=14 OnChange=NiceGUISettings.InternalOnChange OnLoadINI=NiceGUISettings.InternalOnLoadINI End Object ch_CancelAiming=moCheckBox'NicePack.NiceGUISettings.CancelAiming'
Begin Object Class=moCheckBox Name=ServerReload CaptionWidth=0.955000 Caption="My reload doesn't work" ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" OnCreateComponent=ServerReload.InternalOnCreateComponent IniOption="@Internal" Hint="Check this option ONLY in case converted weapons don't reload at all for you; this option should fix the problem, but then latency will affect both reload and active reload" WinTop=0.250000 WinLeft=0.517500 WinWidth=0.287000 TabOrder=15 OnChange=NiceGUISettings.InternalOnChange OnLoadINI=NiceGUISettings.InternalOnLoadINI End Object ch_ReloadWontWork=moCheckBox'NicePack.NiceGUISettings.ServerReload'
Begin Object Class=GUISectionBackground Name=WEAPBG Caption="General weapon settings" WinTop=0.012500 WinWidth=0.495000 WinHeight=0.287500 RenderWeight=0.100100 OnPreDraw=WeaponsBG.InternalPreDraw End Object bg_WEAP=GUISectionBackground'NicePack.NiceGUISettings.WEAPBG'
Begin Object Class=GUISectionBackground Name=RELOADBG Caption="Weapon reload settings" WinTop=0.012500 WinLeft=0.505000 WinWidth=0.495000 WinHeight=0.287500 RenderWeight=0.100100 OnPreDraw=WeaponsBG.InternalPreDraw End Object bg_RELOAD=GUISectionBackground'NicePack.NiceGUISettings.RELOADBG'
}
class NiceGUISettings extends Settings_Tabs;
//var automated GUIButton skillButtonA;
var array<string> ForceProjItems;
var automated moCheckBox ch_WeapManagement;
var automated moCheckBox ch_AltSwitches;
var automated moCheckBox ch_DispCounters;
var automated moCheckBox ch_DisWeapProgress;
var automated moCheckBox ch_ShowHLMessages;
var automated moCheckBox ch_CancelFire;
var automated moCheckBox ch_CancelSwitching;
var automated moCheckBox ch_CancelNades;
var automated moCheckBox ch_CancelAiming;
var automated moCheckBox ch_ReloadWontWork;
var automated GUISectionBackground bg_WEAP;
var automated GUISectionBackground bg_RELOAD;
function InitComponent(GUIController MyController, GUIComponent MyOwner){
super.InitComponent(MyController, MyOwner);
}
function InternalOnLoadINI(GUIComponent sender, string s){
local NicePlayerController nicePlayer;
nicePlayer = NicePlayerController(PlayerOwner());
if(nicePlayer == none)
return;
switch(sender){
case ch_WeapManagement:
ch_WeapManagement.Checked(nicePlayer.bNiceWeaponManagement);
break;
case ch_AltSwitches:
ch_AltSwitches.Checked(nicePlayer.bFlagAltSwitchesModes);
break;
case ch_DispCounters:
ch_DispCounters.Checked(nicePlayer.bFlagDisplayCounters);
break;
case ch_DisWeapProgress:
ch_DisWeapProgress.Checked(nicePlayer.bFlagDisplayWeaponProgress);
break;
case ch_ShowHLMessages:
ch_ShowHLMessages.Checked(nicePlayer.bFlagShowHLMessages);
break;
case ch_CancelFire:
ch_CancelFire.Checked(nicePlayer.bRelCancelByFire);
break;
case ch_CancelSwitching:
ch_CancelSwitching.Checked(nicePlayer.bRelCancelBySwitching);
break;
case ch_CancelNades:
ch_CancelNades.Checked(nicePlayer.bRelCancelByNades);
break;
case ch_CancelAiming:
ch_CancelAiming.Checked(nicePlayer.bRelCancelByAiming);
break;
case ch_ReloadWontWork:
ch_ReloadWontWork.Checked(nicePlayer.bFlagUseServerReload);
break;
}
}
function InternalOnChange(GUIComponent Sender){
local NicePlayerController nicePlayer;
super.InternalOnChange(Sender);
nicePlayer = NicePlayerController(PlayerOwner());
if(nicePlayer == none)
return;
switch(sender){
case ch_WeapManagement:
nicePlayer.bNiceWeaponManagement = ch_WeapManagement.IsChecked();
break;
case ch_AltSwitches:
nicePlayer.ServerSetAltSwitchesModes(ch_AltSwitches.IsChecked());
break;
case ch_DispCounters:
nicePlayer.ServerSetDisplayCounters(ch_DispCounters.IsChecked());
break;
case ch_DisWeapProgress:
nicePlayer.ServerSetDisplayWeaponProgress(ch_DisWeapProgress.IsChecked());
break;
case ch_ShowHLMessages:
nicePlayer.ServerSetHLMessages(ch_ShowHLMessages.IsChecked());
break;
case ch_CancelFire:
nicePlayer.bRelCancelByFire = ch_CancelFire.IsChecked();
break;
case ch_CancelSwitching:
nicePlayer.bRelCancelBySwitching = ch_CancelSwitching.IsChecked();
break;
case ch_CancelNades:
nicePlayer.bRelCancelByNades = ch_CancelNades.IsChecked();
break;
case ch_CancelAiming:
nicePlayer.bRelCancelByAiming = ch_CancelAiming.IsChecked();
break;
case ch_ReloadWontWork:
nicePlayer.ServerSetUseServerReload(ch_ReloadWontWork.IsChecked());
break;
}
nicePlayer.ClientSaveConfig();
}
// size = (x=0.0125, y=0.0) ; (w=1.0, h=0.865)
// tab order
defaultproperties
{
Begin Object Class=moCheckBox Name=WeaponManagement
CaptionWidth=0.955000
Caption="Nice weapon management"
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
OnCreateComponent=WeaponManagement.InternalOnCreateComponent
IniOption="@Internal"
Hint="If checked, NicePack will use it's own system to manage weapon switching"
WinTop=0.050000
WinLeft=0.012500
WinWidth=0.278000
TabOrder=4
OnChange=NiceGUISettings.InternalOnChange
OnLoadINI=NiceGUISettings.InternalOnLoadINI
End Object
ch_WeapManagement=moCheckBox'NicePack.NiceGUISettings.WeaponManagement'
Begin Object Class=moCheckBox Name=AltSwitches
CaptionWidth=0.955000
Caption="Alt fire switches modes"
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
OnCreateComponent=AltSwitches.InternalOnCreateComponent
IniOption="@Internal"
Hint="Assault-rifle only; if enabled - alt fire button switches between fire modes, otherwise - acts as an alt fire"
WinTop=0.100000
WinLeft=0.012500
WinWidth=0.278000
TabOrder=6
OnChange=NiceGUISettings.InternalOnChange
OnLoadINI=NiceGUISettings.InternalOnLoadINI
End Object
ch_AltSwitches=moCheckBox'NicePack.NiceGUISettings.AltSwitches'
Begin Object Class=moCheckBox Name=DispCounters
CaptionWidth=0.955000
Caption="Display counters"
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
OnCreateComponent=DispCounters.InternalOnCreateComponent
IniOption="@Internal"
Hint="Toggles display of the various counters used by skills"
WinTop=0.150000
WinLeft=0.012500
WinWidth=0.278000
TabOrder=7
OnChange=NiceGUISettings.InternalOnChange
OnLoadINI=NiceGUISettings.InternalOnLoadINI
End Object
ch_DispCounters=moCheckBox'NicePack.NiceGUISettings.DispCounters'
Begin Object Class=moCheckBox Name=DispWeapProgress
CaptionWidth=0.955000
Caption="Display weapon progress"
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
OnCreateComponent=DispWeapProgress.InternalOnCreateComponent
IniOption="@Internal"
Hint="Displays weapon progress rate, whoever it's defined by a skill that's using this functionality"
WinTop=0.200000
WinLeft=0.012500
WinWidth=0.278000
TabOrder=8
OnChange=NiceGUISettings.InternalOnChange
OnLoadINI=NiceGUISettings.InternalOnLoadINI
End Object
ch_DisWeapProgress=moCheckBox'NicePack.NiceGUISettings.DispWeapProgress'
Begin Object Class=moCheckBox Name=ShowHLMessages
CaptionWidth=0.955000
Caption="Show Hardcore Level messages"
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
OnCreateComponent=ShowHLMessages.InternalOnCreateComponent
IniOption="@Internal"
Hint="Enable to be notified each time Hardcore Level is changed"
WinTop=0.300000
WinLeft=0.012500
WinWidth=0.278000
TabOrder=9
OnChange=NiceGUISettings.InternalOnChange
OnLoadINI=NiceGUISettings.InternalOnLoadINI
End Object
ch_ShowHLMessages=moCheckBox'NicePack.NiceGUISettings.ShowHLMessages'
Begin Object Class=moCheckBox Name=CancelFire
CaptionWidth=0.955000
Caption="Cancel reload by shooting"
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
OnCreateComponent=CancelFire.InternalOnCreateComponent
IniOption="@Internal"
Hint="If checked, you'll be able to cancel reload of converted weapons by shooting (when you have ammo)"
WinTop=0.050000
WinLeft=0.517500
WinWidth=0.287000
TabOrder=11
OnChange=NiceGUISettings.InternalOnChange
OnLoadINI=NiceGUISettings.InternalOnLoadINI
End Object
ch_CancelFire=moCheckBox'NicePack.NiceGUISettings.CancelFire'
Begin Object Class=moCheckBox Name=CancelSwitching
CaptionWidth=0.955000
Caption="Cancel reload by switching weapons"
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
OnCreateComponent=CancelSwitching.InternalOnCreateComponent
IniOption="@Internal"
Hint="If checked, you'll be able to cancel reload of converted weapons by switching to different weapon"
WinTop=0.100000
WinLeft=0.517500
WinWidth=0.287000
TabOrder=12
OnChange=NiceGUISettings.InternalOnChange
OnLoadINI=NiceGUISettings.InternalOnLoadINI
End Object
ch_CancelSwitching=moCheckBox'NicePack.NiceGUISettings.CancelSwitching'
Begin Object Class=moCheckBox Name=CancelNades
CaptionWidth=0.955000
Caption="Cancel reload by throwing grenades"
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
OnCreateComponent=CancelNades.InternalOnCreateComponent
IniOption="@Internal"
Hint="If checked, you'll be able to cancel reload of converted weapons by throwing a grenade"
WinTop=0.150000
WinLeft=0.517500
WinWidth=0.287000
TabOrder=13
OnChange=NiceGUISettings.InternalOnChange
OnLoadINI=NiceGUISettings.InternalOnLoadINI
End Object
ch_CancelNades=moCheckBox'NicePack.NiceGUISettings.CancelNades'
Begin Object Class=moCheckBox Name=CancelAiming
CaptionWidth=0.955000
Caption="Cancel reload by aiming"
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
OnCreateComponent=CancelAiming.InternalOnCreateComponent
IniOption="@Internal"
Hint="If checked, you'll be able to cancel reload of converted weapons by going into iron sights (when you have ammo)"
WinTop=0.200000
WinLeft=0.517500
WinWidth=0.287000
TabOrder=14
OnChange=NiceGUISettings.InternalOnChange
OnLoadINI=NiceGUISettings.InternalOnLoadINI
End Object
ch_CancelAiming=moCheckBox'NicePack.NiceGUISettings.CancelAiming'
Begin Object Class=moCheckBox Name=ServerReload
CaptionWidth=0.955000
Caption="My reload doesn't work"
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
OnCreateComponent=ServerReload.InternalOnCreateComponent
IniOption="@Internal"
Hint="Check this option ONLY in case converted weapons don't reload at all for you; this option should fix the problem, but then latency will affect both reload and active reload"
WinTop=0.250000
WinLeft=0.517500
WinWidth=0.287000
TabOrder=15
OnChange=NiceGUISettings.InternalOnChange
OnLoadINI=NiceGUISettings.InternalOnLoadINI
End Object
ch_ReloadWontWork=moCheckBox'NicePack.NiceGUISettings.ServerReload'
Begin Object Class=GUISectionBackground Name=WEAPBG
Caption="General weapon settings"
WinTop=0.012500
WinWidth=0.495000
WinHeight=0.287500
RenderWeight=0.100100
OnPreDraw=WeaponsBG.InternalPreDraw
End Object
bg_WEAP=GUISectionBackground'NicePack.NiceGUISettings.WEAPBG'
Begin Object Class=GUISectionBackground Name=RELOADBG
Caption="Weapon reload settings"
WinTop=0.012500
WinLeft=0.505000
WinWidth=0.495000
WinHeight=0.287500
RenderWeight=0.100100
OnPreDraw=WeaponsBG.InternalPreDraw
End Object
bg_RELOAD=GUISectionBackground'NicePack.NiceGUISettings.RELOADBG'
}

View File

@ -1,216 +1,372 @@
class NiceInteraction extends Interaction
dependson(NicePack)
dependson(NiceAbilityManager);
#exec OBJ LOAD FILE=KillingFloor2HUD.utx
var NicePack NicePackMutator;
var Material bleedIcon, poisonIcon;
var Texture greenBar, redBar;
var Texture shield;
var float size;
// Weapon box sizes
var float InventoryBoxWidth;
var float InventoryBoxHeight;
var float BorderSize;
event NotifyLevelChange(){
Master.RemoveInteraction(self);
}
function RegisterMutator(NicePack activePack){
NicePackMutator = activePack;
}
function bool isPoisoned(ScrnHumanPawn pwn){
local Inventory I;
if(pwn.Inventory != none) for(I = pwn.Inventory; I != none; I = I.Inventory) if(I != none && MeanPoisonInventory(I) != none) return true;
return false;
}
function PostRender(Canvas C){
local int i;
local NicePack niceMutator;
local NiceHumanPawn nicePawn;
local class<NiceVeterancyTypes> niceVet;
local MeanReplicationInfo szRI;
local NiceWeapon niceWeap;
local NicePlayerController nicePlayer;
local ScrnHUD scrnHUDInstance;
local Texture barTexture;
local int x, y, center, barWidth, offset;
local int missesWidth, missesHeight, missesSpace;
local int missesX, missesY;
if(C == none) return;
if(C.ViewPort == none) return;
if(C.ViewPort.Actor == none) return;
if(C.ViewPort.Actor.Pawn == none) return;
nicePlayer = NicePlayerController(C.ViewPort.Actor.Pawn.Controller);
niceWeap = NiceWeapon(C.ViewPort.Actor.Pawn.Weapon);
if(nicePlayer == none) return;
scrnHUDInstance = ScrnHUD(nicePlayer.myHUD);
//// Draw bleed and poison icons
C.SetDrawColor(255, 255, 255);
szRI = class'MeanReplicationInfo'.static.findSZri(ViewportOwner.Actor.PlayerReplicationInfo);
offset = 4;
if(szRI != none){ if(szRI.isBleeding){ x = C.ClipX * 0.007; y = C.ClipY * 0.93 - size * offset; C.SetPos(x, y); C.DrawTile(bleedIcon, size, size, 0, 0, bleedIcon.MaterialUSize(), bleedIcon.MaterialVSize()); } offset++; if(isPoisoned(ScrnHumanPawn(C.ViewPort.Actor.Pawn))){ x = C.ClipX * 0.007; y = C.ClipY * 0.93 - size * offset; C.SetPos(x, y); C.DrawTile(poisonIcon, size, size, 0, 0, poisonIcon.MaterialUSize(), poisonIcon.MaterialVSize()); }
}
if(niceWeap != none && niceWeap.bShowSecondaryCharge && scrnHUDInstance != none){ C.ColorModulate.X = 1; C.ColorModulate.Y = 1; C.ColorModulate.Z = 1; C.ColorModulate.W = scrnHUDInstance.HudOpacity / 255; if(!scrnHUDInstance.bLightHud) scrnHUDInstance.DrawSpriteWidget(C, scrnHUDInstance.SecondaryClipsBG); scrnHUDInstance.DrawSpriteWidget(C, scrnHUDInstance.SecondaryClipsIcon); scrnHUDInstance.SecondaryClipsDigits.value = niceWeap.secondaryCharge; scrnHUDInstance.DrawNumericWidget(C, scrnHUDInstance.SecondaryClipsDigits, scrnHUDInstance.DigitsSmall);
}
niceMutator = class'NicePack'.static.Myself(C.ViewPort.Actor.Pawn.Level);
if(niceMutator == none) return;
//// Draw counters
if(nicePlayer != none && nicePlayer.bFlagDisplayCounters){ x = C.ClipX * 0.5 - (64 + 2) * niceMutator.GetVisibleCountersAmount(); y = C.ClipY * 0.01; for(i = 0;i < niceMutator.niceCounterSet.Length;i ++) if(niceMutator.niceCounterSet[i].value != 0 || niceMutator.niceCounterSet[i].bShowZeroValue){ DrawCounter(C, niceMutator.niceCounterSet[i], x, y, C.ViewPort.Actor.Pawn.PlayerReplicationInfo.Team); x += 128 + 4; }
}
//// Draw weapons progress bars
if(nicePlayer != none && nicePlayer.bFlagDisplayWeaponProgress){ x = C.ClipX - InventoryBoxWidth * C.ClipX - 5; y = C.ClipY * 0.5 - 0.5 * (InventoryBoxHeight * C.ClipX + 4) * niceMutator.niceWeapProgressSet.Length; for(i = 0;i < niceMutator.niceWeapProgressSet.Length;i ++){ DrawWeaponProgress(C, niceMutator.niceWeapProgressSet[i], x, y, C.ViewPort.Actor.Pawn.PlayerReplicationInfo.Team); y += (InventoryBoxHeight * C.ClipX + 4); }
}
//// Draw invincibility bar
nicePawn = NiceHumanPawn(nicePlayer.pawn);
if(nicePawn != none && nicePawn.invincibilityTimer != 0.0){ C.SetDrawColor(255, 255, 255); if(nicePawn.invincibilityTimer > 0) barTexture = greenBar; else barTexture = redBar; center = C.ClipX * 0.5; y = C.ClipY * 0.75; barWidth = C.ClipX * 0.2; niceVet = class'NiceVeterancyTypes'.static. GetVeterancy(nicePawn.PlayerReplicationInfo); if(niceVet != none){ if(nicePawn.invincibilityTimer > 0){ barWidth *= nicePawn.invincibilityTimer / niceVet.static.GetInvincibilityDuration(nicePawn.KFPRI); } else{ barWidth *= nicePawn.invincibilityTimer / class'NiceSkillZerkGunzerker'.default.cooldown; } } else barWidth = 0; x = center - (barWidth / 2); C.SetPos(x, y); C.DrawTile(barTexture, barWidth, 32, 0, 0, barTexture.MaterialUSize(), barTexture.MaterialVSize()); if(nicePawn.safeMeleeMisses <= 0) return; missesSpace = 10;//64x64 => 16x16 missesHeight = 16; missesWidth = nicePawn.safeMeleeMisses * 16 + (nicePawn.safeMeleeMisses - 1) * missesSpace; missesX = center - (missesWidth / 2); missesY = y + (32 - missesHeight) * 0.5; for(i = 0;i < nicePawn.safeMeleeMisses;i ++){ C.SetPos(missesX + i * (16 + missesSpace), missesY); C.DrawTile(shield, 16, 16, 0, 0, shield.MaterialUSize(), shield.MaterialVSize()); }
}
// Draw cooldowns
if(nicePlayer.abilityManager == none) return;
for(i = 0;i < nicePlayer.abilityManager.currentAbilitiesAmount;i ++) DrawAbilityCooldown(C, i);
}
function DrawCounter(Canvas C, NicePack.CounterDisplay counter, int x, int y, TeamInfo team){
local float borderSpace;
local Texture textureToDraw;
local float textWidth, textHeight;
local string textToDraw;
// Some per-defined values for drawing
local int iconSize, backgroundWidth, backgroundHeight;
// Fill some constants that will dictate how to display counter
iconSize = 64;
backgroundWidth = 128;
backgroundHeight = 64;
borderSpace = 8;
// Reset color
if(team.teamIndex == 0) C.SetDrawColor(255, 64, 64);
else C.SetDrawColor(team.teamColor.R, team.teamColor.G, team.teamColor.B);
// Draw background
C.SetPos(x, y);
textureToDraw = Texture(class'HUDKillingFloor'.default.HealthBG.WidgetTexture);
C.DrawTile(textureToDraw, 128, 64, 0, 0, textureToDraw.MaterialUSize(), textureToDraw.MaterialVSize());
// Draw appropriate icon
C.SetPos(x + borderSpace, y + borderSpace);
textureToDraw = counter.icon;
C.DrawTile(textureToDraw, 64 - 2*borderSpace, 64 - 2 * borderSpace, 0, 0, textureToDraw.MaterialUSize(), textureToDraw.MaterialVSize());
// Draw numbers
textToDraw = string(counter.value);
C.Font = class'ROHUD'.Static.LoadSmallFontStatic(1);
C.TextSize(textToDraw, textWidth, textHeight);
C.SetPos(x + iconSize + (backgroundWidth - iconSize - textWidth) / 2, y + (backgroundHeight - textHeight) / 2 + 2);
C.DrawText(textToDraw);
}
function DrawAbilityCooldown(Canvas C, int abilityIndex){
local Texture skillTexture, backgroundTexture;
local NiceHumanPawn nicePawn;
local NicePlayerController nicePlayer;
local class<NiceVeterancyTypes> niceVet;
local int x, y;
local string textToDraw;
local float textWidth, textHeight;
local NiceAbilityManager.EAbilityState abilityState;
if(C == none) return;
if(C.ViewPort == none) return;
if(C.ViewPort.Actor == none) return;
nicePawn = NiceHumanPawn(C.ViewPort.Actor.Pawn);
nicePlayer = NicePlayerController(C.ViewPort.Actor.Pawn.Controller);
if(nicePawn == none) return;
if(nicePlayer == none || nicePlayer.abilityManager == none) return;
niceVet = class'NiceVeterancyTypes'.static.GetVeterancy(nicePawn.KFPRI);
skillTexture = nicePlayer.abilityManager.currentAbilities[abilityIndex]. description.icon;
if(skillTexture == none) return;
// Set stuff up
x = C.ClipX * 0.265;
x += abilityIndex * (10 + 64);
y = C.ClipY * 0.93;
textToDraw = string(int(Ceil(nicePlayer.abilityManager.currentAbilities[abilityIndex].cooldown)));
backgroundTexture = Texture'KillingFloorHUD.HUD.Hud_Box_128x64';
// Reset color
C.SetDrawColor(255, 64, 64);
// Draw background
C.SetPos(x, y);
C.DrawTile(backgroundTexture, 64, 64, 0, 0, backgroundTexture.MaterialUSize(), backgroundTexture.MaterialVSize());
C.SetPos(x, y);
C.DrawTile(skillTexture, 64, 64, 0, 0, skillTexture.MaterialUSize(), skillTexture.MaterialVSize());
// Draw additional background
abilityState = nicePlayer.abilityManager.currentAbilities[abilityIndex].myState;
if(abilityState == ASTATE_ACTIVE) C.SetDrawColor(255, 0, 0, 128);
if(abilityState == ASTATE_COOLDOWN) C.SetDrawColor(0, 0, 0, 192);
if(abilityState != ASTATE_READY){ C.SetPos(x, y); C.DrawTileStretched(Material'KillingFloorHUD.HUD.WhiteTexture', 64, 64);
}
// Draw cooldown stuff
if(abilityState == ASTATE_COOLDOWN){ C.SetDrawColor(255, 192, 192); C.Font = class'ROHUD'.static.LoadSmallFontStatic(1); C.TextSize(textToDraw, textWidth, textHeight); C.SetPos(x, y); C.SetPos(x + (64 - textWidth) / 2, y + (64 - textHeight) / 2 + 2); C.DrawText(textToDraw);
}
// Draw calibration GUI
DrawCalibrationStars(C);
}
function DrawCalibrationStars(Canvas C){
local Texture starTexture;
local int x, y, i;
local int starsAmount;
local NiceHumanPawn nicePawn;
local NicePlayerController nicePlayer;
if(C == none) return;
if(C.ViewPort == none) return;
if(C.ViewPort.Actor == none) return;
nicePawn = NiceHumanPawn(C.ViewPort.Actor.Pawn);
if(nicePawn == none) return;
if(nicePawn.currentCalibrationState == CALSTATE_NOABILITY) return;
nicePlayer = NicePlayerController(nicePawn.controller);
if(nicePlayer == none) return;
starsAmount = nicePawn.calibrationScore;
x = C.ClipX * 0.5;
x -= 0.5 * (starsAmount * 32 + (starsAmount - 1) * 16);
if(nicePawn.currentCalibrationState == CALSTATE_ACTIVE) y = C.ClipY * 0.6;
else y = C.ClipY * 0.02;
starTexture = Texture'KillingFloorHUD.HUD.Hud_Perk_Star';
for(i = 0;i < starsAmount;i ++){ C.SetPos(x, y); C.SetDrawColor(255, 255, 255); C.DrawTile(starTexture, 32, 32, 0, 0, starTexture.MaterialUSize(), starTexture.MaterialVSize()); x += 32 + 16;
}
}
function DrawWeaponProgress(Canvas C, NicePack.WeaponProgressDisplay weapProgress, int x, int y, TeamInfo team){
local float textWidth, textHeight;
local string textToDraw;
local float TempWidth, TempHeight, TempBorder;
TempWidth = InventoryBoxWidth * C.ClipX;
TempHeight = InventoryBoxHeight * C.ClipX;
TempBorder = BorderSize * C.ClipX;
// Draw background bar
if(team.teamIndex == 0) C.SetDrawColor(255, 64, 64, 64);
else C.SetDrawColor(team.teamColor.R, team.teamColor.G, team.teamColor.B, 64);
C.SetPos(x, y);
C.DrawTile(Texture'Engine.WhiteSquareTexture', TempWidth * weapProgress.progress, TempHeight, 0, 0, 2, 2);
// Draw this item's Background
if(team.teamIndex == 0) C.SetDrawColor(255, 64, 64);
else C.SetDrawColor(team.teamColor.R, team.teamColor.G, team.teamColor.B);
C.SetPos(x, y);
C.DrawTileStretched(Texture'KillingFloorHUD.HUD.HUD_Rectangel_W_Stroke', TempWidth, TempHeight);
// Draw the Weapon's Icon over the Background
C.SetDrawColor(255, 255, 255);
C.SetPos(x + TempBorder, y + TempBorder);
if(weapProgress.weapClass.default.HudImage != none) C.DrawTile(weapProgress.weapClass.default.HudImage, TempWidth - (2.0 * TempBorder), TempHeight - (2.0 * TempBorder), 0, 0, 256, 192);
// Draw counter, if needed
if(team.teamIndex == 0) C.SetDrawColor(255, 64, 64);
else C.SetDrawColor(team.teamColor.R, team.teamColor.G, team.teamColor.B);
if(weapProgress.bShowCounter){ textToDraw = string(weapProgress.counter); C.Font = class'ROHUD'.Static.LoadSmallFontStatic(5); C.TextSize(textToDraw, textWidth, textHeight); C.SetPos(x + TempWidth - TempBorder - textWidth, y + TempHeight - TempBorder - textHeight + 2); C.DrawText(textToDraw);
}
}
function bool KeyEvent(EInputKey Key, EInputAction Action, float Delta){
local bool bNeedsReload;
local string Alias, LeftPart, RigthPart;
local NiceWeapon niceWeap;
local NicePlayerController nicePlayer;
// Find controller and current weapon
nicePlayer = NicePlayerController(ViewportOwner.Actor);
if(nicePlayer == none) return false;
if(nicePlayer.Pawn != none) niceWeap = NiceWeapon(nicePlayer.Pawn.Weapon);
// If this is a button press - detect alias
if(Action == IST_Press){ // Check for reload command Alias = nicePlayer.ConsoleCommand("KEYBINDING" @ nicePlayer.ConsoleCommand("KEYNAME" @ Key)); if(nicePlayer.bAdvReloadCheck) bNeedsReload = InStr(Caps(Alias), "RELOADMENOW") > -1 || InStr(Caps(Alias), "RELOADWEAPON") > -1; if(Divide(Alias, " ", LeftPart, RigthPart)) Alias = LeftPart; if(Key == IK_MouseWheelUp || Key == IK_MouseWheelDown){ nicePlayer.UpdateSelectors(); if(nicePlayer.hasZeroSelector && nicePlayer.bUsesMouseWheel && nicePlayer.bNiceWeaponManagement){ nicePlayer.ScrollSelector(0, nicePlayer.bMouseWheelLoops, Key == IK_MouseWheelUp); return true; } }
}
// Open trader on movement
if(Alias ~= "MoveForward" || Alias ~= "MoveBackward" || Alias ~= "TurnLeft" || Alias ~= "TurnRight" || Alias ~= "StrafeLeft" || Alias ~= "StrafeRight" || Alias ~= "Axis"){
// Open trader if it's a pre-game if(NicePackMutator.bIsPreGame && NicePackMutator.bInitialTrader && (NicePackMutator.bStillDuringInitTrader || !nicePlayer.bOpenedInitTrader) && nicePlayer.Pawn != none){ nicePlayer.ShowBuyMenu("Initial trader", KFHumanPawn(nicePlayer.Pawn).MaxCarryWeight); nicePlayer.bOpenedInitTrader = true; return true; } //nicePlayer.ClientOpenMenu("NicePack.NiceGUIBuyMenu",,"Test stuff",string(15));
}
// Reload if we've detected a reload alias in this button's command
if(niceWeap != none && !nicePlayer.bUseServerReload && (bNeedsReload || Alias ~= "ReloadMeNow" || Alias ~= "ReloadWeapon")) niceWeap.ClientReloadMeNow();
return false;
}
defaultproperties
{ bleedIcon=Texture'NicePackT.MeanZeds.bleedIcon' poisonIcon=Texture'NicePackT.MeanZeds.poisonIcon' greenBar=Texture'KFStoryGame_Tex.HUD.Batter_Fill' redBar=Texture'KFStoryGame_Tex.HUD.BarFill_Red' Shield=Texture'KillingFloorHUD.HUD.Hud_Shield' Size=75.599998 InventoryBoxWidth=0.100000 InventoryBoxHeight=0.075000 BorderSize=0.005000 bVisible=True
}
class NiceInteraction extends Interaction
dependson(NicePack)
dependson(NiceAbilityManager);
#exec OBJ LOAD FILE=KillingFloor2HUD.utx
var NicePack NicePackMutator;
var Material bleedIcon, poisonIcon;
var Texture greenBar, redBar;
var Texture shield;
var float size;
// Weapon box sizes
var float InventoryBoxWidth;
var float InventoryBoxHeight;
var float BorderSize;
event NotifyLevelChange(){
Master.RemoveInteraction(self);
}
function RegisterMutator(NicePack activePack){
NicePackMutator = activePack;
}
function bool isPoisoned(ScrnHumanPawn pwn){
local Inventory I;
if(pwn.Inventory != none)
for(I = pwn.Inventory; I != none; I = I.Inventory)
if(I != none && MeanPoisonInventory(I) != none)
return true;
return false;
}
function PostRender(Canvas C){
local int i;
local NicePack niceMutator;
local NiceHumanPawn nicePawn;
local class<NiceVeterancyTypes> niceVet;
local MeanReplicationInfo szRI;
local NiceWeapon niceWeap;
local NicePlayerController nicePlayer;
local ScrnHUD scrnHUDInstance;
local Texture barTexture;
local int x, y, center, barWidth, offset;
local int missesWidth, missesHeight, missesSpace;
local int missesX, missesY;
if(C == none) return;
if(C.ViewPort == none) return;
if(C.ViewPort.Actor == none) return;
if(C.ViewPort.Actor.Pawn == none) return;
nicePlayer = NicePlayerController(C.ViewPort.Actor.Pawn.Controller);
niceWeap = NiceWeapon(C.ViewPort.Actor.Pawn.Weapon);
if(nicePlayer == none)
return;
scrnHUDInstance = ScrnHUD(nicePlayer.myHUD);
//// Draw bleed and poison icons
C.SetDrawColor(255, 255, 255);
szRI = class'MeanReplicationInfo'.static.findSZri(ViewportOwner.Actor.PlayerReplicationInfo);
offset = 4;
if(szRI != none){
if(szRI.isBleeding){
x = C.ClipX * 0.007;
y = C.ClipY * 0.93 - size * offset;
C.SetPos(x, y);
C.DrawTile(bleedIcon, size, size, 0, 0, bleedIcon.MaterialUSize(), bleedIcon.MaterialVSize());
}
offset++;
if(isPoisoned(ScrnHumanPawn(C.ViewPort.Actor.Pawn))){
x = C.ClipX * 0.007;
y = C.ClipY * 0.93 - size * offset;
C.SetPos(x, y);
C.DrawTile(poisonIcon, size, size, 0, 0, poisonIcon.MaterialUSize(), poisonIcon.MaterialVSize());
}
}
if(niceWeap != none && niceWeap.bShowSecondaryCharge && scrnHUDInstance != none){
C.ColorModulate.X = 1;
C.ColorModulate.Y = 1;
C.ColorModulate.Z = 1;
C.ColorModulate.W = scrnHUDInstance.HudOpacity / 255;
if(!scrnHUDInstance.bLightHud)
scrnHUDInstance.DrawSpriteWidget(C, scrnHUDInstance.SecondaryClipsBG);
scrnHUDInstance.DrawSpriteWidget(C, scrnHUDInstance.SecondaryClipsIcon);
scrnHUDInstance.SecondaryClipsDigits.value = niceWeap.secondaryCharge;
scrnHUDInstance.DrawNumericWidget(C, scrnHUDInstance.SecondaryClipsDigits, scrnHUDInstance.DigitsSmall);
}
niceMutator = class'NicePack'.static.Myself(C.ViewPort.Actor.Pawn.Level);
if(niceMutator == none)
return;
//// Draw counters
if(nicePlayer != none && nicePlayer.bFlagDisplayCounters){
x = C.ClipX * 0.5 - (64 + 2) * niceMutator.GetVisibleCountersAmount();
y = C.ClipY * 0.01;
for(i = 0;i < niceMutator.niceCounterSet.Length;i ++)
if(niceMutator.niceCounterSet[i].value != 0 || niceMutator.niceCounterSet[i].bShowZeroValue){
DrawCounter(C, niceMutator.niceCounterSet[i], x, y, C.ViewPort.Actor.Pawn.PlayerReplicationInfo.Team);
x += 128 + 4;
}
}
//// Draw weapons progress bars
if(nicePlayer != none && nicePlayer.bFlagDisplayWeaponProgress){
x = C.ClipX - InventoryBoxWidth * C.ClipX - 5;
y = C.ClipY * 0.5 - 0.5 * (InventoryBoxHeight * C.ClipX + 4) * niceMutator.niceWeapProgressSet.Length;
for(i = 0;i < niceMutator.niceWeapProgressSet.Length;i ++){
DrawWeaponProgress(C, niceMutator.niceWeapProgressSet[i], x, y,
C.ViewPort.Actor.Pawn.PlayerReplicationInfo.Team);
y += (InventoryBoxHeight * C.ClipX + 4);
}
}
//// Draw invincibility bar
nicePawn = NiceHumanPawn(nicePlayer.pawn);
if(nicePawn != none && nicePawn.invincibilityTimer != 0.0){
C.SetDrawColor(255, 255, 255);
if(nicePawn.invincibilityTimer > 0)
barTexture = greenBar;
else
barTexture = redBar;
center = C.ClipX * 0.5;
y = C.ClipY * 0.75;
barWidth = C.ClipX * 0.2;
niceVet = class'NiceVeterancyTypes'.static.
GetVeterancy(nicePawn.PlayerReplicationInfo);
if(niceVet != none){
if(nicePawn.invincibilityTimer > 0){
barWidth *= nicePawn.invincibilityTimer
/ niceVet.static.GetInvincibilityDuration(nicePawn.KFPRI);
}
else{
barWidth *= nicePawn.invincibilityTimer /
class'NiceSkillZerkGunzerker'.default.cooldown;
}
}
else
barWidth = 0;
x = center - (barWidth / 2);
C.SetPos(x, y);
C.DrawTile(barTexture, barWidth, 32, 0, 0, barTexture.MaterialUSize(), barTexture.MaterialVSize());
if(nicePawn.safeMeleeMisses <= 0)
return;
missesSpace = 10;//64x64 => 16x16
missesHeight = 16;
missesWidth = nicePawn.safeMeleeMisses * 16
+ (nicePawn.safeMeleeMisses - 1) * missesSpace;
missesX = center - (missesWidth / 2);
missesY = y + (32 - missesHeight) * 0.5;
for(i = 0;i < nicePawn.safeMeleeMisses;i ++){
C.SetPos(missesX + i * (16 + missesSpace), missesY);
C.DrawTile(shield, 16, 16, 0, 0, shield.MaterialUSize(), shield.MaterialVSize());
}
}
// Draw cooldowns
if(nicePlayer.abilityManager == none)
return;
for(i = 0;i < nicePlayer.abilityManager.currentAbilitiesAmount;i ++)
DrawAbilityCooldown(C, i);
}
function DrawCounter(Canvas C, NicePack.CounterDisplay counter, int x, int y, TeamInfo team){
local float borderSpace;
local Texture textureToDraw;
local float textWidth, textHeight;
local string textToDraw;
// Some per-defined values for drawing
local int iconSize, backgroundWidth, backgroundHeight;
// Fill some constants that will dictate how to display counter
iconSize = 64;
backgroundWidth = 128;
backgroundHeight = 64;
borderSpace = 8;
// Reset color
if(team.teamIndex == 0)
C.SetDrawColor(255, 64, 64);
else
C.SetDrawColor(team.teamColor.R, team.teamColor.G, team.teamColor.B);
// Draw background
C.SetPos(x, y);
textureToDraw = Texture(class'HUDKillingFloor'.default.HealthBG.WidgetTexture);
C.DrawTile(textureToDraw, 128, 64, 0, 0, textureToDraw.MaterialUSize(), textureToDraw.MaterialVSize());
// Draw appropriate icon
C.SetPos(x + borderSpace, y + borderSpace);
textureToDraw = counter.icon;
C.DrawTile(textureToDraw, 64 - 2*borderSpace, 64 - 2 * borderSpace, 0, 0,
textureToDraw.MaterialUSize(), textureToDraw.MaterialVSize());
// Draw numbers
textToDraw = string(counter.value);
C.Font = class'ROHUD'.Static.LoadSmallFontStatic(1);
C.TextSize(textToDraw, textWidth, textHeight);
C.SetPos(x + iconSize + (backgroundWidth - iconSize - textWidth) / 2, y + (backgroundHeight - textHeight) / 2 + 2);
C.DrawText(textToDraw);
}
function DrawAbilityCooldown(Canvas C, int abilityIndex){
local Texture skillTexture, backgroundTexture;
local NiceHumanPawn nicePawn;
local NicePlayerController nicePlayer;
local class<NiceVeterancyTypes> niceVet;
local int x, y;
local string textToDraw;
local float textWidth, textHeight;
local NiceAbilityManager.EAbilityState abilityState;
if(C == none) return;
if(C.ViewPort == none) return;
if(C.ViewPort.Actor == none) return;
nicePawn = NiceHumanPawn(C.ViewPort.Actor.Pawn);
nicePlayer = NicePlayerController(C.ViewPort.Actor.Pawn.Controller);
if(nicePawn == none)
return;
if(nicePlayer == none || nicePlayer.abilityManager == none)
return;
niceVet = class'NiceVeterancyTypes'.static.GetVeterancy(nicePawn.KFPRI);
skillTexture =
nicePlayer.abilityManager.currentAbilities[abilityIndex].
description.icon;
if(skillTexture == none)
return;
// Set stuff up
x = C.ClipX * 0.265;
x += abilityIndex * (10 + 64);
y = C.ClipY * 0.93;
textToDraw = string(int(Ceil(nicePlayer.abilityManager.currentAbilities[abilityIndex].cooldown)));
backgroundTexture = Texture'KillingFloorHUD.HUD.Hud_Box_128x64';
// Reset color
C.SetDrawColor(255, 64, 64);
// Draw background
C.SetPos(x, y);
C.DrawTile(backgroundTexture, 64, 64, 0, 0, backgroundTexture.MaterialUSize(), backgroundTexture.MaterialVSize());
C.SetPos(x, y);
C.DrawTile(skillTexture, 64, 64, 0, 0, skillTexture.MaterialUSize(), skillTexture.MaterialVSize());
// Draw additional background
abilityState =
nicePlayer.abilityManager.currentAbilities[abilityIndex].myState;
if(abilityState == ASTATE_ACTIVE)
C.SetDrawColor(255, 0, 0, 128);
if(abilityState == ASTATE_COOLDOWN)
C.SetDrawColor(0, 0, 0, 192);
if(abilityState != ASTATE_READY){
C.SetPos(x, y);
C.DrawTileStretched(Material'KillingFloorHUD.HUD.WhiteTexture', 64, 64);
}
// Draw cooldown stuff
if(abilityState == ASTATE_COOLDOWN){
C.SetDrawColor(255, 192, 192);
C.Font = class'ROHUD'.static.LoadSmallFontStatic(1);
C.TextSize(textToDraw, textWidth, textHeight);
C.SetPos(x, y);
C.SetPos(x + (64 - textWidth) / 2, y + (64 - textHeight) / 2 + 2);
C.DrawText(textToDraw);
}
// Draw calibration GUI
DrawCalibrationStars(C);
}
function DrawCalibrationStars(Canvas C){
local Texture starTexture;
local int x, y, i;
local int starsAmount;
local NiceHumanPawn nicePawn;
local NicePlayerController nicePlayer;
if(C == none) return;
if(C.ViewPort == none) return;
if(C.ViewPort.Actor == none) return;
nicePawn = NiceHumanPawn(C.ViewPort.Actor.Pawn);
if(nicePawn == none)
return;
if(nicePawn.currentCalibrationState == CALSTATE_NOABILITY)
return;
nicePlayer = NicePlayerController(nicePawn.controller);
if(nicePlayer == none)
return;
starsAmount = nicePawn.calibrationScore;
x = C.ClipX * 0.5;
x -= 0.5 * (starsAmount * 32 + (starsAmount - 1) * 16);
if(nicePawn.currentCalibrationState == CALSTATE_ACTIVE)
y = C.ClipY * 0.6;
else
y = C.ClipY * 0.02;
starTexture = Texture'KillingFloorHUD.HUD.Hud_Perk_Star';
for(i = 0;i < starsAmount;i ++){
C.SetPos(x, y);
C.SetDrawColor(255, 255, 255);
C.DrawTile(starTexture, 32, 32, 0, 0, starTexture.MaterialUSize(), starTexture.MaterialVSize());
x += 32 + 16;
}
}
function DrawWeaponProgress(Canvas C, NicePack.WeaponProgressDisplay weapProgress, int x, int y, TeamInfo team){
local float textWidth, textHeight;
local string textToDraw;
local float TempWidth, TempHeight, TempBorder;
TempWidth = InventoryBoxWidth * C.ClipX;
TempHeight = InventoryBoxHeight * C.ClipX;
TempBorder = BorderSize * C.ClipX;
// Draw background bar
if(team.teamIndex == 0)
C.SetDrawColor(255, 64, 64, 64);
else
C.SetDrawColor(team.teamColor.R, team.teamColor.G, team.teamColor.B, 64);
C.SetPos(x, y);
C.DrawTile(Texture'Engine.WhiteSquareTexture', TempWidth * weapProgress.progress, TempHeight, 0, 0, 2, 2);
// Draw this item's Background
if(team.teamIndex == 0)
C.SetDrawColor(255, 64, 64);
else
C.SetDrawColor(team.teamColor.R, team.teamColor.G, team.teamColor.B);
C.SetPos(x, y);
C.DrawTileStretched(Texture'KillingFloorHUD.HUD.HUD_Rectangel_W_Stroke', TempWidth, TempHeight);
// Draw the Weapon's Icon over the Background
C.SetDrawColor(255, 255, 255);
C.SetPos(x + TempBorder, y + TempBorder);
if(weapProgress.weapClass.default.HudImage != none)
C.DrawTile(weapProgress.weapClass.default.HudImage,
TempWidth - (2.0 * TempBorder), TempHeight - (2.0 * TempBorder), 0, 0, 256, 192);
// Draw counter, if needed
if(team.teamIndex == 0)
C.SetDrawColor(255, 64, 64);
else
C.SetDrawColor(team.teamColor.R, team.teamColor.G, team.teamColor.B);
if(weapProgress.bShowCounter){
textToDraw = string(weapProgress.counter);
C.Font = class'ROHUD'.Static.LoadSmallFontStatic(5);
C.TextSize(textToDraw, textWidth, textHeight);
C.SetPos(x + TempWidth - TempBorder - textWidth, y + TempHeight - TempBorder - textHeight + 2);
C.DrawText(textToDraw);
}
}
function bool KeyEvent(EInputKey Key, EInputAction Action, float Delta){
local bool bNeedsReload;
local string Alias, LeftPart, RigthPart;
local NiceWeapon niceWeap;
local NicePlayerController nicePlayer;
// Find controller and current weapon
nicePlayer = NicePlayerController(ViewportOwner.Actor);
if(nicePlayer == none)
return false;
if(nicePlayer.Pawn != none)
niceWeap = NiceWeapon(nicePlayer.Pawn.Weapon);
// If this is a button press - detect alias
if(Action == IST_Press){
// Check for reload command
Alias = nicePlayer.ConsoleCommand("KEYBINDING" @ nicePlayer.ConsoleCommand("KEYNAME" @ Key));
if(nicePlayer.bAdvReloadCheck)
bNeedsReload = InStr(Caps(Alias), "RELOADMENOW") > -1 || InStr(Caps(Alias), "RELOADWEAPON") > -1;
if(Divide(Alias, " ", LeftPart, RigthPart))
Alias = LeftPart;
if(Key == IK_MouseWheelUp || Key == IK_MouseWheelDown){
nicePlayer.UpdateSelectors();
if(nicePlayer.hasZeroSelector && nicePlayer.bUsesMouseWheel && nicePlayer.bNiceWeaponManagement){
nicePlayer.ScrollSelector(0, nicePlayer.bMouseWheelLoops, Key == IK_MouseWheelUp);
return true;
}
}
}
// Open trader on movement
if(Alias ~= "MoveForward" || Alias ~= "MoveBackward" || Alias ~= "TurnLeft" || Alias ~= "TurnRight"
|| Alias ~= "StrafeLeft" || Alias ~= "StrafeRight" || Alias ~= "Axis"){
// Open trader if it's a pre-game
if(NicePackMutator.bIsPreGame && NicePackMutator.bInitialTrader && (NicePackMutator.bStillDuringInitTrader || !nicePlayer.bOpenedInitTrader) && nicePlayer.Pawn != none){
nicePlayer.ShowBuyMenu("Initial trader", KFHumanPawn(nicePlayer.Pawn).MaxCarryWeight);
nicePlayer.bOpenedInitTrader = true;
return true;
}
//nicePlayer.ClientOpenMenu("NicePack.NiceGUIBuyMenu",,"Test stuff",string(15));
}
// Reload if we've detected a reload alias in this button's command
if(niceWeap != none && !nicePlayer.bUseServerReload &&
(bNeedsReload || Alias ~= "ReloadMeNow" || Alias ~= "ReloadWeapon"))
niceWeap.ClientReloadMeNow();
return false;
}
defaultproperties
{
bleedIcon=Texture'NicePackT.MeanZeds.bleedIcon'
poisonIcon=Texture'NicePackT.MeanZeds.poisonIcon'
greenBar=Texture'KFStoryGame_Tex.HUD.Batter_Fill'
redBar=Texture'KFStoryGame_Tex.HUD.BarFill_Red'
Shield=Texture'KillingFloorHUD.HUD.Hud_Shield'
Size=75.599998
InventoryBoxWidth=0.100000
InventoryBoxHeight=0.075000
BorderSize=0.005000
bVisible=True
}

View File

@ -1,54 +1,72 @@
class NiceInvasionLoginMenu extends ScrnInvasionLoginMenu;
var bool bShowScrnMenu;
// copy-pasted from ScrnInvasionLoginMenu to change change remove news tab and add skills tab
function InitComponent(GUIController MyController, GUIComponent MyOwner){
local int i;
local string s;
local eFontScale FS;
local SRMenuAddition M;
local int indexAfterScrn;
// Setup panel classes.
Panels[0].ClassName = string(Class'ScrnBalanceSrv.ScrnTab_MidGamePerks');
Panels[1].ClassName = string(Class'NicePack.NicePanelSkills');
Panels[2].ClassName = string(Class'SRTab_MidGameVoiceChat');
Panels[3].ClassName = string(Class'SRTab_MidGameStats');
Panels[0].Caption = Class'KFInvasionLoginMenu'.Default.Panels[1].Caption;
Panels[1].Caption = "Skills";
Panels[2].Caption = Class'KFInvasionLoginMenu'.Default.Panels[2].Caption;
Panels[0].Hint = Class'KFInvasionLoginMenu'.Default.Panels[1].Hint;
Panels[1].Hint = "Customize your perk";
Panels[2].Hint = Class'KFInvasionLoginMenu'.Default.Panels[2].Hint;
b_Spec.Caption=class'KFTab_MidGamePerks'.default.b_Spec.Caption;
b_MatchSetup.Caption=class'KFTab_MidGamePerks'.default.b_MatchSetup.Caption;
b_KickVote.Caption=class'KFTab_MidGamePerks'.default.b_KickVote.Caption;
b_MapVote.Caption=class'KFTab_MidGamePerks'.default.b_MapVote.Caption;
b_Quit.Caption=class'KFTab_MidGamePerks'.default.b_Quit.Caption;
b_Favs.Caption=class'KFTab_MidGamePerks'.default.b_Favs.Caption;
b_Favs.Hint=class'KFTab_MidGamePerks'.default.b_Favs.Hint;
b_Settings.Caption=class'KFTab_MidGamePerks'.default.b_Settings.Caption;
b_Browser.Caption=class'KFTab_MidGamePerks'.default.b_Browser.Caption;
// Other panels
Panels[4].ClassName = "ScrnBalanceSrv.ScrnTab_Achievements";
Panels[4].Caption = "Achievements";
Panels[4].Hint = "ScrN server-side achievements";
if(default.bShowScrnMenu){ Panels[5].ClassName = "ScrnBalanceSrv.ScrnTab_UserSettings"; Panels[5].Caption = "ScrN Features"; Panels[5].Hint = "ScrN Balance features, settings and info"; indexAfterScrn = 6;
}
else indexAfterScrn = 5;
Panels[indexAfterScrn].ClassName = "NicePack.NiceGUISettings";
Panels[indexAfterScrn].Caption = "Nice settings";
Panels[indexAfterScrn].Hint = "Settings specific to NicePack mutator";
Panels.Length = indexAfterScrn + 1;
Super(UT2K4PlayerLoginMenu).InitComponent(MyController, MyOwner);
// Mod menus
foreach MyController.ViewportOwner.Actor.DynamicActors(class'SRMenuAddition',M) if( M.bHasInit ) { AddOnList[AddOnList.Length] = M; M.NotifyMenuOpen(Self,MyController); }
s = GetSizingCaption();
for ( i = 0; i < Controls.Length; i++ )
{ if (GUIButton(Controls[i]) != none) { GUIButton(Controls[i]).bAutoSize = true; GUIButton(Controls[i]).SizingCaption = s; GUIButton(Controls[i]).AutoSizePadding.HorzPerc = 0.04; GUIButton(Controls[i]).AutoSizePadding.VertPerc = 0.5; }
}
s = class'KFTab_MidGamePerks'.default.PlayerStyleName;
PlayerStyle = MyController.GetStyle(s, fs);
InitGRI();
}
defaultproperties
{
}
class NiceInvasionLoginMenu extends ScrnInvasionLoginMenu;
var bool bShowScrnMenu;
// copy-pasted from ScrnInvasionLoginMenu to change change remove news tab and add skills tab
function InitComponent(GUIController MyController, GUIComponent MyOwner){
local int i;
local string s;
local eFontScale FS;
local SRMenuAddition M;
local int indexAfterScrn;
// Setup panel classes.
Panels[0].ClassName = string(Class'ScrnBalanceSrv.ScrnTab_MidGamePerks');
Panels[1].ClassName = string(Class'NicePack.NicePanelSkills');
Panels[2].ClassName = string(Class'SRTab_MidGameVoiceChat');
Panels[3].ClassName = string(Class'SRTab_MidGameStats');
Panels[0].Caption = Class'KFInvasionLoginMenu'.Default.Panels[1].Caption;
Panels[1].Caption = "Skills";
Panels[2].Caption = Class'KFInvasionLoginMenu'.Default.Panels[2].Caption;
Panels[0].Hint = Class'KFInvasionLoginMenu'.Default.Panels[1].Hint;
Panels[1].Hint = "Customize your perk";
Panels[2].Hint = Class'KFInvasionLoginMenu'.Default.Panels[2].Hint;
b_Spec.Caption=class'KFTab_MidGamePerks'.default.b_Spec.Caption;
b_MatchSetup.Caption=class'KFTab_MidGamePerks'.default.b_MatchSetup.Caption;
b_KickVote.Caption=class'KFTab_MidGamePerks'.default.b_KickVote.Caption;
b_MapVote.Caption=class'KFTab_MidGamePerks'.default.b_MapVote.Caption;
b_Quit.Caption=class'KFTab_MidGamePerks'.default.b_Quit.Caption;
b_Favs.Caption=class'KFTab_MidGamePerks'.default.b_Favs.Caption;
b_Favs.Hint=class'KFTab_MidGamePerks'.default.b_Favs.Hint;
b_Settings.Caption=class'KFTab_MidGamePerks'.default.b_Settings.Caption;
b_Browser.Caption=class'KFTab_MidGamePerks'.default.b_Browser.Caption;
// Other panels
Panels[4].ClassName = "ScrnBalanceSrv.ScrnTab_Achievements";
Panels[4].Caption = "Achievements";
Panels[4].Hint = "ScrN server-side achievements";
if(default.bShowScrnMenu){
Panels[5].ClassName = "ScrnBalanceSrv.ScrnTab_UserSettings";
Panels[5].Caption = "ScrN Features";
Panels[5].Hint = "ScrN Balance features, settings and info";
indexAfterScrn = 6;
}
else
indexAfterScrn = 5;
Panels[indexAfterScrn].ClassName = "NicePack.NiceGUISettings";
Panels[indexAfterScrn].Caption = "Nice settings";
Panels[indexAfterScrn].Hint = "Settings specific to NicePack mutator";
Panels.Length = indexAfterScrn + 1;
Super(UT2K4PlayerLoginMenu).InitComponent(MyController, MyOwner);
// Mod menus
foreach MyController.ViewportOwner.Actor.DynamicActors(class'SRMenuAddition',M)
if( M.bHasInit )
{
AddOnList[AddOnList.Length] = M;
M.NotifyMenuOpen(Self,MyController);
}
s = GetSizingCaption();
for ( i = 0; i < Controls.Length; i++ )
{
if (GUIButton(Controls[i]) != none)
{
GUIButton(Controls[i]).bAutoSize = true;
GUIButton(Controls[i]).SizingCaption = s;
GUIButton(Controls[i]).AutoSizePadding.HorzPerc = 0.04;
GUIButton(Controls[i]).AutoSizePadding.VertPerc = 0.5;
}
}
s = class'KFTab_MidGamePerks'.default.PlayerStyleName;
PlayerStyle = MyController.GetStyle(s, fs);
InitGRI();
}
defaultproperties
{
}

View File

@ -1,14 +1,23 @@
class NiceLobbyFooter extends ScrnLobbyFooter;
function bool OnFooterClick(GUIComponent Sender)
{
if (Sender == b_Perks){ PlayerOwner().ClientOpenMenu(string(Class'NicePack.NiceInvasionLoginMenu'), false); return false;
}
else if(Sender == b_ViewMap){ if(KF_StoryGRI(PlayerOwner().Level.GRI) == none){ LobbyMenu(PageOwner).bAllowClose = true; PlayerOwner().ClientCloseMenu(true, false); LobbyMenu(PageOwner).bAllowClose = false; }
}
else if(Sender == b_Ready){ return super(LobbyFooter).OnFooterClick(Sender); // bypass serverperks
}
else return super.OnFooterClick(Sender);
}
defaultproperties
{
}
class NiceLobbyFooter extends ScrnLobbyFooter;
function bool OnFooterClick(GUIComponent Sender)
{
if (Sender == b_Perks){
PlayerOwner().ClientOpenMenu(string(Class'NicePack.NiceInvasionLoginMenu'), false);
return false;
}
else if(Sender == b_ViewMap){
if(KF_StoryGRI(PlayerOwner().Level.GRI) == none){
LobbyMenu(PageOwner).bAllowClose = true;
PlayerOwner().ClientCloseMenu(true, false);
LobbyMenu(PageOwner).bAllowClose = false;
}
}
else if(Sender == b_Ready){
return super(LobbyFooter).OnFooterClick(Sender); // bypass serverperks
}
else
return super.OnFooterClick(Sender);
}
defaultproperties
{
}

View File

@ -1,4 +1,12 @@
class NiceLobbyMenu extends ScrnLobbyMenu;
defaultproperties
{ Begin Object Class=NiceLobbyFooter Name=BuyFooter RenderWeight=0.300000 TabOrder=8 bBoundToParent=False bScaleToParent=False OnPreDraw=BuyFooter.InternalOnPreDraw End Object t_Footer=NiceLobbyFooter'NicePack.NiceLobbyMenu.BuyFooter'
}
class NiceLobbyMenu extends ScrnLobbyMenu;
defaultproperties
{
Begin Object Class=NiceLobbyFooter Name=BuyFooter
RenderWeight=0.300000
TabOrder=8
bBoundToParent=False
bScaleToParent=False
OnPreDraw=BuyFooter.InternalOnPreDraw
End Object
t_Footer=NiceLobbyFooter'NicePack.NiceLobbyMenu.BuyFooter'
}

View File

@ -1,26 +1,172 @@
class NicePanelSkills extends Settings_Tabs;
var automated NiceGUIPerkButton skillButtonA[5], skillButtonB[5];
function ShowPanel(bool bShow){
local int i;
local class<NiceVeterancyTypes> niceVet;
local NicePlayerController nicePlayer;
Super.ShowPanel(bShow);
nicePlayer = NicePlayerController(PlayerOwner());
if(nicePlayer != none) niceVet = class'NiceVeterancyTypes'.static.GetVeterancy(nicePlayer.PlayerReplicationInfo);
if(niceVet != none){ for(i = 0;i < 5;i ++){ skillButtonA[i].skillIndex = i; skillButtonB[i].skillIndex = i; skillButtonA[i].skillPerkIndex = niceVet.default.PerkIndex; skillButtonB[i].skillPerkIndex = niceVet.default.PerkIndex; skillButtonA[i].isAltSkill = false; skillButtonB[i].isAltSkill = true; skillButtonA[i].associatedSkill = niceVet.default.SkillGroupA[i]; skillButtonB[i].associatedSkill = niceVet.default.SkillGroupB[i]; }
}
}
// size = (x=0.0125, y=0.0) ; (w=1.0, h=0.865)
// setup caption
defaultproperties
{ Begin Object Class=NiceGUIPerkButton Name=btn1A WinTop=0.012500 WinWidth=0.495000 WinHeight=0.160000 RenderWeight=2.000000 TabOrder=1 bBoundToParent=True bScaleToParent=True bMouseOverSound=False OnClickSound=CS_None OnKeyEvent=btn1A.InternalOnKeyEvent End Object skillButtonA(0)=NiceGUIPerkButton'NicePack.NicePanelSkills.btn1A'
Begin Object Class=NiceGUIPerkButton Name=btn2A WinTop=0.188500 WinWidth=0.495000 WinHeight=0.160000 RenderWeight=2.000000 TabOrder=3 bBoundToParent=True bScaleToParent=True bMouseOverSound=False OnClickSound=CS_None OnKeyEvent=btn2A.InternalOnKeyEvent End Object skillButtonA(1)=NiceGUIPerkButton'NicePack.NicePanelSkills.btn2A'
Begin Object Class=NiceGUIPerkButton Name=btn3A WinTop=0.364500 WinWidth=0.495000 WinHeight=0.160000 RenderWeight=2.000000 TabOrder=5 bBoundToParent=True bScaleToParent=True bMouseOverSound=False OnClickSound=CS_None OnKeyEvent=btn3A.InternalOnKeyEvent End Object skillButtonA(2)=NiceGUIPerkButton'NicePack.NicePanelSkills.btn3A'
Begin Object Class=NiceGUIPerkButton Name=btn4A WinTop=0.540500 WinWidth=0.495000 WinHeight=0.160000 RenderWeight=2.000000 TabOrder=7 bBoundToParent=True bScaleToParent=True bMouseOverSound=False OnClickSound=CS_None OnKeyEvent=btn4A.InternalOnKeyEvent End Object skillButtonA(3)=NiceGUIPerkButton'NicePack.NicePanelSkills.btn4A'
Begin Object Class=NiceGUIPerkButton Name=btn5A WinTop=0.716500 WinWidth=0.495000 WinHeight=0.160000 RenderWeight=2.000000 TabOrder=9 bBoundToParent=True bScaleToParent=True bMouseOverSound=False OnClickSound=CS_None OnKeyEvent=btn5A.InternalOnKeyEvent End Object skillButtonA(4)=NiceGUIPerkButton'NicePack.NicePanelSkills.btn5A'
Begin Object Class=NiceGUIPerkButton Name=btn1B WinTop=0.012500 WinLeft=0.505000 WinWidth=0.495000 WinHeight=0.160000 RenderWeight=2.000000 TabOrder=2 bBoundToParent=True bScaleToParent=True bMouseOverSound=False OnClickSound=CS_None OnKeyEvent=btn1B.InternalOnKeyEvent End Object skillButtonB(0)=NiceGUIPerkButton'NicePack.NicePanelSkills.btn1B'
Begin Object Class=NiceGUIPerkButton Name=btn2B WinTop=0.188500 WinLeft=0.505000 WinWidth=0.495000 WinHeight=0.160000 RenderWeight=2.000000 TabOrder=4 bBoundToParent=True bScaleToParent=True bMouseOverSound=False OnClickSound=CS_None OnKeyEvent=btn2B.InternalOnKeyEvent End Object skillButtonB(1)=NiceGUIPerkButton'NicePack.NicePanelSkills.btn2B'
Begin Object Class=NiceGUIPerkButton Name=btn3B WinTop=0.364500 WinLeft=0.505000 WinWidth=0.495000 WinHeight=0.160000 RenderWeight=2.000000 TabOrder=6 bBoundToParent=True bScaleToParent=True bMouseOverSound=False OnClickSound=CS_None OnKeyEvent=btn3B.InternalOnKeyEvent End Object skillButtonB(2)=NiceGUIPerkButton'NicePack.NicePanelSkills.btn3B'
Begin Object Class=NiceGUIPerkButton Name=btn4B WinTop=0.540500 WinLeft=0.505000 WinWidth=0.495000 WinHeight=0.160000 RenderWeight=2.000000 TabOrder=8 bBoundToParent=True bScaleToParent=True bMouseOverSound=False OnClickSound=CS_None OnKeyEvent=btn4B.InternalOnKeyEvent End Object skillButtonB(3)=NiceGUIPerkButton'NicePack.NicePanelSkills.btn4B'
Begin Object Class=NiceGUIPerkButton Name=btn5B WinTop=0.716500 WinLeft=0.505000 WinWidth=0.495000 WinHeight=0.160000 RenderWeight=2.000000 TabOrder=10 bBoundToParent=True bScaleToParent=True bMouseOverSound=False OnClickSound=CS_None OnKeyEvent=btn5B.InternalOnKeyEvent End Object skillButtonB(4)=NiceGUIPerkButton'NicePack.NicePanelSkills.btn5B'
}
class NicePanelSkills extends Settings_Tabs;
var automated NiceGUIPerkButton skillButtonA[5], skillButtonB[5];
function ShowPanel(bool bShow){
local int i;
local class<NiceVeterancyTypes> niceVet;
local NicePlayerController nicePlayer;
Super.ShowPanel(bShow);
nicePlayer = NicePlayerController(PlayerOwner());
if(nicePlayer != none)
niceVet = class'NiceVeterancyTypes'.static.GetVeterancy(nicePlayer.PlayerReplicationInfo);
if(niceVet != none){
for(i = 0;i < 5;i ++){
skillButtonA[i].skillIndex = i;
skillButtonB[i].skillIndex = i;
skillButtonA[i].skillPerkIndex = niceVet.default.PerkIndex;
skillButtonB[i].skillPerkIndex = niceVet.default.PerkIndex;
skillButtonA[i].isAltSkill = false;
skillButtonB[i].isAltSkill = true;
skillButtonA[i].associatedSkill = niceVet.default.SkillGroupA[i];
skillButtonB[i].associatedSkill = niceVet.default.SkillGroupB[i];
}
}
}
// size = (x=0.0125, y=0.0) ; (w=1.0, h=0.865)
// setup caption
defaultproperties
{
Begin Object Class=NiceGUIPerkButton Name=btn1A
WinTop=0.012500
WinWidth=0.495000
WinHeight=0.160000
RenderWeight=2.000000
TabOrder=1
bBoundToParent=True
bScaleToParent=True
bMouseOverSound=False
OnClickSound=CS_None
OnKeyEvent=btn1A.InternalOnKeyEvent
End Object
skillButtonA(0)=NiceGUIPerkButton'NicePack.NicePanelSkills.btn1A'
Begin Object Class=NiceGUIPerkButton Name=btn2A
WinTop=0.188500
WinWidth=0.495000
WinHeight=0.160000
RenderWeight=2.000000
TabOrder=3
bBoundToParent=True
bScaleToParent=True
bMouseOverSound=False
OnClickSound=CS_None
OnKeyEvent=btn2A.InternalOnKeyEvent
End Object
skillButtonA(1)=NiceGUIPerkButton'NicePack.NicePanelSkills.btn2A'
Begin Object Class=NiceGUIPerkButton Name=btn3A
WinTop=0.364500
WinWidth=0.495000
WinHeight=0.160000
RenderWeight=2.000000
TabOrder=5
bBoundToParent=True
bScaleToParent=True
bMouseOverSound=False
OnClickSound=CS_None
OnKeyEvent=btn3A.InternalOnKeyEvent
End Object
skillButtonA(2)=NiceGUIPerkButton'NicePack.NicePanelSkills.btn3A'
Begin Object Class=NiceGUIPerkButton Name=btn4A
WinTop=0.540500
WinWidth=0.495000
WinHeight=0.160000
RenderWeight=2.000000
TabOrder=7
bBoundToParent=True
bScaleToParent=True
bMouseOverSound=False
OnClickSound=CS_None
OnKeyEvent=btn4A.InternalOnKeyEvent
End Object
skillButtonA(3)=NiceGUIPerkButton'NicePack.NicePanelSkills.btn4A'
Begin Object Class=NiceGUIPerkButton Name=btn5A
WinTop=0.716500
WinWidth=0.495000
WinHeight=0.160000
RenderWeight=2.000000
TabOrder=9
bBoundToParent=True
bScaleToParent=True
bMouseOverSound=False
OnClickSound=CS_None
OnKeyEvent=btn5A.InternalOnKeyEvent
End Object
skillButtonA(4)=NiceGUIPerkButton'NicePack.NicePanelSkills.btn5A'
Begin Object Class=NiceGUIPerkButton Name=btn1B
WinTop=0.012500
WinLeft=0.505000
WinWidth=0.495000
WinHeight=0.160000
RenderWeight=2.000000
TabOrder=2
bBoundToParent=True
bScaleToParent=True
bMouseOverSound=False
OnClickSound=CS_None
OnKeyEvent=btn1B.InternalOnKeyEvent
End Object
skillButtonB(0)=NiceGUIPerkButton'NicePack.NicePanelSkills.btn1B'
Begin Object Class=NiceGUIPerkButton Name=btn2B
WinTop=0.188500
WinLeft=0.505000
WinWidth=0.495000
WinHeight=0.160000
RenderWeight=2.000000
TabOrder=4
bBoundToParent=True
bScaleToParent=True
bMouseOverSound=False
OnClickSound=CS_None
OnKeyEvent=btn2B.InternalOnKeyEvent
End Object
skillButtonB(1)=NiceGUIPerkButton'NicePack.NicePanelSkills.btn2B'
Begin Object Class=NiceGUIPerkButton Name=btn3B
WinTop=0.364500
WinLeft=0.505000
WinWidth=0.495000
WinHeight=0.160000
RenderWeight=2.000000
TabOrder=6
bBoundToParent=True
bScaleToParent=True
bMouseOverSound=False
OnClickSound=CS_None
OnKeyEvent=btn3B.InternalOnKeyEvent
End Object
skillButtonB(2)=NiceGUIPerkButton'NicePack.NicePanelSkills.btn3B'
Begin Object Class=NiceGUIPerkButton Name=btn4B
WinTop=0.540500
WinLeft=0.505000
WinWidth=0.495000
WinHeight=0.160000
RenderWeight=2.000000
TabOrder=8
bBoundToParent=True
bScaleToParent=True
bMouseOverSound=False
OnClickSound=CS_None
OnKeyEvent=btn4B.InternalOnKeyEvent
End Object
skillButtonB(3)=NiceGUIPerkButton'NicePack.NicePanelSkills.btn4B'
Begin Object Class=NiceGUIPerkButton Name=btn5B
WinTop=0.716500
WinLeft=0.505000
WinWidth=0.495000
WinHeight=0.160000
RenderWeight=2.000000
TabOrder=10
bBoundToParent=True
bScaleToParent=True
bMouseOverSound=False
OnClickSound=CS_None
OnKeyEvent=btn5B.InternalOnKeyEvent
End Object
skillButtonB(4)=NiceGUIPerkButton'NicePack.NicePanelSkills.btn5B'
}

View File

@ -1,74 +1,151 @@
// made to fix KFStoryGameInfo loading for KFO maps
class NiceGameType extends ScrnGameType;
var NicePack NicePackMutator;
function RegisterMutator(NicePack activePack){
NicePackMutator = activePack;
}
function OverrideMonsterHealth(KFMonster M){}
/*event InitGame(string Options, out string Error){
local int i, j;
if(ScrnGameLength == none) ScrnGameLength = new(none, string(KFGameLength)) class'ScrnGameLength';
for(i = 0;i < ScrnGameLength.
}*/
function int SpawnSquad(ZombieVolume ZVol, out array< class<KFMonster> > Squad, optional bool bLogSpawned ){
local int i, j;
local array<NicePack.ZedRecord> zedDatabase;
if(NicePackMutator != none){ zedDatabase = NicePackMutator.zedDatabase; for(i = 0;i < zedDatabase.Length;i ++){ for(j = 0;j < Squad.Length;j ++){ if(zedDatabase[i].bNeedsReplacement && zedDatabase[i].ZedType == Squad[j]) Squad[j] = zeddatabase[i].MeanZedType; } }
}
return super.SpawnSquad(ZVol, Squad, bLogSpawned);
}
function SetupWave(){
Super.SetupWave();
// Event call
NicePackMutator.WaveStart();
}
function RestartPlayer(Controller aPlayer){
Super.RestartPlayer(aPlayer);
if(aPlayer.Pawn != none && NicePlayerController(aPlayer) != none) NicePlayerController(aPlayer).PawnSpawned();
}
State MatchInProgress{
function BeginState(){ Super(Invasion).BeginState();
WaveNum = InitialWave; InvasionGameReplicationInfo(GameReplicationInfo).WaveNumber = WaveNum;
if(NicePackMutator.bInitialTrader) WaveCountDown = NicePackMutator.initialTraderTime + 5; else WaveCountDown = 10;
SetupPickups(); if(ScrnGameLength != none && !ScrnGameLength.LoadWave(WaveNum)) DoWaveEnd();
// Event call NicePackMutator.MatchBegan();
}
function DoWaveEnd(){ Super.DoWaveEnd(); // Event call NicePackMutator.TraderStart();
}
function StartWaveBoss(){ Super.StartWaveBoss(); // Event call NicePackMutator.WaveStart();
}
}
function DramaticEvent(float BaseZedTimePossibility, optional float DesiredZedTimeDuration){
local bool bWasZedTime;
bWasZedTime = bZEDTimeActive;
Super.DramaticEvent(BaseZedTimePossibility, DesiredZedTimeDuration);
// Call event
if(!bWasZedTime && bZEDTimeActive) NicePackMutator.ZedTimeActivated();
}
event Tick(float DeltaTime){
local float TrueTimeFactor;
local Controller C;
if(bZEDTimeActive){ TrueTimeFactor = 1.1 / Level.TimeDilation; CurrentZEDTimeDuration -= DeltaTime * TrueTimeFactor; if(CurrentZEDTimeDuration < (ZEDTimeDuration*0.166) && CurrentZEDTimeDuration > 0 ){ if(!bSpeedingBackUp){ bSpeedingBackUp = true;
for(C = Level.ControllerList;C != none;C = C.NextController){ if(KFPlayerController(C)!= none) KFPlayerController(C).ClientExitZedTime(); } } SetGameSpeed(Lerp( (CurrentZEDTimeDuration/(ZEDTimeDuration*0.166)), 1.0, 0.2 )); } if(CurrentZEDTimeDuration <= 0){ if(bZEDTimeActive) NicePackMutator.ZedTimeDeactivated(); bZEDTimeActive = false; bSpeedingBackUp = false; SetGameSpeed(1.0); ZedTimeExtensionsUsed = 0; }
}
}
function Killed(Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> dmgType){
local GameRules rules;
local ScrnGameRules scrnRules;
local KFSteamStatsAndAchievements StatsAndAchievements;
Super.Killed(Killer, Killed, KilledPawn, dmgType);
if(PlayerController(Killer) != none){ if(NiceMonster(KilledPawn) != none && Killed != Killer){ StatsAndAchievements = KFSteamStatsAndAchievements(PlayerController(Killer).SteamStatsAndAchievements); if(StatsAndAchievements != none){ if(KilledPawn.IsA('NiceZombieStalker') || KilledPawn.IsA('MeanZombieStalker')){ if(class<NiceDamTypeWinchester>(dmgType) != none) StatsAndAchievements.AddStalkerKillWithLAR(); } else if(KilledPawn.IsA('NiceZombieClot') || KilledPawn.IsA('MeanZombieClot')){ if(class<NiceDamTypeWinchester>(dmgType) != none) KFSteamStatsAndAchievements(PlayerController(Killer).SteamStatsAndAchievements).AddClotKillWithLAR(); } if(class<NiceWeaponDamageType>(dmgType) != none){ for(rules = Level.Game.GameRulesModifiers;rules != none;rules = rules.NextGameRules) if(ScrnGameRules(rules) != none){ scrnRules = ScrnGameRules(rules); break; } if(scrnRules != none) class<NiceWeaponDamageType>(dmgType).Static.AwardNiceKill(StatsAndAchievements, KFPlayerController(Killer), KFMonster(KilledPawn), scrnRules.HardcoreLevel); } } }
}
}
// Reloaded to award damage
function int ReduceDamage(int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType){
local NiceMonster niceZed;
local KFPlayerController PC;
niceZed = NiceMonster(Injured);
if(niceZed != none){ if(instigatedBy != none){ PC = KFPlayerController(instigatedBy.Controller); if(class<NiceWeaponDamageType>(damageType) != none && PC != none) class<NiceWeaponDamageType>(damageType).Static.AwardNiceDamage(KFSteamStatsAndAchievements(PC.SteamStatsAndAchievements), Clamp(Damage, 1, Injured.Health), niceZed.scrnRules.HardcoreLevel); }
}
return Super.ReduceDamage(Damage, injured, InstigatedBy, HitLocation, Momentum, DamageType);
}
defaultproperties
{ GameName="Nice Floor" Description="Nice Edition of ScrN Killing Floor game mode (ScrnGameType)."
}
// made to fix KFStoryGameInfo loading for KFO maps
class NiceGameType extends ScrnGameType;
var NicePack NicePackMutator;
function RegisterMutator(NicePack activePack){
NicePackMutator = activePack;
}
function OverrideMonsterHealth(KFMonster M){}
/*event InitGame(string Options, out string Error){
local int i, j;
if(ScrnGameLength == none)
ScrnGameLength = new(none, string(KFGameLength)) class'ScrnGameLength';
for(i = 0;i < ScrnGameLength.
}*/
function int SpawnSquad(ZombieVolume ZVol, out array< class<KFMonster> > Squad, optional bool bLogSpawned ){
local int i, j;
local array<NicePack.ZedRecord> zedDatabase;
if(NicePackMutator != none){
zedDatabase = NicePackMutator.zedDatabase;
for(i = 0;i < zedDatabase.Length;i ++){
for(j = 0;j < Squad.Length;j ++){
if(zedDatabase[i].bNeedsReplacement && zedDatabase[i].ZedType == Squad[j])
Squad[j] = zeddatabase[i].MeanZedType;
}
}
}
return super.SpawnSquad(ZVol, Squad, bLogSpawned);
}
function SetupWave(){
Super.SetupWave();
// Event call
NicePackMutator.WaveStart();
}
function RestartPlayer(Controller aPlayer){
Super.RestartPlayer(aPlayer);
if(aPlayer.Pawn != none && NicePlayerController(aPlayer) != none)
NicePlayerController(aPlayer).PawnSpawned();
}
State MatchInProgress{
function BeginState(){
Super(Invasion).BeginState();
WaveNum = InitialWave;
InvasionGameReplicationInfo(GameReplicationInfo).WaveNumber = WaveNum;
if(NicePackMutator.bInitialTrader)
WaveCountDown = NicePackMutator.initialTraderTime + 5;
else
WaveCountDown = 10;
SetupPickups();
if(ScrnGameLength != none && !ScrnGameLength.LoadWave(WaveNum))
DoWaveEnd();
// Event call
NicePackMutator.MatchBegan();
}
function DoWaveEnd(){
Super.DoWaveEnd();
// Event call
NicePackMutator.TraderStart();
}
function StartWaveBoss(){
Super.StartWaveBoss();
// Event call
NicePackMutator.WaveStart();
}
}
function DramaticEvent(float BaseZedTimePossibility, optional float DesiredZedTimeDuration){
local bool bWasZedTime;
bWasZedTime = bZEDTimeActive;
Super.DramaticEvent(BaseZedTimePossibility, DesiredZedTimeDuration);
// Call event
if(!bWasZedTime && bZEDTimeActive)
NicePackMutator.ZedTimeActivated();
}
event Tick(float DeltaTime){
local float TrueTimeFactor;
local Controller C;
if(bZEDTimeActive){
TrueTimeFactor = 1.1 / Level.TimeDilation;
CurrentZEDTimeDuration -= DeltaTime * TrueTimeFactor;
if(CurrentZEDTimeDuration < (ZEDTimeDuration*0.166) && CurrentZEDTimeDuration > 0 ){
if(!bSpeedingBackUp){
bSpeedingBackUp = true;
for(C = Level.ControllerList;C != none;C = C.NextController){
if(KFPlayerController(C)!= none)
KFPlayerController(C).ClientExitZedTime();
}
}
SetGameSpeed(Lerp( (CurrentZEDTimeDuration/(ZEDTimeDuration*0.166)), 1.0, 0.2 ));
}
if(CurrentZEDTimeDuration <= 0){
if(bZEDTimeActive)
NicePackMutator.ZedTimeDeactivated();
bZEDTimeActive = false;
bSpeedingBackUp = false;
SetGameSpeed(1.0);
ZedTimeExtensionsUsed = 0;
}
}
}
function Killed(Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> dmgType){
local GameRules rules;
local ScrnGameRules scrnRules;
local KFSteamStatsAndAchievements StatsAndAchievements;
Super.Killed(Killer, Killed, KilledPawn, dmgType);
if(PlayerController(Killer) != none){
if(NiceMonster(KilledPawn) != none && Killed != Killer){
StatsAndAchievements = KFSteamStatsAndAchievements(PlayerController(Killer).SteamStatsAndAchievements);
if(StatsAndAchievements != none){
if(KilledPawn.IsA('NiceZombieStalker') || KilledPawn.IsA('MeanZombieStalker')){
if(class<NiceDamTypeWinchester>(dmgType) != none)
StatsAndAchievements.AddStalkerKillWithLAR();
}
else if(KilledPawn.IsA('NiceZombieClot') || KilledPawn.IsA('MeanZombieClot')){
if(class<NiceDamTypeWinchester>(dmgType) != none)
KFSteamStatsAndAchievements(PlayerController(Killer).SteamStatsAndAchievements).AddClotKillWithLAR();
}
if(class<NiceWeaponDamageType>(dmgType) != none){
for(rules = Level.Game.GameRulesModifiers;rules != none;rules = rules.NextGameRules)
if(ScrnGameRules(rules) != none){
scrnRules = ScrnGameRules(rules);
break;
}
if(scrnRules != none)
class<NiceWeaponDamageType>(dmgType).Static.AwardNiceKill(StatsAndAchievements, KFPlayerController(Killer), KFMonster(KilledPawn), scrnRules.HardcoreLevel);
}
}
}
}
}
// Reloaded to award damage
function int ReduceDamage(int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType){
local NiceMonster niceZed;
local KFPlayerController PC;
niceZed = NiceMonster(Injured);
if(niceZed != none){
if(instigatedBy != none){
PC = KFPlayerController(instigatedBy.Controller);
if(class<NiceWeaponDamageType>(damageType) != none && PC != none)
class<NiceWeaponDamageType>(damageType).Static.AwardNiceDamage(KFSteamStatsAndAchievements(PC.SteamStatsAndAchievements), Clamp(Damage, 1, Injured.Health), niceZed.scrnRules.HardcoreLevel);
}
}
return Super.ReduceDamage(Damage, injured, InstigatedBy, HitLocation, Momentum, DamageType);
}
defaultproperties
{
GameName="Nice Floor"
Description="Nice Edition of ScrN Killing Floor game mode (ScrnGameType)."
}

View File

@ -1,79 +1,163 @@
class NiceRules extends GameRules;
var ScrnGameRules ScrnRules;
function PostBeginPlay(){
if(Level.Game.GameRulesModifiers == none) Level.Game.GameRulesModifiers = Self;
else{ // We need to be the ones giving achievements first Self.AddGameRules(Level.Game.GameRulesModifiers); Level.Game.GameRulesModifiers = Self;
}
if(NicePack(Owner) != none) ScrnRules = NicePack(Owner).ScrnMut.GameRules;
else{ Log("Wrong owner! Owner must be NicePack!"); Destroy();
}
}
function bool CheckEndGame(PlayerReplicationInfo Winner, string Reason){
local bool bWin;
local string MapName;
if(Level.Game.IsInState('PendingMatch')) return false;
if(Level.Game.bGameEnded) return true;
if(NextGameRules != none && !NextGameRules.CheckEndGame(Winner,Reason)) return false;
if(ScrnRules.Mut.bStoryMode) bWin = Reason ~= "WinAction";
else{ bWin = KFGameReplicationInfo(Level.GRI) != none && KFGameReplicationInfo(Level.GRI).EndGameType == 2;
}
if(bWin){ // Map achievements MapName = ScrnRules.Mut.KF.GetCurrentMapName(Level); ScrnRules.CheckMapAlias(MapName); GiveMapAchievements(MapName);
}
return true;
}
// We would never get ScrN Sui and Hoe achievs with our new zeds, so let's add them ourselves. For different reasons.
function GiveMapAchievements(optional String MapName){
local bool bCustomMap, bGiveHardAch, bGiveSuiAch, bGiveHoeAch, bNewAch;
local ScrnPlayerInfo SPI;
local ClientPerkRepLink PerkLink;
local TeamInfo WinnerTeam;
WinnerTeam = TeamInfo(Level.Game.GameReplicationInfo.Winner);
if(ScrnRules.Mut.bStoryMode){ bGiveHardAch = Level.Game.GameDifficulty >= 4; bGiveSuiAch = Level.Game.GameDifficulty >= 5; bGiveHoeAch = Level.Game.GameDifficulty >= 7;
}
else{ bGiveHardAch = ScrnRules.HardcoreLevel >= 5; bGiveSuiAch = ScrnRules.HardcoreLevel >= 10; bGiveHoeAch = ScrnRules.HardcoreLevel >= 15;
}
for (SPI = ScrnRules.PlayerInfo;SPI != none;SPI = SPI.NextPlayerInfo){ if (SPI.PlayerOwner == none || SPI.PlayerOwner.PlayerReplicationInfo == none) continue; PerkLink = SPI.GetRep(); if(PerkLink == none) continue; if(WinnerTeam != none && SPI.PlayerOwner.PlayerReplicationInfo.Team != WinnerTeam) continue; // no candies for loosers // additional achievements that are granted only when surviving the game if(ScrnPlayerController(SPI.PlayerOwner) != none && !ScrnPlayerController(SPI.PlayerOwner).bChangedPerkDuringGame) SPI.ProgressAchievement('PerkFavorite', 1);
//unlock "Normal" achievement and see if the map is found bCustomMap = ScrnRules.MapAchClass.static.UnlockMapAchievement(PerkLink, MapName, 0) == -2; bNewAch = false; if(bCustomMap){ //map not found - progress custom map achievements if(bGiveHardAch) ScrnRules.AchClass.static.ProgressAchievementByID(PerkLink, 'WinCustomMapsHard', 1); if(bGiveSuiAch) ScrnRules.AchClass.static.ProgressAchievementByID(PerkLink, 'WinCustomMapsSui', 1); if(bGiveHoeAch) ScrnRules.AchClass.static.ProgressAchievementByID(PerkLink, 'WinCustomMapsHoE', 1); ScrnRules.AchClass.static.ProgressAchievementByID(PerkLink, 'WinCustomMapsNormal', 1); ScrnRules.AchClass.static.ProgressAchievementByID(PerkLink, 'WinCustomMaps', 1); } else{ //map found - give related achievements if(bGiveHardAch) ScrnRules.MapAchClass.static.UnlockMapAchievement(PerkLink, MapName, 1); if(bGiveSuiAch) ScrnRules.MapAchClass.static.UnlockMapAchievement(PerkLink, MapName, 2); if(bGiveHoeAch) ScrnRules.MapAchClass.static.UnlockMapAchievement(PerkLink, MapName, 3); }
}
}
function int NetDamage(int OriginalDamage, int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType){
local TeamGame TG;
TG = TeamGame(Level.Game);
if(KFPawn(injured) != none && TG != none && Damage > 0 && class<DamTypeEnemyBase>(DamageType) == none){ if((KFPawn(instigatedBy) != none || FakePlayerPawn(instigatedBy) != none) && (instigatedBy.PlayerReplicationInfo == none || instigatedBy.PlayerReplicationInfo.bOnlySpectator)){ Momentum = vect(0,0,0); if(NoFF(injured, TG.FriendlyFireScale)) return 0; else if(OriginalDamage == Damage) return Damage * TG.FriendlyFireScale; } else if(instigatedBy == none && !DamageType.default.bCausedByWorld){ Momentum = vect(0,0,0); if(NoFF(injured, TG.FriendlyFireScale)) return 0; else if(OriginalDamage == Damage) return Damage * TG.FriendlyFireScale; }
}
return super.NetDamage(OriginalDamage, Damage, injured, instigatedBy, HitLocation, Momentum, DamageType);
}
function bool NoFF(Pawn injured, float FF){
return (FF == 0.0 || (Vehicle(injured) != none && Vehicle(injured).bNoFriendlyFire));
}
function RaiseHardcoreLevel(float inc, string reason){
local string s;
local Controller P;
local NicePlayerController nicePlayer;
if(ScrnRules.HardcoreLevelFloat < ScrnRules.HardcoreLevel) ScrnRules.HardcoreLevelFloat = ScrnRules.HardcoreLevel;
ScrnRules.HardcoreLevelFloat += inc;
ScrnRules.HardcoreLevel = int(ScrnRules.HardcoreLevelFloat + 0.01);
ScrnRules.Mut.HardcoreLevel = clamp(ScrnRules.HardcoreLevel, 0, 255);
ScrnRules.Mut.NetUpdateTime = Level.TimeSeconds - 1;
s = ScrnRules.msgHardcore;
ReplaceText(s, "%a", String(ScrnRules.HardcoreLevel));
ReplaceText(s, "%i", String(inc));
ReplaceText(s, "%r", reason);
for(P = Level.ControllerList; P != none; P = P.nextController){ nicePlayer = NicePlayerController(P); if(nicePlayer != none && nicePlayer.bFlagShowHLMessages) nicePlayer.ClientMessage(s);
}
}
function bool PreventDeath(Pawn Killed, Controller Killer, class<DamageType> damageType, vector HitLocation){
local NiceHumanPawn nicePawn;
local NicePlayerController nicePlayer;
nicePlayer = NicePlayerController(Killed.controller);
nicePawn = NiceHumanPawn(Killed);
if(nicePawn != none && (!nicePawn.bReactiveArmorUsed) && class'NiceVeterancyTypes'.static.HasSkill(nicePlayer, class'NiceSkillDemoReactiveArmor')){ nicePawn.bReactiveArmorUsed = true; nicePlayer.niceRI.ServerExplode(class'NiceSkillDemoReactiveArmor'.default.baseDamage, class'NiceSkillDemoReactiveArmor'.default.explRadius, class'NiceSkillDemoReactiveArmor'.default.explExponent, class'NiceDamTypeDemoSafeExplosion', class'NiceSkillDemoReactiveArmor'.default.explMomentum, killed.location, killed, true ); return true;
}
if(NextGameRules != none) return NextGameRules.PreventDeath(Killed, Killer, damageType, HitLocation);
return false;
}
defaultproperties
{
}
class NiceRules extends GameRules;
var ScrnGameRules ScrnRules;
function PostBeginPlay(){
if(Level.Game.GameRulesModifiers == none)
Level.Game.GameRulesModifiers = Self;
else{
// We need to be the ones giving achievements first
Self.AddGameRules(Level.Game.GameRulesModifiers);
Level.Game.GameRulesModifiers = Self;
}
if(NicePack(Owner) != none)
ScrnRules = NicePack(Owner).ScrnMut.GameRules;
else{
Log("Wrong owner! Owner must be NicePack!");
Destroy();
}
}
function bool CheckEndGame(PlayerReplicationInfo Winner, string Reason){
local bool bWin;
local string MapName;
if(Level.Game.IsInState('PendingMatch'))
return false;
if(Level.Game.bGameEnded)
return true;
if(NextGameRules != none && !NextGameRules.CheckEndGame(Winner,Reason))
return false;
if(ScrnRules.Mut.bStoryMode)
bWin = Reason ~= "WinAction";
else{
bWin = KFGameReplicationInfo(Level.GRI) != none && KFGameReplicationInfo(Level.GRI).EndGameType == 2;
}
if(bWin){
// Map achievements
MapName = ScrnRules.Mut.KF.GetCurrentMapName(Level);
ScrnRules.CheckMapAlias(MapName);
GiveMapAchievements(MapName);
}
return true;
}
// We would never get ScrN Sui and Hoe achievs with our new zeds, so let's add them ourselves. For different reasons.
function GiveMapAchievements(optional String MapName){
local bool bCustomMap, bGiveHardAch, bGiveSuiAch, bGiveHoeAch, bNewAch;
local ScrnPlayerInfo SPI;
local ClientPerkRepLink PerkLink;
local TeamInfo WinnerTeam;
WinnerTeam = TeamInfo(Level.Game.GameReplicationInfo.Winner);
if(ScrnRules.Mut.bStoryMode){
bGiveHardAch = Level.Game.GameDifficulty >= 4;
bGiveSuiAch = Level.Game.GameDifficulty >= 5;
bGiveHoeAch = Level.Game.GameDifficulty >= 7;
}
else{
bGiveHardAch = ScrnRules.HardcoreLevel >= 5;
bGiveSuiAch = ScrnRules.HardcoreLevel >= 10;
bGiveHoeAch = ScrnRules.HardcoreLevel >= 15;
}
for (SPI = ScrnRules.PlayerInfo;SPI != none;SPI = SPI.NextPlayerInfo){
if (SPI.PlayerOwner == none || SPI.PlayerOwner.PlayerReplicationInfo == none)
continue;
PerkLink = SPI.GetRep();
if(PerkLink == none)
continue;
if(WinnerTeam != none && SPI.PlayerOwner.PlayerReplicationInfo.Team != WinnerTeam)
continue; // no candies for loosers
// additional achievements that are granted only when surviving the game
if(ScrnPlayerController(SPI.PlayerOwner) != none && !ScrnPlayerController(SPI.PlayerOwner).bChangedPerkDuringGame)
SPI.ProgressAchievement('PerkFavorite', 1);
//unlock "Normal" achievement and see if the map is found
bCustomMap = ScrnRules.MapAchClass.static.UnlockMapAchievement(PerkLink, MapName, 0) == -2;
bNewAch = false;
if(bCustomMap){
//map not found - progress custom map achievements
if(bGiveHardAch)
ScrnRules.AchClass.static.ProgressAchievementByID(PerkLink, 'WinCustomMapsHard', 1);
if(bGiveSuiAch)
ScrnRules.AchClass.static.ProgressAchievementByID(PerkLink, 'WinCustomMapsSui', 1);
if(bGiveHoeAch)
ScrnRules.AchClass.static.ProgressAchievementByID(PerkLink, 'WinCustomMapsHoE', 1);
ScrnRules.AchClass.static.ProgressAchievementByID(PerkLink, 'WinCustomMapsNormal', 1);
ScrnRules.AchClass.static.ProgressAchievementByID(PerkLink, 'WinCustomMaps', 1);
}
else{
//map found - give related achievements
if(bGiveHardAch)
ScrnRules.MapAchClass.static.UnlockMapAchievement(PerkLink, MapName, 1);
if(bGiveSuiAch)
ScrnRules.MapAchClass.static.UnlockMapAchievement(PerkLink, MapName, 2);
if(bGiveHoeAch)
ScrnRules.MapAchClass.static.UnlockMapAchievement(PerkLink, MapName, 3);
}
}
}
function int NetDamage(int OriginalDamage, int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType){
local TeamGame TG;
TG = TeamGame(Level.Game);
if(KFPawn(injured) != none && TG != none && Damage > 0 && class<DamTypeEnemyBase>(DamageType) == none){
if((KFPawn(instigatedBy) != none || FakePlayerPawn(instigatedBy) != none) && (instigatedBy.PlayerReplicationInfo == none || instigatedBy.PlayerReplicationInfo.bOnlySpectator)){
Momentum = vect(0,0,0);
if(NoFF(injured, TG.FriendlyFireScale))
return 0;
else if(OriginalDamage == Damage)
return Damage * TG.FriendlyFireScale;
}
else if(instigatedBy == none && !DamageType.default.bCausedByWorld){
Momentum = vect(0,0,0);
if(NoFF(injured, TG.FriendlyFireScale))
return 0;
else if(OriginalDamage == Damage)
return Damage * TG.FriendlyFireScale;
}
}
return super.NetDamage(OriginalDamage, Damage, injured, instigatedBy, HitLocation, Momentum, DamageType);
}
function bool NoFF(Pawn injured, float FF){
return (FF == 0.0 || (Vehicle(injured) != none && Vehicle(injured).bNoFriendlyFire));
}
function RaiseHardcoreLevel(float inc, string reason){
local string s;
local Controller P;
local NicePlayerController nicePlayer;
if(ScrnRules.HardcoreLevelFloat < ScrnRules.HardcoreLevel)
ScrnRules.HardcoreLevelFloat = ScrnRules.HardcoreLevel;
ScrnRules.HardcoreLevelFloat += inc;
ScrnRules.HardcoreLevel = int(ScrnRules.HardcoreLevelFloat + 0.01);
ScrnRules.Mut.HardcoreLevel = clamp(ScrnRules.HardcoreLevel, 0, 255);
ScrnRules.Mut.NetUpdateTime = Level.TimeSeconds - 1;
s = ScrnRules.msgHardcore;
ReplaceText(s, "%a", String(ScrnRules.HardcoreLevel));
ReplaceText(s, "%i", String(inc));
ReplaceText(s, "%r", reason);
for(P = Level.ControllerList; P != none; P = P.nextController){
nicePlayer = NicePlayerController(P);
if(nicePlayer != none && nicePlayer.bFlagShowHLMessages)
nicePlayer.ClientMessage(s);
}
}
function bool PreventDeath(Pawn Killed, Controller Killer, class<DamageType> damageType, vector HitLocation){
local NiceHumanPawn nicePawn;
local NicePlayerController nicePlayer;
nicePlayer = NicePlayerController(Killed.controller);
nicePawn = NiceHumanPawn(Killed);
if(nicePawn != none && (!nicePawn.bReactiveArmorUsed)
&& class'NiceVeterancyTypes'.static.HasSkill(nicePlayer, class'NiceSkillDemoReactiveArmor')){
nicePawn.bReactiveArmorUsed = true;
nicePlayer.niceRI.ServerExplode(class'NiceSkillDemoReactiveArmor'.default.baseDamage,
class'NiceSkillDemoReactiveArmor'.default.explRadius,
class'NiceSkillDemoReactiveArmor'.default.explExponent,
class'NiceDamTypeDemoSafeExplosion',
class'NiceSkillDemoReactiveArmor'.default.explMomentum,
killed.location, killed, true
);
return true;
}
if(NextGameRules != none)
return NextGameRules.PreventDeath(Killed, Killer, damageType, HitLocation);
return false;
}
defaultproperties
{
}

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@ -1,9 +1,12 @@
class NiceSoundCls extends Effects;
var Sound effectSound;
var float effectVolume;
simulated function PostBeginPlay(){
if(effectSound != none) PlaySound(effectSound,, effectVolume);
}
defaultproperties
{ DrawType=DT_None LifeSpan=0.100000
}
class NiceSoundCls extends Effects;
var Sound effectSound;
var float effectVolume;
simulated function PostBeginPlay(){
if(effectSound != none)
PlaySound(effectSound,, effectVolume);
}
defaultproperties
{
DrawType=DT_None
LifeSpan=0.100000
}

View File

@ -1,20 +1,25 @@
//==============================================================================
// NicePack / NiceAbilitiesAdapter
//==============================================================================
// Temporary stand-in for future functionality.
// Use this class to catch events from players' abilities.
//==============================================================================
// 'Nice pack' source
// Do whatever the fuck you want with it
// Author: dkanus
// E-mail: dkanus@gmail.com
//==============================================================================
class NiceAbilitiesAdapter extends Object;
var LevelInfo level;
static function AbilityActivated( string abilityID, NicePlayerController relatedPlayer);
static function AbilityAdded( string abilityID, NicePlayerController relatedPlayer);
static function AbilityRemoved( string abilityID, NicePlayerController relatedPlayer);
static function ModAbilityCooldown( string abilityID, NicePlayerController relatedPlayer, out float cooldown);
defaultproperties
{
}
//==============================================================================
// NicePack / NiceAbilitiesAdapter
//==============================================================================
// Temporary stand-in for future functionality.
// Use this class to catch events from players' abilities.
//==============================================================================
// 'Nice pack' source
// Do whatever the fuck you want with it
// Author: dkanus
// E-mail: dkanus@gmail.com
//==============================================================================
class NiceAbilitiesAdapter extends Object;
var LevelInfo level;
static function AbilityActivated( string abilityID,
NicePlayerController relatedPlayer);
static function AbilityAdded( string abilityID,
NicePlayerController relatedPlayer);
static function AbilityRemoved( string abilityID,
NicePlayerController relatedPlayer);
static function ModAbilityCooldown( string abilityID,
NicePlayerController relatedPlayer,
out float cooldown);
defaultproperties
{
}

View File

@ -1,57 +1,79 @@
//==============================================================================
// NicePack / NiceAbilitiesEvents
//==============================================================================
// Temporary stand-in for future functionality.
//==============================================================================
// 'Nice pack' source
// Do whatever the fuck you want with it
// Author: dkanus
// E-mail: dkanus@gmail.com
//==============================================================================
class NiceAbilitiesEvents extends Object;
var array< class<NiceAbilitiesAdapter> > adapters;
// If adapter was already added also returns 'false'.
static function bool AddAdapter(class<NiceAbilitiesAdapter> newAdapter, optional LevelInfo level){
local int i;
if(newAdapter == none) return false;
for(i = 0;i < default.adapters.length;i ++) if(default.adapters[i] == newAdapter) return false;
newAdapter.default.level = level;
default.adapters[default.adapters.length] = newAdapter;
return true;
}
// If adapter wasn't even present also returns 'false'.
static function bool RemoveAdapter(class<NiceAbilitiesAdapter> adapter){
local int i;
if(adapter == none) return false;
for(i = 0;i < default.adapters.length;i ++){ if(default.adapters[i] == adapter){ default.adapters.Remove(i, 1); return true; }
}
return false;
}
static function CallAbilityActivated
( string abilityID, NicePlayerController relatedPlayer
){
local int i;
for(i = 0;i < default.adapters.length;i ++) default.adapters[i].static.AbilityActivated(abilityID, relatedPlayer);
}
static function CallAbilityAdded
( string abilityID, NicePlayerController relatedPlayer
){
local int i;
for(i = 0;i < default.adapters.length;i ++) default.adapters[i].static.AbilityAdded(abilityID, relatedPlayer);
}
static function CallAbilityRemoved
( string abilityID, NicePlayerController relatedPlayer
){
local int i;
for(i = 0;i < default.adapters.length;i ++) default.adapters[i].static.AbilityRemoved(abilityID, relatedPlayer);
}
static function CallModAbilityCooldown
( string abilityID, NicePlayerController relatedPlayer, out float cooldown
){
local int i;
for(i = 0;i < default.adapters.length;i ++){ default.adapters[i].static.ModAbilityCooldown( abilityID, relatedPlayer, cooldown);
}
}
defaultproperties
{
}
//==============================================================================
// NicePack / NiceAbilitiesEvents
//==============================================================================
// Temporary stand-in for future functionality.
//==============================================================================
// 'Nice pack' source
// Do whatever the fuck you want with it
// Author: dkanus
// E-mail: dkanus@gmail.com
//==============================================================================
class NiceAbilitiesEvents extends Object;
var array< class<NiceAbilitiesAdapter> > adapters;
// If adapter was already added also returns 'false'.
static function bool AddAdapter(class<NiceAbilitiesAdapter> newAdapter,
optional LevelInfo level){
local int i;
if(newAdapter == none) return false;
for(i = 0;i < default.adapters.length;i ++)
if(default.adapters[i] == newAdapter)
return false;
newAdapter.default.level = level;
default.adapters[default.adapters.length] = newAdapter;
return true;
}
// If adapter wasn't even present also returns 'false'.
static function bool RemoveAdapter(class<NiceAbilitiesAdapter> adapter){
local int i;
if(adapter == none) return false;
for(i = 0;i < default.adapters.length;i ++){
if(default.adapters[i] == adapter){
default.adapters.Remove(i, 1);
return true;
}
}
return false;
}
static function CallAbilityActivated
(
string abilityID,
NicePlayerController relatedPlayer
){
local int i;
for(i = 0;i < default.adapters.length;i ++)
default.adapters[i].static.AbilityActivated(abilityID, relatedPlayer);
}
static function CallAbilityAdded
(
string abilityID,
NicePlayerController relatedPlayer
){
local int i;
for(i = 0;i < default.adapters.length;i ++)
default.adapters[i].static.AbilityAdded(abilityID, relatedPlayer);
}
static function CallAbilityRemoved
(
string abilityID,
NicePlayerController relatedPlayer
){
local int i;
for(i = 0;i < default.adapters.length;i ++)
default.adapters[i].static.AbilityRemoved(abilityID, relatedPlayer);
}
static function CallModAbilityCooldown
(
string abilityID,
NicePlayerController relatedPlayer,
out float cooldown
){
local int i;
for(i = 0;i < default.adapters.length;i ++){
default.adapters[i].static.ModAbilityCooldown( abilityID,
relatedPlayer,
cooldown);
}
}
defaultproperties
{
}

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@ -1,137 +1,169 @@
//==============================================================================
// NicePack / NiceAbilityManager
//==============================================================================
// Class that manager active abilities, introduced along with a NicePack.
// Can support at most 5 ('maxAbilitiesAmount') different abilities at once.
// NICETODO: refactor later
//==============================================================================
// 'Nice pack' source
// Do whatever the fuck you want with it
// Author: dkanus
// E-mail: dkanus@gmail.com
//==============================================================================
class NiceAbilityManager extends Actor;
var const int maxAbilitiesAmount;
// Defines a list of all possible ability's states
enum EAbilityState{
// Ability is ready to use
ASTATE_READY,
// Ability is being used
ASTATE_ACTIVE,
// Ability is on cooldown
ASTATE_COOLDOWN
};
// Describes all the necessary information about an ability
struct NiceAbilityDescription{
// Ability's ID, supposed to be unique per ability,
// but no checks are enforced yet
var string ID;
// Image to be used as an ability's icon
var Texture icon;
// Default cooldown duration
var float cooldownLength;
// Can ability be canceled once activated?
var bool canBeCancelled;
};
// Complete description of current status of an ability,
// including it's complete description.
struct NiceAbilityStatus{
// Complete description of ability in question
var NiceAbilityDescription description;
// Current cooldown value
var float cooldown;
// Current state of an ability
var EAbilityState myState;
};
var NiceAbilityStatus currentAbilities[5];
var int currentAbilitiesAmount;
// Refers to the player whose abilities we manage
var NicePlayerController relatedPlayer;
var const class<NiceAbilitiesEvents> events;
// Unfortunately this hackk is required to force replication of structure array
var int hackCounter;
replication{
reliable if(Role == ROLE_Authority) currentAbilities, currentAbilitiesAmount, hackCounter;
}
simulated function PostBeginPlay(){
relatedPlayer = NicePlayerController(owner);
}
function AddAbility(NiceAbilityDescription description){
local int i;
local NiceAbilityStatus newRecord;
if(currentAbilitiesAmount >= maxAbilitiesAmount) return;
for(i = 0;i < currentAbilitiesAmount;i ++) if(currentAbilities[i].description.ID ~= description.ID) return;
newRecord.description = description;
newRecord.cooldown = 0.0;
newRecord.myState = ASTATE_READY;
currentAbilities[currentAbilitiesAmount] = newRecord;
currentAbilitiesAmount += 1;
events.static.CallAbilityAdded(description.ID, relatedPlayer);
netUpdateTime = level.timeSeconds - 1;
}
function RemoveAbility(string abilityID){
local int i, j;
local bool wasRemoved;
j = 0;
for(i = 0;i < currentAbilitiesAmount;i ++){ if(currentAbilities[i].description.ID ~= abilityID){ wasRemoved = true; continue; } currentAbilities[j] = currentAbilities[i]; j += 1;
}
currentAbilitiesAmount = j;
if(wasRemoved) events.static.CallAbilityRemoved(abilityID, relatedPlayer);
netUpdateTime = level.timeSeconds - 1;
}
function ClearAbilities(){
currentAbilitiesAmount = 0;
netUpdateTime = level.timeSeconds - 1;
}
// Returns index of the ability with a given name.
// Returns '-1' if such ability doesn't exist.
simulated function int GetAbilityIndex(string abilityID){
local int i;
for(i = 0;i < currentAbilitiesAmount;i ++) if(currentAbilities[i].description.ID ~= abilityID) return i;
return -1;
}
simulated function bool IsAbilityActive(string abilityID){
local int index;
index = GetAbilityIndex(abilityID);
if(index < 0) return false;
return (currentAbilities[index].myState == ASTATE_ACTIVE);
}
// Sets ability to a proper state.
// Does nothing if ability is already in a specified state.
// Setting active ability to a ready state is only allowed
// if ability can be canceled.
// Updates cooldown to full length if new state is 'ASTATE_COOLDOWN'.
function SetAbilityState(int abilityIndex, EAbilityState newState){
local float cooldown;
local EAbilityState currentState;
if(abilityIndex < 0 || abilityIndex >= currentAbilitiesAmount) return;
currentState = currentAbilities[abilityIndex].myState;
if(currentState == newState) return;
if( currentState == ASTATE_ACTIVE && newState == ASTATE_READY && !currentAbilities[abilityIndex].description.canBeCancelled) return;
currentAbilities[abilityIndex].myState = newState;
if(newState == ASTATE_COOLDOWN){ cooldown = currentAbilities[abilityIndex].description.cooldownLength; events.static.CallModAbilityCooldown( currentAbilities[abilityIndex].description.ID, relatedPlayer, cooldown ); currentAbilities[abilityIndex].cooldown = cooldown;
}
hackCounter ++;
netUpdateTime = level.timeSeconds - 1;
// Fire off events
if(newState == ASTATE_ACTIVE){ events.static.CallAbilityActivated( currentAbilities[abilityIndex].description.ID, relatedPlayer );
}
}
// Changes ability's cooldown by a given amount.
// If this brings cooldown to zero or below -
// resets current ability to a 'ready' (ASTATE_READY) state.
function AddToCooldown(int abilityIndex, float delta){
if(abilityIndex < 0 || abilityIndex >= currentAbilitiesAmount) return;
if(currentAbilities[abilityIndex].myState != ASTATE_COOLDOWN) return;
currentAbilities[abilityIndex].cooldown += delta;
if(currentAbilities[abilityIndex].cooldown <= 0) SetAbilityState(abilityIndex, ASTATE_READY);
hackCounter ++;
}
function Tick(float deltaTime){
local int i;
if(Role != Role_AUTHORITY) return;
for(i = 0;i < currentAbilitiesAmount;i ++) AddToCooldown(i, -deltaTime);
}
defaultproperties
{ maxAbilitiesAmount=5 Events=Class'NicePack.NiceAbilitiesEvents' DrawType=DT_None
}
//==============================================================================
// NicePack / NiceAbilityManager
//==============================================================================
// Class that manager active abilities, introduced along with a NicePack.
// Can support at most 5 ('maxAbilitiesAmount') different abilities at once.
// NICETODO: refactor later
//==============================================================================
// 'Nice pack' source
// Do whatever the fuck you want with it
// Author: dkanus
// E-mail: dkanus@gmail.com
//==============================================================================
class NiceAbilityManager extends Actor;
var const int maxAbilitiesAmount;
// Defines a list of all possible ability's states
enum EAbilityState{
// Ability is ready to use
ASTATE_READY,
// Ability is being used
ASTATE_ACTIVE,
// Ability is on cooldown
ASTATE_COOLDOWN
};
// Describes all the necessary information about an ability
struct NiceAbilityDescription{
// Ability's ID, supposed to be unique per ability,
// but no checks are enforced yet
var string ID;
// Image to be used as an ability's icon
var Texture icon;
// Default cooldown duration
var float cooldownLength;
// Can ability be canceled once activated?
var bool canBeCancelled;
};
// Complete description of current status of an ability,
// including it's complete description.
struct NiceAbilityStatus{
// Complete description of ability in question
var NiceAbilityDescription description;
// Current cooldown value
var float cooldown;
// Current state of an ability
var EAbilityState myState;
};
var NiceAbilityStatus currentAbilities[5];
var int currentAbilitiesAmount;
// Refers to the player whose abilities we manage
var NicePlayerController relatedPlayer;
var const class<NiceAbilitiesEvents> events;
// Unfortunately this hackk is required to force replication of structure array
var int hackCounter;
replication{
reliable if(Role == ROLE_Authority)
currentAbilities, currentAbilitiesAmount, hackCounter;
}
simulated function PostBeginPlay(){
relatedPlayer = NicePlayerController(owner);
}
function AddAbility(NiceAbilityDescription description){
local int i;
local NiceAbilityStatus newRecord;
if(currentAbilitiesAmount >= maxAbilitiesAmount) return;
for(i = 0;i < currentAbilitiesAmount;i ++)
if(currentAbilities[i].description.ID ~= description.ID)
return;
newRecord.description = description;
newRecord.cooldown = 0.0;
newRecord.myState = ASTATE_READY;
currentAbilities[currentAbilitiesAmount] = newRecord;
currentAbilitiesAmount += 1;
events.static.CallAbilityAdded(description.ID, relatedPlayer);
netUpdateTime = level.timeSeconds - 1;
}
function RemoveAbility(string abilityID){
local int i, j;
local bool wasRemoved;
j = 0;
for(i = 0;i < currentAbilitiesAmount;i ++){
if(currentAbilities[i].description.ID ~= abilityID){
wasRemoved = true;
continue;
}
currentAbilities[j] = currentAbilities[i];
j += 1;
}
currentAbilitiesAmount = j;
if(wasRemoved)
events.static.CallAbilityRemoved(abilityID, relatedPlayer);
netUpdateTime = level.timeSeconds - 1;
}
function ClearAbilities(){
currentAbilitiesAmount = 0;
netUpdateTime = level.timeSeconds - 1;
}
// Returns index of the ability with a given name.
// Returns '-1' if such ability doesn't exist.
simulated function int GetAbilityIndex(string abilityID){
local int i;
for(i = 0;i < currentAbilitiesAmount;i ++)
if(currentAbilities[i].description.ID ~= abilityID)
return i;
return -1;
}
simulated function bool IsAbilityActive(string abilityID){
local int index;
index = GetAbilityIndex(abilityID);
if(index < 0)
return false;
return (currentAbilities[index].myState == ASTATE_ACTIVE);
}
// Sets ability to a proper state.
// Does nothing if ability is already in a specified state.
// Setting active ability to a ready state is only allowed
// if ability can be canceled.
// Updates cooldown to full length if new state is 'ASTATE_COOLDOWN'.
function SetAbilityState(int abilityIndex, EAbilityState newState){
local float cooldown;
local EAbilityState currentState;
if(abilityIndex < 0 || abilityIndex >= currentAbilitiesAmount) return;
currentState = currentAbilities[abilityIndex].myState;
if(currentState == newState)
return;
if( currentState == ASTATE_ACTIVE && newState == ASTATE_READY
&& !currentAbilities[abilityIndex].description.canBeCancelled)
return;
currentAbilities[abilityIndex].myState = newState;
if(newState == ASTATE_COOLDOWN){
cooldown = currentAbilities[abilityIndex].description.cooldownLength;
events.static.CallModAbilityCooldown(
currentAbilities[abilityIndex].description.ID,
relatedPlayer,
cooldown
);
currentAbilities[abilityIndex].cooldown = cooldown;
}
hackCounter ++;
netUpdateTime = level.timeSeconds - 1;
// Fire off events
if(newState == ASTATE_ACTIVE){
events.static.CallAbilityActivated(
currentAbilities[abilityIndex].description.ID,
relatedPlayer
);
}
}
// Changes ability's cooldown by a given amount.
// If this brings cooldown to zero or below -
// resets current ability to a 'ready' (ASTATE_READY) state.
function AddToCooldown(int abilityIndex, float delta){
if(abilityIndex < 0 || abilityIndex >= currentAbilitiesAmount) return;
if(currentAbilities[abilityIndex].myState != ASTATE_COOLDOWN) return;
currentAbilities[abilityIndex].cooldown += delta;
if(currentAbilities[abilityIndex].cooldown <= 0)
SetAbilityState(abilityIndex, ASTATE_READY);
hackCounter ++;
}
function Tick(float deltaTime){
local int i;
if(Role != Role_AUTHORITY) return;
for(i = 0;i < currentAbilitiesAmount;i ++)
AddToCooldown(i, -deltaTime);
}
defaultproperties
{
maxAbilitiesAmount=5
Events=Class'NicePack.NiceAbilitiesEvents'
DrawType=DT_None
}

View File

@ -1,8 +1,24 @@
class NiceDamageTypeVetBerserker 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'NiceVetBerserkerExp', Int(Float(Amount) * class'NicePack'.default.vetZerkDamageExpCost * getScale(HL)));
}
defaultproperties
{ HeadShotDamageMult=1.250000 bIsMeleeDamage=True DeathString="%o was beat down by %k." FemaleSuicide="%o beat herself down." MaleSuicide="%o beat himself down." bRagdollBullet=True bBulletHit=True PawnDamageEmitter=Class'ROEffects.ROBloodPuff' LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore' LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall' FlashFog=(X=600.000000) KDamageImpulse=2000.000000 KDeathVel=100.000000 KDeathUpKick=25.000000 VehicleDamageScaling=0.600000
}
class NiceDamageTypeVetBerserker 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'NiceVetBerserkerExp', Int(Float(Amount) * class'NicePack'.default.vetZerkDamageExpCost * getScale(HL)));
}
defaultproperties
{
HeadShotDamageMult=1.250000
bIsMeleeDamage=True
DeathString="%o was beat down by %k."
FemaleSuicide="%o beat herself down."
MaleSuicide="%o beat himself down."
bRagdollBullet=True
bBulletHit=True
PawnDamageEmitter=Class'ROEffects.ROBloodPuff'
LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore'
LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall'
FlashFog=(X=600.000000)
KDamageImpulse=2000.000000
KDeathVel=100.000000
KDeathUpKick=25.000000
VehicleDamageScaling=0.600000
}

View File

@ -1,4 +1,5 @@
class NiceVetBerserkerExp extends SRCustomProgressInt;
defaultproperties
{ ProgressName="Berserker exp."
}
class NiceVetBerserkerExp extends SRCustomProgressInt;
defaultproperties
{
ProgressName="Berserker exp."
}

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@ -1,5 +1,7 @@
class NiceSkillZerkBrawler extends NiceSkill
abstract;
defaultproperties
{ SkillName="Brawler" SkillEffects="Clots can't grab you."
}
class NiceSkillZerkBrawler extends NiceSkill
abstract;
defaultproperties
{
SkillName="Brawler"
SkillEffects="Clots can't grab you."
}

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@ -1,6 +1,9 @@
class NiceSkillZerkCleave extends NiceSkill
abstract;
var float bonusDegrees;
defaultproperties
{ bonusDegrees=0.523599 SkillName="Cleave" SkillEffects="Add 30 degrees to wide attacks with melee weapons."
}
class NiceSkillZerkCleave extends NiceSkill
abstract;
var float bonusDegrees;
defaultproperties
{
bonusDegrees=0.523599
SkillName="Cleave"
SkillEffects="Add 30 degrees to wide attacks with melee weapons."
}

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@ -1,6 +1,9 @@
class NiceSkillZerkColossus extends NiceSkill
abstract;
var float timeBonus;
defaultproperties
{ timeBonus=1.000000 SkillName="Colossus" SkillEffects="Invincibility period lasts 1 second longer."
}
class NiceSkillZerkColossus extends NiceSkill
abstract;
var float timeBonus;
defaultproperties
{
timeBonus=1.000000
SkillName="Colossus"
SkillEffects="Invincibility period lasts 1 second longer."
}

View File

@ -1,6 +1,9 @@
class NiceSkillZerkFury extends NiceSkill
abstract;
var float attackSpeedBonus;
defaultproperties
{ attackSpeedBonus=1.500000 SkillName="Fury" SkillEffects="Attack 50% faster during invincibility."
}
class NiceSkillZerkFury extends NiceSkill
abstract;
var float attackSpeedBonus;
defaultproperties
{
attackSpeedBonus=1.500000
SkillName="Fury"
SkillEffects="Attack 50% faster during invincibility."
}

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@ -1,6 +1,9 @@
class NiceSkillZerkGunzerker extends NiceSkill
abstract;
var float cooldown;
defaultproperties
{ cooldown=-2.000000 SkillName="Gunzerker" SkillEffects="You're able to activate melee-invincibility with non-melee headshots, but your misses are punished by a 2 second cooldown, during which you cannot activate invincibility."
}
class NiceSkillZerkGunzerker extends NiceSkill
abstract;
var float cooldown;
defaultproperties
{
cooldown=-2.000000
SkillName="Gunzerker"
SkillEffects="You're able to activate melee-invincibility with non-melee headshots, but your misses are punished by a 2 second cooldown, during which you cannot activate invincibility."
}

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@ -1,6 +1,9 @@
class NiceSkillZerkUndead extends NiceSkill
abstract;
var int addedSafeMisses;
defaultproperties
{ addedSafeMisses=1 SkillName="Undead" SkillEffects="Get additional safe melee-miss during invincibility period."
}
class NiceSkillZerkUndead extends NiceSkill
abstract;
var int addedSafeMisses;
defaultproperties
{
addedSafeMisses=1
SkillName="Undead"
SkillEffects="Get additional safe melee-miss during invincibility period."
}

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@ -1,6 +1,9 @@
class NiceSkillZerkVorpalBlade extends NiceSkill
abstract;
var float damageBonus;
defaultproperties
{ damageBonus=2.000000 SkillName="Vorpal blade" SkillEffects="Your head-shot deals double damage on your first invincibility extension against the zed."
}
class NiceSkillZerkVorpalBlade extends NiceSkill
abstract;
var float damageBonus;
defaultproperties
{
damageBonus=2.000000
SkillName="Vorpal blade"
SkillEffects="Your head-shot deals double damage on your first invincibility extension against the zed."
}

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@ -1,5 +1,7 @@
class NiceSkillZerkWhirlwind extends NiceSkill
abstract;
defaultproperties
{ SkillName="Whirlwind" SkillEffects="Move twice as fast during invincibility."
}
class NiceSkillZerkWhirlwind extends NiceSkill
abstract;
defaultproperties
{
SkillName="Whirlwind"
SkillEffects="Move twice as fast during invincibility."
}

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@ -1,6 +1,9 @@
class NiceSkillZerkWindCutter extends NiceSkill
abstract;
var float rangeBonus;
defaultproperties
{ rangeBonus=1.500000 SkillName="Wind cutter" SkillEffects="Increase your reach with melee-weapons by 50%."
}
class NiceSkillZerkWindCutter extends NiceSkill
abstract;
var float rangeBonus;
defaultproperties
{
rangeBonus=1.500000
SkillName="Wind cutter"
SkillEffects="Increase your reach with melee-weapons by 50%."
}

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@ -1,5 +1,7 @@
class NiceSkillZerkZEDAccelerate extends NiceSkill
abstract;
defaultproperties
{ SkillName="Accelerate" SkillEffects="Move and attack at the same speed during zed-time."
}
class NiceSkillZerkZEDAccelerate extends NiceSkill
abstract;
defaultproperties
{
SkillName="Accelerate"
SkillEffects="Move and attack at the same speed during zed-time."
}

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@ -1,5 +1,7 @@
class NiceSkillZerkZEDUnbreakable extends NiceSkill
abstract;
defaultproperties
{ SkillName="Unbreakable" SkillEffects="You resist all damage during zed time."
}
class NiceSkillZerkZEDUnbreakable extends NiceSkill
abstract;
defaultproperties
{
SkillName="Unbreakable"
SkillEffects="You resist all damage during zed time."
}

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@ -1,14 +1,16 @@
class NiceDamageTypeVetCommando extends NiceWeaponDamageType
abstract;
static function AwardKill(KFSteamStatsAndAchievements KFStatsAndAchievements, KFPlayerController Killer, KFMonster Killed ){
if(Killed.IsA('ZombieStalker')) KFStatsAndAchievements.AddStalkerKill();
}
static function AwardDamage(KFSteamStatsAndAchievements KFStatsAndAchievements, int Amount){
KFStatsAndAchievements.AddBullpupDamage(Amount);
}
static function AwardNiceDamage(KFSteamStatsAndAchievements KFStatsAndAchievements, int Amount, int HL){
if(SRStatsBase(KFStatsAndAchievements) != none && SRStatsBase(KFStatsAndAchievements).Rep != none) SRStatsBase(KFStatsAndAchievements).Rep.ProgressCustomValue(Class'NiceVetCommandoExp', Int(Float(Amount) * class'NicePack'.default.vetCommandoDamageExpCost * getScale(HL)));
}
defaultproperties
{
}
class NiceDamageTypeVetCommando extends NiceWeaponDamageType
abstract;
static function AwardKill(KFSteamStatsAndAchievements KFStatsAndAchievements, KFPlayerController Killer, KFMonster Killed ){
if(Killed.IsA('ZombieStalker'))
KFStatsAndAchievements.AddStalkerKill();
}
static function AwardDamage(KFSteamStatsAndAchievements KFStatsAndAchievements, int Amount){
KFStatsAndAchievements.AddBullpupDamage(Amount);
}
static function AwardNiceDamage(KFSteamStatsAndAchievements KFStatsAndAchievements, int Amount, int HL){
if(SRStatsBase(KFStatsAndAchievements) != none && SRStatsBase(KFStatsAndAchievements).Rep != none)
SRStatsBase(KFStatsAndAchievements).Rep.ProgressCustomValue(Class'NiceVetCommandoExp', Int(Float(Amount) * class'NicePack'.default.vetCommandoDamageExpCost * getScale(HL)));
}
defaultproperties
{
}

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@ -1,4 +1,5 @@
class NiceVetCommandoExp extends SRCustomProgressInt;
defaultproperties
{ ProgressName="Commando exp."
}
class NiceVetCommandoExp extends SRCustomProgressInt;
defaultproperties
{
ProgressName="Commando exp."
}

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@ -1,6 +1,9 @@
class NiceSkillCommandoExplosivePower extends NiceSkill
abstract;
var float dmgMod;
defaultproperties
{ dmgMod=1.200000 SkillName="Explosive power" SkillEffects="Burst fire deals 20% more damage and has reduced delay between shots."
}
class NiceSkillCommandoExplosivePower extends NiceSkill
abstract;
var float dmgMod;
defaultproperties
{
dmgMod=1.200000
SkillName="Explosive power"
SkillEffects="Burst fire deals 20% more damage and has reduced delay between shots."
}

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@ -1,6 +1,9 @@
class NiceSkillCommandoLargerMags extends NiceSkill
abstract;
var float sizeBonus;
defaultproperties
{ sizeBonus=1.500000 SkillName="Larger mags" SkillEffects="50% larger assault rifles' magazines."
}
class NiceSkillCommandoLargerMags extends NiceSkill
abstract;
var float sizeBonus;
defaultproperties
{
sizeBonus=1.500000
SkillName="Larger mags"
SkillEffects="50% larger assault rifles' magazines."
}

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@ -1,5 +1,7 @@
class NiceSkillCommandoPerfectExecution extends NiceSkill
abstract;
defaultproperties
{ SkillName="Perfect execution" SkillEffects="Raging scrake or fleshpound activates zed-time."
}
class NiceSkillCommandoPerfectExecution extends NiceSkill
abstract;
defaultproperties
{
SkillName="Perfect execution"
SkillEffects="Raging scrake or fleshpound activates zed-time."
}

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@ -1,6 +1,10 @@
class NiceSkillCommandoStrategist extends NiceSkill
abstract;
var float visionRadius; // 1.0 ~ 16m
defaultproperties
{ visionRadius=1.000000 bBroadcast=True SkillName="Strategist" SkillEffects="You and your teammates can see enemies' health and invisible zeds from 16 meters."
}
class NiceSkillCommandoStrategist extends NiceSkill
abstract;
var float visionRadius; // 1.0 ~ 16m
defaultproperties
{
visionRadius=1.000000
bBroadcast=True
SkillName="Strategist"
SkillEffects="You and your teammates can see enemies' health and invisible zeds from 16 meters."
}

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@ -1,6 +1,9 @@
class NiceSkillCommandoTactitian extends NiceSkill
abstract;
var int bonusExt;
defaultproperties
{ bonusExt=2 SkillName="Tactician" SkillEffects="Gain two additional zed-time extensions."
}
class NiceSkillCommandoTactitian extends NiceSkill
abstract;
var int bonusExt;
defaultproperties
{
bonusExt=2
SkillName="Tactician"
SkillEffects="Gain two additional zed-time extensions."
}

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@ -1,5 +1,7 @@
class NiceSkillCommandoZEDProfessional extends NiceSkill
abstract;
defaultproperties
{ SkillName="Professionalism" SkillEffects="Your reloads aren't slowed down during zed-time."
}
class NiceSkillCommandoZEDProfessional extends NiceSkill
abstract;
defaultproperties
{
SkillName="Professionalism"
SkillEffects="Your reloads aren't slowed down during zed-time."
}

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@ -1,5 +1,17 @@
class NiceDamTypeDemoBlunt extends NiceDamageTypeVetDemolitions
abstract;
defaultproperties
{ HeadShotDamageMult=2.000000 bSniperWeapon=True DeathString="%k killed %o (LAW Impact)." FemaleSuicide="%o shot herself in the foot." MaleSuicide="%o shot himself in the foot." bRagdollBullet=True bBulletHit=True FlashFog=(X=600.000000) KDamageImpulse=5000.000000 KDeathVel=200.000000 KDeathUpKick=50.000000 VehicleDamageScaling=0.700000
}
class NiceDamTypeDemoBlunt extends NiceDamageTypeVetDemolitions
abstract;
defaultproperties
{
HeadShotDamageMult=2.000000
bSniperWeapon=True
DeathString="%k killed %o (LAW Impact)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
bBulletHit=True
FlashFog=(X=600.000000)
KDamageImpulse=5000.000000
KDeathVel=200.000000
KDeathUpKick=50.000000
VehicleDamageScaling=0.700000
}

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@ -1,9 +1,26 @@
class NiceDamTypeDemoExplosion extends NiceDamageTypeVetDemolitions;
static function GetHitEffects(out class<xEmitter> HitEffects[4], int VictimHealth){
HitEffects[0] = class'HitSmoke';
if(VictimHealth <= 0) HitEffects[1] = class'KFHitFlame';
else if(FRand() < 0.8) HitEffects[1] = class'KFHitFlame';
}
defaultproperties
{ stunMultiplier=0.600000 bIsExplosive=True DeathString="%o filled %k's body with shrapnel." FemaleSuicide="%o blew up." MaleSuicide="%o blew up." bLocationalHit=False bThrowRagdoll=True bExtraMomentumZ=True DamageThreshold=1 DeathOverlayMaterial=Combiner'Effects_Tex.GoreDecals.PlayerDeathOverlay' DeathOverlayTime=999.000000 KDamageImpulse=3000.000000 KDeathVel=300.000000 KDeathUpKick=250.000000 HumanObliterationThreshhold=150
}
class NiceDamTypeDemoExplosion extends NiceDamageTypeVetDemolitions;
static function GetHitEffects(out class<xEmitter> HitEffects[4], int VictimHealth){
HitEffects[0] = class'HitSmoke';
if(VictimHealth <= 0)
HitEffects[1] = class'KFHitFlame';
else if(FRand() < 0.8)
HitEffects[1] = class'KFHitFlame';
}
defaultproperties
{
stunMultiplier=0.600000
bIsExplosive=True
DeathString="%o filled %k's body with shrapnel."
FemaleSuicide="%o blew up."
MaleSuicide="%o blew up."
bLocationalHit=False
bThrowRagdoll=True
bExtraMomentumZ=True
DamageThreshold=1
DeathOverlayMaterial=Combiner'Effects_Tex.GoreDecals.PlayerDeathOverlay'
DeathOverlayTime=999.000000
KDamageImpulse=3000.000000
KDeathVel=300.000000
KDeathUpKick=250.000000
HumanObliterationThreshhold=150
}

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@ -1,8 +1,9 @@
class NiceDamageTypeVetDemolitions 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'NiceVetDemolitionsExp', Int(Float(Amount) * class'NicePack'.default.vetDemoDamageExpCost * getScale(HL)));
}
defaultproperties
{
}
class NiceDamageTypeVetDemolitions 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'NiceVetDemolitionsExp', Int(Float(Amount) * class'NicePack'.default.vetDemoDamageExpCost * getScale(HL)));
}
defaultproperties
{
}

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@ -1,4 +1,5 @@
class NiceVetDemolitionsExp extends SRCustomProgressInt;
defaultproperties
{ ProgressName="Demolitions exp."
}
class NiceVetDemolitionsExp extends SRCustomProgressInt;
defaultproperties
{
ProgressName="Demolitions exp."
}

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@ -1,7 +1,11 @@
class NiceSkillDemoAPShot extends NiceSkill
abstract;
var float minCos;
var float damageRatio;
defaultproperties
{ minCos=0.707000 damageRatio=1.000000 SkillName="AP shot" SkillEffects="Deal full blast damage behind the target you've hit."
}
class NiceSkillDemoAPShot extends NiceSkill
abstract;
var float minCos;
var float damageRatio;
defaultproperties
{
minCos=0.707000
damageRatio=1.000000
SkillName="AP shot"
SkillEffects="Deal full blast damage behind the target you've hit."
}

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@ -1,6 +1,9 @@
class NiceSkillDemoConcussion extends NiceSkill
abstract;
var float durationMult;
defaultproperties
{ durationMult=2.000000 SkillName="Concussion" SkillEffects="You stun zeds for twice longer time than usual."
}
class NiceSkillDemoConcussion extends NiceSkill
abstract;
var float durationMult;
defaultproperties
{
durationMult=2.000000
SkillName="Concussion"
SkillEffects="You stun zeds for twice longer time than usual."
}

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@ -1,5 +1,7 @@
class NiceSkillDemoDirectApproach extends NiceSkill
abstract;
defaultproperties
{ SkillName="Direct approach" SkillEffects="Your explosives will first hit target zed as a blunt before exploding."
}
class NiceSkillDemoDirectApproach extends NiceSkill
abstract;
defaultproperties
{
SkillName="Direct approach"
SkillEffects="Your explosives will first hit target zed as a blunt before exploding."
}

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@ -1,28 +1,36 @@
class NiceSkillDemoManiac extends NiceSkill
abstract;
var float reloadBoostTime;
var float reloadSpeedup;
function static SkillSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY) return;
niceMutator.AddCounter("npDemoManiac", Texture'NicePackT.HudCounter.demo', false, default.class);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillDeSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY) return;
niceMutator.RemoveCounter("npDemoManiac");
}
function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
if(nicePlayer == none || counterName != "npDemoManiac") return 0;
nicePawn = NiceHumanPawn(nicePlayer.pawn);
if(nicePawn == none || nicePawn.maniacTimeout <= 0.0) return 0;
return Ceil(nicePawn.maniacTimeout);
}
defaultproperties
{ reloadBoostTime=5.000000 reloadSpeedup=1.500000 SkillName="Maniac" SkillEffects="Reload 50% faster for 5 seconds after killing something."
}
class NiceSkillDemoManiac extends NiceSkill
abstract;
var float reloadBoostTime;
var float reloadSpeedup;
function static SkillSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
return;
niceMutator.AddCounter("npDemoManiac", Texture'NicePackT.HudCounter.demo', false, default.class);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillDeSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
return;
niceMutator.RemoveCounter("npDemoManiac");
}
function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
if(nicePlayer == none || counterName != "npDemoManiac")
return 0;
nicePawn = NiceHumanPawn(nicePlayer.pawn);
if(nicePawn == none || nicePawn.maniacTimeout <= 0.0)
return 0;
return Ceil(nicePawn.maniacTimeout);
}
defaultproperties
{
reloadBoostTime=5.000000
reloadSpeedup=1.500000
SkillName="Maniac"
SkillEffects="Reload 50% faster for 5 seconds after killing something."
}

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@ -1,8 +1,13 @@
class NiceSkillDemoOffperk extends NiceSkill
abstract;
var float damageBonus;
var float reloadBonus;
var int weightBound;
defaultproperties
{ damageBonus=1.250000 ReloadBonus=1.250000 weightBound=4 SkillName="Offperk" SkillEffects="Reload light weapons (less than 5 pounds) 25% faster and do 25% more damage with them."
}
class NiceSkillDemoOffperk extends NiceSkill
abstract;
var float damageBonus;
var float reloadBonus;
var int weightBound;
defaultproperties
{
damageBonus=1.250000
ReloadBonus=1.250000
weightBound=4
SkillName="Offperk"
SkillEffects="Reload light weapons (less than 5 pounds) 25% faster and do 25% more damage with them."
}

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@ -1,7 +1,12 @@
class NiceSkillDemoOnperk extends NiceSkill
abstract;
var float damageBonus;
var float speedBonus;
defaultproperties
{ damageBonus=1.200000 speedBonus=1.500000 bBroadcast=True SkillName="Onperk" SkillEffects="Deal 20% more damage with your blunts and make your perk weapon's projectiles fly 50% faster."
}
class NiceSkillDemoOnperk extends NiceSkill
abstract;
var float damageBonus;
var float speedBonus;
defaultproperties
{
damageBonus=1.200000
speedBonus=1.500000
bBroadcast=True
SkillName="Onperk"
SkillEffects="Deal 20% more damage with your blunts and make your perk weapon's projectiles fly 50% faster."
}

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@ -1,10 +1,16 @@
class NiceSkillDemoReactiveArmor extends NiceSkill
abstract;
var float baseDamage;
var float perNadeDamage;
var float explRadius;
var float explExponent;
var float explMomentum;
defaultproperties
{ BaseDamage=3000.000000 explRadius=1000.000000 explExponent=1.000000 explMomentum=150000.000000 SkillName="Reactive armor" SkillEffects="Once per wave your death will be prevented, while zeds all around you will be blown to bits."
}
class NiceSkillDemoReactiveArmor extends NiceSkill
abstract;
var float baseDamage;
var float perNadeDamage;
var float explRadius;
var float explExponent;
var float explMomentum;
defaultproperties
{
BaseDamage=3000.000000
explRadius=1000.000000
explExponent=1.000000
explMomentum=150000.000000
SkillName="Reactive armor"
SkillEffects="Once per wave your death will be prevented, while zeds all around you will be blown to bits."
}

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@ -1,8 +1,13 @@
class NiceSkillDemoVolatile extends NiceSkill
abstract;
var float safeDistanceMult;
var float explRangeMult;
var float falloffMult;
defaultproperties
{ safeDistanceMult=0.500000 explRangeMult=1.000000 falloffMult=0.500000 SkillName="Volatile" SkillEffects="Safe range for your explosives is halved and explosion damage experiences smaller fall off."
}
class NiceSkillDemoVolatile extends NiceSkill
abstract;
var float safeDistanceMult;
var float explRangeMult;
var float falloffMult;
defaultproperties
{
safeDistanceMult=0.500000
explRangeMult=1.000000
falloffMult=0.500000
SkillName="Volatile"
SkillEffects="Safe range for your explosives is halved and explosion damage experiences smaller fall off."
}

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@ -1,5 +1,7 @@
class NiceSkillDemoZEDDuckAndCover extends NiceSkill
abstract;
defaultproperties
{ SkillName="Duck and cover" SkillEffects="During zed time you can't deal yourself any damage."
}
class NiceSkillDemoZEDDuckAndCover extends NiceSkill
abstract;
defaultproperties
{
SkillName="Duck and cover"
SkillEffects="During zed time you can't deal yourself any damage."
}

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@ -1,6 +1,9 @@
class NiceSkillDemoZEDFullBlast extends NiceSkill
abstract;
var float explRadiusMult;
defaultproperties
{ explRadiusMult=1.350000 SkillName="Full blast" SkillEffects="During zed time your explosions have 35% larger radius and their damage doesn't suffer from a fall off."
}
class NiceSkillDemoZEDFullBlast extends NiceSkill
abstract;
var float explRadiusMult;
defaultproperties
{
explRadiusMult=1.350000
SkillName="Full blast"
SkillEffects="During zed time your explosions have 35% larger radius and their damage doesn't suffer from a fall off."
}

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@ -1,10 +1,14 @@
class NiceDamageTypeVetEnforcer 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'NiceVetSupportExp', Int(Float(Amount) * class'NicePack'.default.vetSupportDamageExpCost * getScale(HL)));
}
defaultproperties
{ badDecapMod=1.000000 bIsProjectile=True HeadShotDamageMult=1.500000
class NiceDamageTypeVetEnforcer 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'NiceVetSupportExp', Int(Float(Amount) * class'NicePack'.default.vetSupportDamageExpCost * getScale(HL)));
}
defaultproperties
{
badDecapMod=1.000000
bIsProjectile=True
HeadShotDamageMult=1.500000
}

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@ -1,7 +1,10 @@
class NiceDamageTypeVetEnforcerBullets extends NiceDamageTypeVetEnforcer
abstract;
defaultproperties
{
badDecapMod=0.2500000 goodDecapMod=0.500000 bodyDestructionMult=1.000000 HeadShotDamageMult=1.000000
class NiceDamageTypeVetEnforcerBullets extends NiceDamageTypeVetEnforcer
abstract;
defaultproperties
{
badDecapMod=0.2500000
goodDecapMod=0.500000
bodyDestructionMult=1.000000
HeadShotDamageMult=1.000000
}

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@ -1,4 +1,5 @@
class NiceVetSupportExp extends SRCustomProgressInt;
defaultproperties
{ ProgressName="Enforcer exp."
}
class NiceVetSupportExp extends SRCustomProgressInt;
defaultproperties
{
ProgressName="Enforcer exp."
}

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@ -1,7 +1,11 @@
class NiceSkillEnforcerBombard extends NiceSkill
abstract;
var float stunMult;
var float spreadMult;
defaultproperties
{ stunMult=3.000000 spreadMult=0.500000 SkillName="Bombard" SkillEffects="Your perked weapons are 3 times as good at stunning."
}
class NiceSkillEnforcerBombard extends NiceSkill
abstract;
var float stunMult;
var float spreadMult;
defaultproperties
{
stunMult=3.000000
spreadMult=0.500000
SkillName="Bombard"
SkillEffects="Your perked weapons are 3 times as good at stunning."
}

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@ -1,6 +1,9 @@
class NiceSkillEnforcerMultitasker extends NiceSkill
abstract;
var float reloadSlowDown;
defaultproperties
{ reloadSlowDown=5.000000 SkillName="Multitasker" SkillEffects="Reload holstered weapons at five times as much time."
}
class NiceSkillEnforcerMultitasker extends NiceSkill
abstract;
var float reloadSlowDown;
defaultproperties
{
reloadSlowDown=5.000000
SkillName="Multitasker"
SkillEffects="Reload holstered weapons at five times as much time."
}

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@ -1,5 +1,7 @@
class NiceSkillSupportAntiZed extends NiceSkill
abstract;
defaultproperties
{ SkillName="Anti-zed rounds" SkillEffects="When shotgun pellets pass screaming siren, they gain x4 damage boost."
}
class NiceSkillSupportAntiZed extends NiceSkill
abstract;
defaultproperties
{
SkillName="Anti-zed rounds"
SkillEffects="When shotgun pellets pass screaming siren, they gain x4 damage boost."
}

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@ -1,5 +1,8 @@
class NiceSkillSupportArmory extends NiceSkill
abstract;
defaultproperties
{ bBroadcast=True SkillName="Armory" SkillEffects="Once per wave your team-mates will receive armored jacket when they run out of armor."
}
class NiceSkillSupportArmory extends NiceSkill
abstract;
defaultproperties
{
bBroadcast=True
SkillName="Armory"
SkillEffects="Once per wave your team-mates will receive armored jacket when they run out of armor."
}

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@ -1,6 +1,9 @@
class NiceSkillSupportBigGameHunter extends NiceSkillGenAmmo
abstract;
var float damageBonus;
defaultproperties
{ damageBonus=1.600000 SkillName="Big-game hunter" SkillEffects="Gain 60% damage bonus with grenades, but carry 5 grenades less."
}
class NiceSkillSupportBigGameHunter extends NiceSkillGenAmmo
abstract;
var float damageBonus;
defaultproperties
{
damageBonus=1.600000
SkillName="Big-game hunter"
SkillEffects="Gain 60% damage bonus with grenades, but carry 5 grenades less."
}

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@ -1,5 +1,7 @@
class NiceSkillSupportCautious extends NiceSkill
abstract;
defaultproperties
{ SkillName="Cautious" SkillEffects="Your grenades won't explode if you're too close to them."
}
class NiceSkillSupportCautious extends NiceSkill
abstract;
defaultproperties
{
SkillName="Cautious"
SkillEffects="Your grenades won't explode if you're too close to them."
}

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@ -1,18 +1,22 @@
class NiceSkillSupportDiversity extends NiceSkill
abstract;
var int bonusWeight;
static function UpdateWeight(NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
if(nicePawn == none || nicePawn.KFPRI == none) return;
nicePawn.maxCarryWeight = nicePawn.default.maxCarryWeight;
if(nicePawn.KFPRI.clientVeteranSkill != none) nicePawn.maxCarryWeight += nicePawn.KFPRI.clientVeteranSkill.static.AddCarryMaxWeight(nicePawn.KFPRI);
}
function static SkillSelected(NicePlayerController nicePlayer){
UpdateWeight(nicePlayer);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
UpdateWeight(nicePlayer);
}
defaultproperties
{ bonusWeight=5 SkillName="Diversity" SkillEffects="Gain +5 weight slots."
}
class NiceSkillSupportDiversity extends NiceSkill
abstract;
var int bonusWeight;
static function UpdateWeight(NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
if(nicePawn == none || nicePawn.KFPRI == none) return;
nicePawn.maxCarryWeight = nicePawn.default.maxCarryWeight;
if(nicePawn.KFPRI.clientVeteranSkill != none)
nicePawn.maxCarryWeight += nicePawn.KFPRI.clientVeteranSkill.static.AddCarryMaxWeight(nicePawn.KFPRI);
}
function static SkillSelected(NicePlayerController nicePlayer){
UpdateWeight(nicePlayer);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
UpdateWeight(nicePlayer);
}
defaultproperties
{
bonusWeight=5
SkillName="Diversity"
SkillEffects="Gain +5 weight slots."
}

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@ -1,7 +1,11 @@
class NiceSkillSupportGraze extends NiceSkill
abstract;
var float hsBonusZoneMult;
var float grazeDamageMult;
defaultproperties
{ hsBonusZoneMult=1.500000 grazeDamageMult=0.750000 SkillName="Graze" SkillEffects="Your perked projectile can hit zeds' extended head zone for 75% of damage even if they miss the normal one."
}
class NiceSkillSupportGraze extends NiceSkill
abstract;
var float hsBonusZoneMult;
var float grazeDamageMult;
defaultproperties
{
hsBonusZoneMult=1.500000
grazeDamageMult=0.750000
SkillName="Graze"
SkillEffects="Your perked projectile can hit zeds' extended head zone for 75% of damage even if they miss the normal one."
}

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@ -1,7 +1,11 @@
class NiceSkillSupportObsessive extends NiceSkill
abstract;
var float reloadLevel;
var float reloadBonus;
defaultproperties
{ reloadLevel=0.650000 ReloadBonus=1.500000 SkillName="Obsessive" SkillEffects="Reload 50% faster when you lack at most 35% of bullets in the magazine."
}
class NiceSkillSupportObsessive extends NiceSkill
abstract;
var float reloadLevel;
var float reloadBonus;
defaultproperties
{
reloadLevel=0.650000
ReloadBonus=1.500000
SkillName="Obsessive"
SkillEffects="Reload 50% faster when you lack at most 35% of bullets in the magazine."
}

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@ -1,5 +1,7 @@
class NiceSkillSupportSlugs extends NiceSkill
abstract;
defaultproperties
{ SkillName="Slugs" SkillEffects="Pellets shots replaced by slugs on shotguns."
}
class NiceSkillSupportSlugs extends NiceSkill
abstract;
defaultproperties
{
SkillName="Slugs"
SkillEffects="Pellets shots replaced by slugs on shotguns."
}

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@ -1,6 +1,9 @@
class NiceSkillSupportStubbornness extends NiceSkillGenAmmo
abstract;
var float penLossRed;
defaultproperties
{ penLossRed=0.500000 SkillName="Stubbornness" SkillEffects="50% better penetration."
}
class NiceSkillSupportStubbornness extends NiceSkillGenAmmo
abstract;
var float penLossRed;
defaultproperties
{
penLossRed=0.500000
SkillName="Stubbornness"
SkillEffects="50% better penetration."
}

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@ -1,6 +1,9 @@
class NiceSkillSupportZEDBore extends NiceSkill
abstract;
var float minHeadshotPrecision;
defaultproperties
{ minHeadshotPrecision=0.100000 SkillName="Bore" SkillEffects="During zed time your bullets' bounce between a zed's body and head 2 times before leaving it."
}
class NiceSkillSupportZEDBore extends NiceSkill
abstract;
var float minHeadshotPrecision;
defaultproperties
{
minHeadshotPrecision=0.100000
SkillName="Bore"
SkillEffects="During zed time your bullets' bounce between a zed's body and head 2 times before leaving it."
}

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@ -1,7 +1,11 @@
class NiceSkillSupportZEDBulletStorm extends NiceSkill
abstract;
var float damageCut;
var float projCountMult;
defaultproperties
{ damageCut=0.500000 projCountMult=7.000000 SkillName="Bullet storm" SkillEffects="During zed time you fire seven times as much projectiles, that deal half as much damage."
}
class NiceSkillSupportZEDBulletStorm extends NiceSkill
abstract;
var float damageCut;
var float projCountMult;
defaultproperties
{
damageCut=0.500000
projCountMult=7.000000
SkillName="Bullet storm"
SkillEffects="During zed time you fire seven times as much projectiles, that deal half as much damage."
}

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@ -1,8 +1,9 @@
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
{
}
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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@ -1,4 +1,5 @@
class NiceVetFieldMedicExp extends SRCustomProgressInt;
defaultproperties
{ ProgressName="Field Medic exp."
}
class NiceVetFieldMedicExp extends SRCustomProgressInt;
defaultproperties
{
ProgressName="Field Medic exp."
}

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@ -1,5 +1,8 @@
class NiceDamTypeDrug extends NiceWeaponDamageType
abstract;
defaultproperties
{ FemaleSuicide="%o overdosed." MaleSuicide="%o overdosed." bArmorStops=False
}
class NiceDamTypeDrug extends NiceWeaponDamageType
abstract;
defaultproperties
{
FemaleSuicide="%o overdosed."
MaleSuicide="%o overdosed."
bArmorStops=False
}

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@ -1,8 +1,14 @@
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."
}
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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@ -1,6 +1,9 @@
class NiceSkillMedicAimAssistance extends NiceSkill
abstract;
var float headIncrease;
defaultproperties
{ headIncrease=1.500000 SkillName="Aim assistance" SkillEffects="Zeds' critical points are 50% bigger for you."
}
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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@ -1,5 +1,7 @@
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."
}
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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@ -1,8 +1,17 @@
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."
}
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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@ -1,5 +1,7 @@
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."
}
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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@ -1,6 +1,9 @@
class NiceSkillMedicRegeneration extends NiceSkill
abstract;
var float regenFrequency;
defaultproperties
{ regenFrequency=0.500000 SkillName="Regeneration" SkillEffects="You regenerate 2 hp per second."
}
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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@ -1,6 +1,9 @@
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."
}
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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@ -1,6 +1,8 @@
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."
}
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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@ -1,6 +1,9 @@
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."
}
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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@ -1,5 +1,7 @@
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."
}
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."
}

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@ -1,7 +1,11 @@
class NiceSkillEnforcerDetermination extends NiceSkill
abstract;
var int healthBound;
var float addedResist;
defaultproperties
{ healthBound=50 addedResist=0.500000 SkillName="Determination" SkillEffects="Receive 50% less damage when your health falls below 50 mark."
}
class NiceSkillEnforcerDetermination extends NiceSkill
abstract;
var int healthBound;
var float addedResist;
defaultproperties
{
healthBound=50
addedResist=0.500000
SkillName="Determination"
SkillEffects="Receive 50% less damage when your health falls below 50 mark."
}

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@ -1,33 +1,43 @@
class NiceSkillEnforcerFullCounter extends NiceSkill
abstract;
var int layersAmount;
var float coolDown;
var float damageReduction;
var float damageReductionWeak;
function static SkillSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
local NiceHumanPawn nicePawn;
super.SkillSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(nicePlayer != none) nicePawn = NiceHumanPawn(nicePlayer.pawn);
if(nicePawn != none) nicePawn.hmgShieldLevel = default.layersAmount;
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY) return;
niceMutator.AddCounter("npHMGFullCounter", Texture'NicePackT.HudCounter.fullCounter', true, default.class);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillDeSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY) return;
niceMutator.RemoveCounter("npHMGFullCounter");
}
function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
if(nicePlayer == none || counterName != "npHMGFullCounter") return 0;
nicePawn = NiceHumanPawn(nicePlayer.pawn);
if(nicePawn == none) return 0;
return nicePawn.hmgShieldLevel;
}
defaultproperties
{ layersAmount=5 cooldown=15.000000 SkillName="Full counter" SkillEffects="Gives you 5 protection layers, each of which can block a weak hit. One layer restores 15 seconds after you've been hit. Can't withstand strong attacks or attacks of huge enough zeds."
}
class NiceSkillEnforcerFullCounter extends NiceSkill
abstract;
var int layersAmount;
var float coolDown;
var float damageReduction;
var float damageReductionWeak;
function static SkillSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
local NiceHumanPawn nicePawn;
super.SkillSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(nicePlayer != none)
nicePawn = NiceHumanPawn(nicePlayer.pawn);
if(nicePawn != none)
nicePawn.hmgShieldLevel = default.layersAmount;
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
return;
niceMutator.AddCounter("npHMGFullCounter", Texture'NicePackT.HudCounter.fullCounter', true, default.class);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillDeSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
return;
niceMutator.RemoveCounter("npHMGFullCounter");
}
function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
if(nicePlayer == none || counterName != "npHMGFullCounter")
return 0;
nicePawn = NiceHumanPawn(nicePlayer.pawn);
if(nicePawn == none)
return 0;
return nicePawn.hmgShieldLevel;
}
defaultproperties
{
layersAmount=5
cooldown=15.000000
SkillName="Full counter"
SkillEffects="Gives you 5 protection layers, each of which can block a weak hit. One layer restores 15 seconds after you've been hit. Can't withstand strong attacks or attacks of huge enough zeds."
}

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@ -1,6 +1,9 @@
class NiceSkillEnforcerUnshakable extends NiceSkill
abstract;
var float skillResist;
defaultproperties
{ skillResist=0.150000 SkillName="Unshakable" SkillEffects="Your screen doesn't shake or blur, and you gain 15% resistance to all damage."
}
class NiceSkillEnforcerUnshakable extends NiceSkill
abstract;
var float skillResist;
defaultproperties
{
skillResist=0.150000
SkillName="Unshakable"
SkillEffects="Your screen doesn't shake or blur, and you gain 15% resistance to all damage."
}

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@ -1,6 +1,9 @@
class NiceSkillEnforcerUnstoppable extends NiceSkill
abstract;
var float speedMult;
defaultproperties
{ speedMult=0.750000 SkillName="Unstoppable" SkillEffects="Your speed doesn't decrease from additional weight, low health, poison or siren's pull, but you also receive -25% speed penalty."
}
class NiceSkillEnforcerUnstoppable extends NiceSkill
abstract;
var float speedMult;
defaultproperties
{
speedMult=0.750000
SkillName="Unstoppable"
SkillEffects="Your speed doesn't decrease from additional weight, low health, poison or siren's pull, but you also receive -25% speed penalty."
}

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@ -1,5 +1,7 @@
class NiceSkillEnforcerZEDBarrage extends NiceSkill
abstract;
defaultproperties
{ SkillName="Barrage" SkillEffects="Shoot without any recoil during zed-time."
}
class NiceSkillEnforcerZEDBarrage extends NiceSkill
abstract;
defaultproperties
{
SkillName="Barrage"
SkillEffects="Shoot without any recoil during zed-time."
}

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@ -1,6 +1,9 @@
class NiceSkillEnforcerZEDJuggernaut extends NiceSkill
abstract;
var float distance;
defaultproperties
{ Distance=800.000000 SkillName="Juggernaut" SkillEffects="You startle zeds around you upon entering zed-time."
}
class NiceSkillEnforcerZEDJuggernaut extends NiceSkill
abstract;
var float distance;
defaultproperties
{
Distance=800.000000
SkillName="Juggernaut"
SkillEffects="You startle zeds around you upon entering zed-time."
}

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@ -1,6 +1,9 @@
class NiceSkillHeavyCoating extends NiceSkill
abstract;
var float huskResist;
defaultproperties
{ huskResist=1.000000 SkillName="Coating" SkillEffects="You get immunity from fire and electricity for as long as you wear armor, and your armor can absorb damage from every source."
}
class NiceSkillHeavyCoating extends NiceSkill
abstract;
var float huskResist;
defaultproperties
{
huskResist=1.000000
SkillName="Coating"
SkillEffects="You get immunity from fire and electricity for as long as you wear armor, and your armor can absorb damage from every source."
}

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@ -1,6 +1,9 @@
class NiceSkillHeavyOverclocking extends NiceSkill
abstract;
var float fireSpeedMult;
defaultproperties
{ fireSpeedMult=1.300000 SkillName="Overclocking" SkillEffects="+30% fire speed with perked weapons."
}
class NiceSkillHeavyOverclocking extends NiceSkill
abstract;
var float fireSpeedMult;
defaultproperties
{
fireSpeedMult=1.300000
SkillName="Overclocking"
SkillEffects="+30% fire speed with perked weapons."
}

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@ -1,6 +1,9 @@
class NiceSkillHeavySafeguard extends NiceSkill
abstract;
var float healingCost;
defaultproperties
{ healingCost=0.250000 SkillName="Safeguard" SkillEffects="Your armor no longer protects you, but it heals you when your health falls too low."
}
class NiceSkillHeavySafeguard extends NiceSkill
abstract;
var float healingCost;
defaultproperties
{
healingCost=0.250000
SkillName="Safeguard"
SkillEffects="Your armor no longer protects you, but it heals you when your health falls too low."
}

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@ -1,27 +1,34 @@
class NiceSkillHeavyStablePosition extends NiceSkill
abstract;
var float recoilDampeningBonus;
function static SkillSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY) return;
niceMutator.AddCounter("npHMGStablePosition", Texture'NicePackT.HudCounter.stability', false, default.class);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillDeSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY) return;
niceMutator.RemoveCounter("npHMGStablePosition");
}
function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
if(nicePlayer == none || counterName != "npHMGStablePosition") return 0;
nicePawn = NiceHumanPawn(nicePlayer.pawn);
if(nicePawn == none || nicePawn.stationaryTime <= 0.0) return 0;
return Min(10, Ceil(2 * nicePawn.stationaryTime) - 1);
}
defaultproperties
{ recoilDampeningBonus=0.100000 SkillName="Stable position" SkillEffects="Each half-second you're crouching and now moving - you gain 10% recoil dampening bonus."
}
class NiceSkillHeavyStablePosition extends NiceSkill
abstract;
var float recoilDampeningBonus;
function static SkillSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
return;
niceMutator.AddCounter("npHMGStablePosition", Texture'NicePackT.HudCounter.stability', false, default.class);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
local NicePack niceMutator;
super.SkillDeSelected(nicePlayer);
niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
return;
niceMutator.RemoveCounter("npHMGStablePosition");
}
function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
if(nicePlayer == none || counterName != "npHMGStablePosition")
return 0;
nicePawn = NiceHumanPawn(nicePlayer.pawn);
if(nicePawn == none || nicePawn.stationaryTime <= 0.0)
return 0;
return Min(10, Ceil(2 * nicePawn.stationaryTime) - 1);
}
defaultproperties
{
recoilDampeningBonus=0.100000
SkillName="Stable position"
SkillEffects="Each half-second you're crouching and now moving - you gain 10% recoil dampening bonus."
}

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@ -1,23 +1,31 @@
class NiceSkill extends ReplicationInfo
abstract;
var bool bBroadcast; // Should we broadcast to clients that someone has this skill?
var string SkillName, SkillEffects;
// Functions that are called when skills becomes active / deactivated
function static SkillSelected(NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
nicePawn = NiceHumanPawn(nicePlayer.Pawn);
if(nicePawn != none){ nicePawn.RecalcAmmo(); if(nicePawn.Role < Role_AUTHORITY) nicePawn.ApplyWeaponStats(nicePawn.weapon);
}
}
function static SkillDeSelected(NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
nicePawn = NiceHumanPawn(nicePlayer.Pawn);
if(nicePawn != none){ nicePawn.RecalcAmmo(); if(nicePawn.Role < Role_AUTHORITY) nicePawn.ApplyWeaponStats(nicePawn.weapon);
}
}
function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
return 0;
}
defaultproperties
{ SkillName="All Fiction" SkillEffects="Does nothing!"
}
class NiceSkill extends ReplicationInfo
abstract;
var bool bBroadcast; // Should we broadcast to clients that someone has this skill?
var string SkillName, SkillEffects;
// Functions that are called when skills becomes active / deactivated
function static SkillSelected(NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
nicePawn = NiceHumanPawn(nicePlayer.Pawn);
if(nicePawn != none){
nicePawn.RecalcAmmo();
if(nicePawn.Role < Role_AUTHORITY)
nicePawn.ApplyWeaponStats(nicePawn.weapon);
}
}
function static SkillDeSelected(NicePlayerController nicePlayer){
local NiceHumanPawn nicePawn;
nicePawn = NiceHumanPawn(nicePlayer.Pawn);
if(nicePawn != none){
nicePawn.RecalcAmmo();
if(nicePawn.Role < Role_AUTHORITY)
nicePawn.ApplyWeaponStats(nicePawn.weapon);
}
}
function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
return 0;
}
defaultproperties
{
SkillName="All Fiction"
SkillEffects="Does nothing!"
}

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@ -1,16 +1,18 @@
class NiceSkillAbility extends NiceSkill
dependson(NiceAbilityManager)
abstract;
var NiceAbilityManager.NiceAbilityDescription skillAbility;
// Functions that are called when skills becomes active / deactivated
function static SkillSelected(NicePlayerController nicePlayer){
if(nicePlayer != none && nicePlayer.abilityManager != none) nicePlayer.abilityManager.AddAbility(default.skillAbility);
super.SkillSelected(nicePlayer);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
if(nicePlayer != none && nicePlayer.abilityManager != none) nicePlayer.abilityManager.RemoveAbility(default.skillAbility.ID);
super.SkillDeSelected(nicePlayer);
}
defaultproperties
{
}
class NiceSkillAbility extends NiceSkill
dependson(NiceAbilityManager)
abstract;
var NiceAbilityManager.NiceAbilityDescription skillAbility;
// Functions that are called when skills becomes active / deactivated
function static SkillSelected(NicePlayerController nicePlayer){
if(nicePlayer != none && nicePlayer.abilityManager != none)
nicePlayer.abilityManager.AddAbility(default.skillAbility);
super.SkillSelected(nicePlayer);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
if(nicePlayer != none && nicePlayer.abilityManager != none)
nicePlayer.abilityManager.RemoveAbility(default.skillAbility.ID);
super.SkillDeSelected(nicePlayer);
}
defaultproperties
{
}

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@ -1,20 +1,32 @@
class NiceSkillGenAmmo extends NiceSkill
abstract;
function static UpdateWeapons(NicePlayerController nicePlayer){
local Inventory I;
local NiceHumanPawn nicePawn;
nicePawn = NiceHumanPawn(nicePlayer.Pawn);
if(nicePawn != none){ for(I = nicePawn.Inventory; I != none; I = I.Inventory) if(NiceWeapon(I) != none){ NiceWeapon(I).UpdateWeaponAmmunition(); NiceWeapon(I).ClientUpdateWeaponMag(); } else if(FragAmmo(I) != none){ FragAmmo(I).MaxAmmo = FragAmmo(I).default.MaxAmmo; if(KFPlayerReplicationInfo(nicePawn.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(nicePawn.PlayerReplicationInfo).ClientVeteranSkill != none) FragAmmo(I).MaxAmmo = float(FragAmmo(I).MaxAmmo) * KFPlayerReplicationInfo(nicePawn.PlayerReplicationInfo).ClientVeteranSkill.static.AddExtraAmmoFor(KFPlayerReplicationInfo(nicePawn.PlayerReplicationInfo), class'FragAmmo'); FragAmmo(I).AmmoAmount = Min(FragAmmo(I).AmmoAmount, FragAmmo(I).MaxAmmo); }
}
}
function static SkillSelected(NicePlayerController nicePlayer){
super.SkillSelected(nicePlayer);
UpdateWeapons(nicePlayer);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
super.SkillDeSelected(nicePlayer);
UpdateWeapons(nicePlayer);
}
defaultproperties
{
}
class NiceSkillGenAmmo extends NiceSkill
abstract;
function static UpdateWeapons(NicePlayerController nicePlayer){
local Inventory I;
local NiceHumanPawn nicePawn;
nicePawn = NiceHumanPawn(nicePlayer.Pawn);
if(nicePawn != none){
for(I = nicePawn.Inventory; I != none; I = I.Inventory)
if(NiceWeapon(I) != none){
NiceWeapon(I).UpdateWeaponAmmunition();
NiceWeapon(I).ClientUpdateWeaponMag();
}
else if(FragAmmo(I) != none){
FragAmmo(I).MaxAmmo = FragAmmo(I).default.MaxAmmo;
if(KFPlayerReplicationInfo(nicePawn.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(nicePawn.PlayerReplicationInfo).ClientVeteranSkill != none)
FragAmmo(I).MaxAmmo = float(FragAmmo(I).MaxAmmo)
* KFPlayerReplicationInfo(nicePawn.PlayerReplicationInfo).ClientVeteranSkill.static.AddExtraAmmoFor(KFPlayerReplicationInfo(nicePawn.PlayerReplicationInfo), class'FragAmmo');
FragAmmo(I).AmmoAmount = Min(FragAmmo(I).AmmoAmount, FragAmmo(I).MaxAmmo);
}
}
}
function static SkillSelected(NicePlayerController nicePlayer){
super.SkillSelected(nicePlayer);
UpdateWeapons(nicePlayer);
}
function static SkillDeSelected(NicePlayerController nicePlayer){
super.SkillDeSelected(nicePlayer);
UpdateWeapons(nicePlayer);
}
defaultproperties
{
}

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@ -1,252 +1,325 @@
class NiceVeterancyTypes extends ScrnVeterancyTypes
dependson(NicePlayerController)
abstract;
// Temporarily needed variable to distinguish between new and old type perks
var bool bNewTypePerk;
// Skills
var class<NiceSkill> SkillGroupA[5];
var class<NiceSkill> SkillGroupB[5];
// Checks if player is can use given skill
static function bool CanUseSkill(NicePlayerController nicePlayer, class<NiceSkill> skill){
local int i;
local int currentLevel;
local KFPlayerReplicationInfo KFPRI;
local class<NiceVeterancyTypes> niceVet;
// Get necessary variables
KFPRI = KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo);
if(KFPRI == none) return false;
niceVet = GetVeterancy(nicePlayer.PlayerReplicationInfo);
currentLevel = GetClientVeteranSkillLevel(KFPRI);
// Check if we have that skill at appropriate level
for(i = 0;i < 5 && i < currentLevel;i ++) if(niceVet.default.SkillGroupA[i] == skill || niceVet.default.SkillGroupB[i] == skill) return true;
return false;
}
// Checks if player is using given skill
static function bool HasSkill(NicePlayerController nicePlayer, class<NiceSkill> skill){
local int i;
local int currentLevel;
local KFPlayerReplicationInfo KFPRI;
local class<NiceVeterancyTypes> niceVet;
local NicePlayerController.SkillChoices choices;
// Get necessary variables
if(nicePlayer == none || skill == none || !CanUseSkill(nicePlayer, skill)) return false;
KFPRI = KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo);
if(KFPRI == none) return false;
currentLevel = GetClientVeteranSkillLevel(KFPRI);
niceVet = GetVeterancy(nicePlayer.PlayerReplicationInfo);
choices = nicePlayer.currentSkills[niceVet.default.PerkIndex];
// Check our skill is chosen at some level; (since there shouldn't be any duplicates and it can be chosen at some level -> it's active)
for(i = 0;i < 5 && i < currentLevel;i ++) if((niceVet.default.SkillGroupA[i] == skill && choices.isAltChoice[i] == 0) || (niceVet.default.SkillGroupB[i] == skill && choices.isAltChoice[i] > 0)) return true;
return false;
}
static function bool SomeoneHasSkill(NicePlayerController player, class<NiceSkill> skill){
local int i;
local Controller P;
local NicePlayerController nicePlayer;
if(player == none) return false;
if(player.Pawn.Role == ROLE_Authority) for(P = player.Level.ControllerList; P != none; P = P.nextController){ nicePlayer = NicePlayerController(P); if(nicePlayer != none && HasSkill(nicePlayer, skill) && nicePlayer.Pawn.Health > 0 && !nicePlayer.Pawn.bPendingDelete && nicePlayer.PlayerReplicationInfo.Team == player.PlayerReplicationInfo.Team) return true; }
else for(i = 0;i < player.broadcastedSkills.Length;i ++) if(player.broadcastedSkills[i] == skill) return true;
return false;
}
// Checks if player will automatically chose given skill at the next opportunity
static function bool IsSkillPending(NicePlayerController nicePlayer, class<NiceSkill> skill){
local int i;
local int currentLevel;
local KFPlayerReplicationInfo KFPRI;
local class<NiceVeterancyTypes> niceVet;
local NicePlayerController.SkillChoices choices;
// Get necessary variables
if(nicePlayer == none || skill == none || !CanUseSkill(nicePlayer, skill)) return false;
KFPRI = KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo);
if(KFPRI == none) return false;
currentLevel = GetClientVeteranSkillLevel(KFPRI);
niceVet = GetVeterancy(nicePlayer.PlayerReplicationInfo);
choices = nicePlayer.pendingSkills[niceVet.default.PerkIndex];
// Check our skill is chosen at some level; (since there shouldn't be any duplicates and it can be chosen at some level -> it's active)
for(i = 0;i < 5;i ++) if((niceVet.default.SkillGroupA[i] == skill && choices.isAltChoice[i] == 0) || (niceVet.default.SkillGroupB[i] == skill && choices.isAltChoice[i] > 0)) return true;
return false;
}
// Function that checks if given pickup class is marked as perked for current veterancy
static function bool IsPerkedPickup(class<NiceWeaponPickup> pickup){
local int i;
if(pickup == none) return false;
if(pickup.default.CorrespondingPerkIndex == default.PerkIndex) return true;
else for(i = 0;i < pickup.default.crossPerkIndecies.Length;i ++) if(pickup.default.crossPerkIndecies[i] == default.PerkIndex) return true;
return false;
}
static function bool IsPickupLight(class<NiceWeaponPickup> pickup){
if(pickup != none && pickup.default.Weight <= 8) return true;
return false;
}
static function bool IsPickupBackup(class<NiceWeaponPickup> pickup){
if(pickup != none && pickup.default.bBackupWeapon) return true;
return false;
}
// Set of functions for obtaining a pickup class from various other classes, connected with it
static function class<NiceWeaponPickup> GetPickupFromWeapon(class<Weapon> inputClass){
local class<NiceWeapon> niceWeaponClass;
niceWeaponClass = class<NiceWeapon>(inputClass);
if(niceWeaponClass == none) return none;
return class<NiceWeaponPickup>(niceWeaponClass.default.PickupClass);
}
static function class<NiceWeaponPickup> GetPickupFromAmmo(Class<Ammunition> inputClass){
local class<NiceAmmo> niceAmmoClass;
niceAmmoClass = class<NiceAmmo>(inputClass);
if(niceAmmoClass == none) return none;
return niceAmmoClass.default.WeaponPickupClass;
}
static function class<NiceWeapon> GetWeaponFromAmmo(Class<Ammunition> inputClass){
local class<NiceWeaponPickup> nicePickupClass;
nicePickupClass = GetPickupFromAmmo(inputClass);
if(nicePickupClass == none) return none;
return class<NiceWeapon>(nicePickupClass.default.InventoryType);
}
static function class<NiceWeaponPickup> GetPickupFromDamageType(class<DamageType> inputClass){
local class<NiceWeaponDamageType> niceDmgTypeClass;
niceDmgTypeClass = class<NiceWeaponDamageType>(inputClass);
if(niceDmgTypeClass == none) return none;
return GetPickupFromWeapon(class<NiceWeapon>(niceDmgTypeClass.default.WeaponClass));
}
static function class<NiceWeaponPickup> GetPickupFromWeaponFire(WeaponFire fireInstance){
local NiceFire niceFire;
niceFire = NiceFire(fireInstance);
if(niceFire == none) return none;
return GetPickupFromAmmo(class<NiceAmmo>(niceFire.AmmoClass));
}
// Finds correct veterancy for a player
static function class<NiceVeterancyTypes> GetVeterancy(PlayerReplicationInfo PRI){
local KFPlayerReplicationInfo KFPRI;
KFPRI = KFPlayerReplicationInfo(PRI);
if(KFPRI == none || KFPRI.ClientVeteranSkill == none) return none;
return class<NiceVeterancyTypes>(KFPRI.ClientVeteranSkill);
}
// New perk progress function
static function int GetPerkProgressInt(ClientPerkRepLink StatOther, out int FinalInt, byte CurLevel, byte ReqNum) {
local int delta, highestFilled;
local int filledLevels;
local array<int> ProgressArray;
local int DoubleScalingBase;
if(!default.bNewTypePerk) return Super.GetPerkProgressInt(StatOther, FinalInt, CurLevel, ReqNum);
else{ ProgressArray = GetProgressArray(ReqNum, DoubleScalingBase); filledLevels = ProgressArray.Length; if(filledLevels > 1) delta = ProgressArray[filledLevels - 1] - ProgressArray[filledLevels - 2]; else if(filledLevels == 1) delta = ProgressArray[0]; else delta = 10; if(filledLevels > 0) highestFilled = ProgressArray[filledLevels - 1]; else highestFilled = 10; if(CurLevel < filledLevels) FinalInt = ProgressArray[CurLevel]; else FinalInt = highestFilled + (CurLevel - filledLevels) * delta;
}
return Min(GetStatValueInt(StatOther, ReqNum), FinalInt);
}
// Get head-shot multiplier function that passes zed as a parameter
static function float GetNiceHeadShotDamMulti(KFPlayerReplicationInfo KFPRI, NiceMonster zed, class<DamageType> DmgType){
return 1.0;
}
// From which distance can we see enemy's health at given level?
static function float GetMaxHealthDistanceByLevel(int level){
return 0;
}
// From which distance can we see enemy's health?
static function float GetMaxHealthDistance(KFPlayerReplicationInfo KFPRI){
return GetMaxHealthDistanceByLevel(GetClientVeteranSkillLevel(KFPRI));
}
// Allows to increase head-shot check scale for some weapons.
static function float GetHeadshotCheckMultiplier(KFPlayerReplicationInfo KFPRI, class<DamageType> DmgType){
return 1.0;
}
// Allows to buff only regular component of damage.
static function int AddRegDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<NiceWeaponDamageType> DmgType){
return InDamage;
}
// Allows to buff only fire component of damage.
static function int AddFireDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<NiceWeaponDamageType> DmgType){
if(DmgType != none) return InDamage * DmgType.default.heatPart;
return InDamage;
}
static function float stunDurationMult(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, class<NiceWeaponDamageType> DmgType){
return 1.0;
}
static function int AddStunScore(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InStunScore, class<NiceWeaponDamageType> DmgType){
return InStunScore;
}
static function int AddFlinchScore(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InFlinchScore, class<NiceWeaponDamageType> DmgType){
return InFlinchScore;
}
// If pawn suffers from slow down effect, how much should we boost/lower it?
// 1.0 = leave the same, >1.0 = boost, <1.0 = lower.
static function float SlowingModifier(KFPlayerReplicationInfo KFPRI){
return 1.0;
}
// Can player with this perk be pulled by a siren?
static function bool CanBePulled(KFPlayerReplicationInfo KFPRI){
return true;
}
// What weight value should be used when calculation Pawn's speed?
static function float GetPerceivedWeight(KFPlayerReplicationInfo KFPRI, KFWeapon other){
if(other != none) return other.weight;
return 0;
}
// A new, universal, penetration reduction function that is used by all 'NiceWeapon' subclasses
static function float GetPenetrationDamageMulti(KFPlayerReplicationInfo KFPRI, float DefaultPenDamageReduction, class<NiceWeaponDamageType> fireIntance){
return DefaultPenDamageReduction;
}
// Universal cost scaling for all perks
static function float GetCostScaling(KFPlayerReplicationInfo KFPRI, class<Pickup> Item){
/*local class<NiceWeaponPickup> pickupClass;
pickupClass = class<NiceWeaponPickup>(Item);
if(IsPerkedPickup(pickupClass)) return 0.5;*/
return 1.0;
}
static function bool ShowStalkers(KFPlayerReplicationInfo KFPRI){
return GetStalkerViewDistanceMulti(KFPRI) > 0;
}
static function float GetStalkerViewDistanceMulti(KFPlayerReplicationInfo KFPRI){
if(SomeoneHasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillCommandoStrategist')) return class'NiceSkillCommandoStrategist'.default.visionRadius;
return 0.0;
}
// Modify distance at which health bars can be seen; 1.0 = 800 units, max = 2000 units = 2.5
static function float GetHealthBarsDistanceMulti(KFPlayerReplicationInfo KFPRI){
if(KFPRI != none && SomeoneHasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillCommandoStrategist')) return class'NiceSkillCommandoStrategist'.default.visionRadius;
return 0.0;
}
static function int GetAdditionalPenetrationAmount(KFPlayerReplicationInfo KFPRI){
return 0;
}
static function int GetInvincibilityExtentions(KFPlayerReplicationInfo KFPRI){
return 0;
}
static function int GetInvincibilityDuration(KFPlayerReplicationInfo KFPRI){
return 2.0;
}
static function int GetInvincibilitySafeMisses(KFPlayerReplicationInfo KFPRI){
return 0;
}
static function SpecialHUDInfo(KFPlayerReplicationInfo KFPRI, Canvas C){
local KFMonster KFEnemy;
local HUDKillingFloor HKF;
local float MaxDistanceSquared;
MaxDistanceSquared = 640000;
MaxDistanceSquared *= GetHealthBarsDistanceMulti(KFPRI)**2;
HKF = HUDKillingFloor(C.ViewPort.Actor.myHUD);
if(HKF == none || C.ViewPort.Actor.Pawn == none || MaxDistanceSquared <= 0) return;
foreach C.ViewPort.Actor.DynamicActors(class'KFMonster', KFEnemy){ if(KFEnemy.Health > 0 && (!KFEnemy.Cloaked() || KFEnemy.bZapped || KFEnemy.bSpotted) && VSizeSquared(KFEnemy.Location - C.ViewPort.Actor.Pawn.Location) < MaxDistanceSquared) HKF.DrawHealthBar(C, KFEnemy, KFEnemy.Health, KFEnemy.HealthMax , 50.0);
}
}
// Is player standing still?
static function bool IsStandingStill(KFPlayerReplicationInfo KFPRI){
if(KFPRI != none && PlayerController(KFPRI.Owner) != none && PlayerController(KFPRI.Owner).Pawn != none && VSize(PlayerController(KFPRI.Owner).Pawn.Velocity) > 0.0) return false;
return true;
}
// Is player aiming?
static function bool IsAiming(KFPlayerReplicationInfo KFPRI){
local KFWeapon kfWeap;
if(KFPRI != none && PlayerController(KFPRI.Owner) != none && PlayerController(KFPRI.Owner).Pawn != none) kfWeap = KFWeapon(PlayerController(KFPRI.Owner).Pawn.weapon);
if(kfWeap == none) return false;
return kfWeap.bAimingRifle;
}
// Just display the same fixed bonuses for the new type perks
static function string GetVetInfoText(byte Level, byte Type, optional byte RequirementNum){
if(Type == 1 && default.bNewTypePerk) return default.CustomLevelInfo;
return Super.GetVetInfoText(Level, Type, RequirementNum);
}
static function class<Grenade> GetNadeType(KFPlayerReplicationInfo KFPRI){
return class'NicePack.NiceNade';
}
static function SetupAbilities(KFPlayerReplicationInfo KFPRI){}
defaultproperties
{ SkillGroupA(0)=Class'NicePack.NiceSkill' SkillGroupA(1)=Class'NicePack.NiceSkill' SkillGroupA(2)=Class'NicePack.NiceSkill' SkillGroupA(3)=Class'NicePack.NiceSkill' SkillGroupA(4)=Class'NicePack.NiceSkill' SkillGroupB(0)=Class'NicePack.NiceSkill' SkillGroupB(1)=Class'NicePack.NiceSkill' SkillGroupB(2)=Class'NicePack.NiceSkill' SkillGroupB(3)=Class'NicePack.NiceSkill' SkillGroupB(4)=Class'NicePack.NiceSkill'
}
class NiceVeterancyTypes extends ScrnVeterancyTypes
dependson(NicePlayerController)
abstract;
// Temporarily needed variable to distinguish between new and old type perks
var bool bNewTypePerk;
// Skills
var class<NiceSkill> SkillGroupA[5];
var class<NiceSkill> SkillGroupB[5];
// Checks if player is can use given skill
static function bool CanUseSkill(NicePlayerController nicePlayer, class<NiceSkill> skill){
local int i;
local int currentLevel;
local KFPlayerReplicationInfo KFPRI;
local class<NiceVeterancyTypes> niceVet;
// Get necessary variables
KFPRI = KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo);
if(KFPRI == none)
return false;
niceVet = GetVeterancy(nicePlayer.PlayerReplicationInfo);
currentLevel = GetClientVeteranSkillLevel(KFPRI);
// Check if we have that skill at appropriate level
for(i = 0;i < 5 && i < currentLevel;i ++)
if(niceVet.default.SkillGroupA[i] == skill || niceVet.default.SkillGroupB[i] == skill)
return true;
return false;
}
// Checks if player is using given skill
static function bool HasSkill(NicePlayerController nicePlayer, class<NiceSkill> skill){
local int i;
local int currentLevel;
local KFPlayerReplicationInfo KFPRI;
local class<NiceVeterancyTypes> niceVet;
local NicePlayerController.SkillChoices choices;
// Get necessary variables
if(nicePlayer == none || skill == none || !CanUseSkill(nicePlayer, skill))
return false;
KFPRI = KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo);
if(KFPRI == none)
return false;
currentLevel = GetClientVeteranSkillLevel(KFPRI);
niceVet = GetVeterancy(nicePlayer.PlayerReplicationInfo);
choices = nicePlayer.currentSkills[niceVet.default.PerkIndex];
// Check our skill is chosen at some level; (since there shouldn't be any duplicates and it can be chosen at some level -> it's active)
for(i = 0;i < 5 && i < currentLevel;i ++)
if((niceVet.default.SkillGroupA[i] == skill && choices.isAltChoice[i] == 0)
|| (niceVet.default.SkillGroupB[i] == skill && choices.isAltChoice[i] > 0))
return true;
return false;
}
static function bool SomeoneHasSkill(NicePlayerController player, class<NiceSkill> skill){
local int i;
local Controller P;
local NicePlayerController nicePlayer;
if(player == none)
return false;
if(player.Pawn.Role == ROLE_Authority)
for(P = player.Level.ControllerList; P != none; P = P.nextController){
nicePlayer = NicePlayerController(P);
if(nicePlayer != none && HasSkill(nicePlayer, skill) && nicePlayer.Pawn.Health > 0 && !nicePlayer.Pawn.bPendingDelete
&& nicePlayer.PlayerReplicationInfo.Team == player.PlayerReplicationInfo.Team)
return true;
}
else for(i = 0;i < player.broadcastedSkills.Length;i ++)
if(player.broadcastedSkills[i] == skill)
return true;
return false;
}
// Checks if player will automatically chose given skill at the next opportunity
static function bool IsSkillPending(NicePlayerController nicePlayer, class<NiceSkill> skill){
local int i;
local int currentLevel;
local KFPlayerReplicationInfo KFPRI;
local class<NiceVeterancyTypes> niceVet;
local NicePlayerController.SkillChoices choices;
// Get necessary variables
if(nicePlayer == none || skill == none || !CanUseSkill(nicePlayer, skill))
return false;
KFPRI = KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo);
if(KFPRI == none)
return false;
currentLevel = GetClientVeteranSkillLevel(KFPRI);
niceVet = GetVeterancy(nicePlayer.PlayerReplicationInfo);
choices = nicePlayer.pendingSkills[niceVet.default.PerkIndex];
// Check our skill is chosen at some level; (since there shouldn't be any duplicates and it can be chosen at some level -> it's active)
for(i = 0;i < 5;i ++)
if((niceVet.default.SkillGroupA[i] == skill && choices.isAltChoice[i] == 0)
|| (niceVet.default.SkillGroupB[i] == skill && choices.isAltChoice[i] > 0))
return true;
return false;
}
// Function that checks if given pickup class is marked as perked for current veterancy
static function bool IsPerkedPickup(class<NiceWeaponPickup> pickup){
local int i;
if(pickup == none)
return false;
if(pickup.default.CorrespondingPerkIndex == default.PerkIndex)
return true;
else for(i = 0;i < pickup.default.crossPerkIndecies.Length;i ++)
if(pickup.default.crossPerkIndecies[i] == default.PerkIndex)
return true;
return false;
}
static function bool IsPickupLight(class<NiceWeaponPickup> pickup){
if(pickup != none && pickup.default.Weight <= 8)
return true;
return false;
}
static function bool IsPickupBackup(class<NiceWeaponPickup> pickup){
if(pickup != none && pickup.default.bBackupWeapon)
return true;
return false;
}
// Set of functions for obtaining a pickup class from various other classes, connected with it
static function class<NiceWeaponPickup> GetPickupFromWeapon(class<Weapon> inputClass){
local class<NiceWeapon> niceWeaponClass;
niceWeaponClass = class<NiceWeapon>(inputClass);
if(niceWeaponClass == none)
return none;
return class<NiceWeaponPickup>(niceWeaponClass.default.PickupClass);
}
static function class<NiceWeaponPickup> GetPickupFromAmmo(Class<Ammunition> inputClass){
local class<NiceAmmo> niceAmmoClass;
niceAmmoClass = class<NiceAmmo>(inputClass);
if(niceAmmoClass == none)
return none;
return niceAmmoClass.default.WeaponPickupClass;
}
static function class<NiceWeapon> GetWeaponFromAmmo(Class<Ammunition> inputClass){
local class<NiceWeaponPickup> nicePickupClass;
nicePickupClass = GetPickupFromAmmo(inputClass);
if(nicePickupClass == none)
return none;
return class<NiceWeapon>(nicePickupClass.default.InventoryType);
}
static function class<NiceWeaponPickup> GetPickupFromDamageType(class<DamageType> inputClass){
local class<NiceWeaponDamageType> niceDmgTypeClass;
niceDmgTypeClass = class<NiceWeaponDamageType>(inputClass);
if(niceDmgTypeClass == none)
return none;
return GetPickupFromWeapon(class<NiceWeapon>(niceDmgTypeClass.default.WeaponClass));
}
static function class<NiceWeaponPickup> GetPickupFromWeaponFire(WeaponFire fireInstance){
local NiceFire niceFire;
niceFire = NiceFire(fireInstance);
if(niceFire == none)
return none;
return GetPickupFromAmmo(class<NiceAmmo>(niceFire.AmmoClass));
}
// Finds correct veterancy for a player
static function class<NiceVeterancyTypes> GetVeterancy(PlayerReplicationInfo PRI){
local KFPlayerReplicationInfo KFPRI;
KFPRI = KFPlayerReplicationInfo(PRI);
if(KFPRI == none || KFPRI.ClientVeteranSkill == none)
return none;
return class<NiceVeterancyTypes>(KFPRI.ClientVeteranSkill);
}
// New perk progress function
static function int GetPerkProgressInt(ClientPerkRepLink StatOther, out int FinalInt, byte CurLevel, byte ReqNum) {
local int delta, highestFilled;
local int filledLevels;
local array<int> ProgressArray;
local int DoubleScalingBase;
if(!default.bNewTypePerk)
return Super.GetPerkProgressInt(StatOther, FinalInt, CurLevel, ReqNum);
else{
ProgressArray = GetProgressArray(ReqNum, DoubleScalingBase);
filledLevels = ProgressArray.Length;
if(filledLevels > 1)
delta = ProgressArray[filledLevels - 1] - ProgressArray[filledLevels - 2];
else if(filledLevels == 1)
delta = ProgressArray[0];
else
delta = 10;
if(filledLevels > 0)
highestFilled = ProgressArray[filledLevels - 1];
else
highestFilled = 10;
if(CurLevel < filledLevels)
FinalInt = ProgressArray[CurLevel];
else
FinalInt = highestFilled + (CurLevel - filledLevels) * delta;
}
return Min(GetStatValueInt(StatOther, ReqNum), FinalInt);
}
// Get head-shot multiplier function that passes zed as a parameter
static function float GetNiceHeadShotDamMulti(KFPlayerReplicationInfo KFPRI, NiceMonster zed, class<DamageType> DmgType){
return 1.0;
}
// From which distance can we see enemy's health at given level?
static function float GetMaxHealthDistanceByLevel(int level){
return 0;
}
// From which distance can we see enemy's health?
static function float GetMaxHealthDistance(KFPlayerReplicationInfo KFPRI){
return GetMaxHealthDistanceByLevel(GetClientVeteranSkillLevel(KFPRI));
}
// Allows to increase head-shot check scale for some weapons.
static function float GetHeadshotCheckMultiplier(KFPlayerReplicationInfo KFPRI, class<DamageType> DmgType){
return 1.0;
}
// Allows to buff only regular component of damage.
static function int AddRegDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<NiceWeaponDamageType> DmgType){
return InDamage;
}
// Allows to buff only fire component of damage.
static function int AddFireDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<NiceWeaponDamageType> DmgType){
if(DmgType != none)
return InDamage * DmgType.default.heatPart;
return InDamage;
}
static function float stunDurationMult(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, class<NiceWeaponDamageType> DmgType){
return 1.0;
}
static function int AddStunScore(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InStunScore, class<NiceWeaponDamageType> DmgType){
return InStunScore;
}
static function int AddFlinchScore(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InFlinchScore, class<NiceWeaponDamageType> DmgType){
return InFlinchScore;
}
// If pawn suffers from slow down effect, how much should we boost/lower it?
// 1.0 = leave the same, >1.0 = boost, <1.0 = lower.
static function float SlowingModifier(KFPlayerReplicationInfo KFPRI){
return 1.0;
}
// Can player with this perk be pulled by a siren?
static function bool CanBePulled(KFPlayerReplicationInfo KFPRI){
return true;
}
// What weight value should be used when calculation Pawn's speed?
static function float GetPerceivedWeight(KFPlayerReplicationInfo KFPRI, KFWeapon other){
if(other != none)
return other.weight;
return 0;
}
// A new, universal, penetration reduction function that is used by all 'NiceWeapon' subclasses
static function float GetPenetrationDamageMulti(KFPlayerReplicationInfo KFPRI, float DefaultPenDamageReduction, class<NiceWeaponDamageType> fireIntance){
return DefaultPenDamageReduction;
}
// Universal cost scaling for all perks
static function float GetCostScaling(KFPlayerReplicationInfo KFPRI, class<Pickup> Item){
/*local class<NiceWeaponPickup> pickupClass;
pickupClass = class<NiceWeaponPickup>(Item);
if(IsPerkedPickup(pickupClass))
return 0.5;*/
return 1.0;
}
static function bool ShowStalkers(KFPlayerReplicationInfo KFPRI){
return GetStalkerViewDistanceMulti(KFPRI) > 0;
}
static function float GetStalkerViewDistanceMulti(KFPlayerReplicationInfo KFPRI){
if(SomeoneHasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillCommandoStrategist'))
return class'NiceSkillCommandoStrategist'.default.visionRadius;
return 0.0;
}
// Modify distance at which health bars can be seen; 1.0 = 800 units, max = 2000 units = 2.5
static function float GetHealthBarsDistanceMulti(KFPlayerReplicationInfo KFPRI){
if(KFPRI != none && SomeoneHasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillCommandoStrategist'))
return class'NiceSkillCommandoStrategist'.default.visionRadius;
return 0.0;
}
static function int GetAdditionalPenetrationAmount(KFPlayerReplicationInfo KFPRI){
return 0;
}
static function int GetInvincibilityExtentions(KFPlayerReplicationInfo KFPRI){
return 0;
}
static function int GetInvincibilityDuration(KFPlayerReplicationInfo KFPRI){
return 2.0;
}
static function int GetInvincibilitySafeMisses(KFPlayerReplicationInfo KFPRI){
return 0;
}
static function SpecialHUDInfo(KFPlayerReplicationInfo KFPRI, Canvas C){
local KFMonster KFEnemy;
local HUDKillingFloor HKF;
local float MaxDistanceSquared;
MaxDistanceSquared = 640000;
MaxDistanceSquared *= GetHealthBarsDistanceMulti(KFPRI)**2;
HKF = HUDKillingFloor(C.ViewPort.Actor.myHUD);
if(HKF == none || C.ViewPort.Actor.Pawn == none || MaxDistanceSquared <= 0)
return;
foreach C.ViewPort.Actor.DynamicActors(class'KFMonster', KFEnemy){
if(KFEnemy.Health > 0 && (!KFEnemy.Cloaked() || KFEnemy.bZapped || KFEnemy.bSpotted) && VSizeSquared(KFEnemy.Location - C.ViewPort.Actor.Pawn.Location) < MaxDistanceSquared)
HKF.DrawHealthBar(C, KFEnemy, KFEnemy.Health, KFEnemy.HealthMax , 50.0);
}
}
// Is player standing still?
static function bool IsStandingStill(KFPlayerReplicationInfo KFPRI){
if(KFPRI != none && PlayerController(KFPRI.Owner) != none && PlayerController(KFPRI.Owner).Pawn != none && VSize(PlayerController(KFPRI.Owner).Pawn.Velocity) > 0.0)
return false;
return true;
}
// Is player aiming?
static function bool IsAiming(KFPlayerReplicationInfo KFPRI){
local KFWeapon kfWeap;
if(KFPRI != none && PlayerController(KFPRI.Owner) != none && PlayerController(KFPRI.Owner).Pawn != none)
kfWeap = KFWeapon(PlayerController(KFPRI.Owner).Pawn.weapon);
if(kfWeap == none)
return false;
return kfWeap.bAimingRifle;
}
// Just display the same fixed bonuses for the new type perks
static function string GetVetInfoText(byte Level, byte Type, optional byte RequirementNum){
if(Type == 1 && default.bNewTypePerk)
return default.CustomLevelInfo;
return Super.GetVetInfoText(Level, Type, RequirementNum);
}
static function class<Grenade> GetNadeType(KFPlayerReplicationInfo KFPRI){
return class'NicePack.NiceNade';
}
static function SetupAbilities(KFPlayerReplicationInfo KFPRI){}
defaultproperties
{
SkillGroupA(0)=Class'NicePack.NiceSkill'
SkillGroupA(1)=Class'NicePack.NiceSkill'
SkillGroupA(2)=Class'NicePack.NiceSkill'
SkillGroupA(3)=Class'NicePack.NiceSkill'
SkillGroupA(4)=Class'NicePack.NiceSkill'
SkillGroupB(0)=Class'NicePack.NiceSkill'
SkillGroupB(1)=Class'NicePack.NiceSkill'
SkillGroupB(2)=Class'NicePack.NiceSkill'
SkillGroupB(3)=Class'NicePack.NiceSkill'
SkillGroupB(4)=Class'NicePack.NiceSkill'
}

View File

@ -1,9 +1,10 @@
class NiceDamageTypeVetSharpshooter extends NiceWeaponDamageType
abstract;
static function ScoredNiceHeadshot(KFSteamStatsAndAchievements KFStatsAndAchievements, class<KFMonster> monsterClass, int HL){
if(SRStatsBase(KFStatsAndAchievements) != none && SRStatsBase(KFStatsAndAchievements).Rep != none) SRStatsBase(KFStatsAndAchievements).Rep.ProgressCustomValue(Class'NiceVetSharpshooterExp', Int(class'NicePack'.default.vetSharpHeadshotExpCost * getScale(HL)));
super.ScoredNiceHeadshot(KFStatsAndAchievements, monsterClass, HL);
}
defaultproperties
{
}
class NiceDamageTypeVetSharpshooter extends NiceWeaponDamageType
abstract;
static function ScoredNiceHeadshot(KFSteamStatsAndAchievements KFStatsAndAchievements, class<KFMonster> monsterClass, int HL){
if(SRStatsBase(KFStatsAndAchievements) != none && SRStatsBase(KFStatsAndAchievements).Rep != none)
SRStatsBase(KFStatsAndAchievements).Rep.ProgressCustomValue(Class'NiceVetSharpshooterExp', Int(class'NicePack'.default.vetSharpHeadshotExpCost * getScale(HL)));
super.ScoredNiceHeadshot(KFStatsAndAchievements, monsterClass, HL);
}
defaultproperties
{
}

View File

@ -1,4 +1,5 @@
class NiceVetSharpshooterExp extends SRCustomProgressInt;
defaultproperties
{ ProgressName="Sharpshooter exp."
}
class NiceVetSharpshooterExp extends SRCustomProgressInt;
defaultproperties
{
ProgressName="Sharpshooter exp."
}

View File

@ -1,56 +1,111 @@
class NiceTSCGame extends TSCGame;
// Copy-pasted from NiceGameType
var NicePack NicePackMutator;
function RegisterMutator(NicePack activePack){
NicePackMutator = activePack;
}
function SetupWave(){
Super.SetupWave();
// Event call
NicePackMutator.WaveStart();
}
function RestartPlayer(Controller aPlayer){
Super.RestartPlayer(aPlayer);
if(aPlayer.Pawn != none && NicePlayerController(aPlayer) != none) NicePlayerController(aPlayer).PawnSpawned();
}
State MatchInProgress{
function BeginState(){ Super(Invasion).BeginState();
WaveNum = InitialWave; InvasionGameReplicationInfo(GameReplicationInfo).WaveNumber = WaveNum;
if(NicePackMutator.bInitialTrader) WaveCountDown = NicePackMutator.initialTraderTime + 10; else WaveCountDown = 10;
SetupPickups(); // Event call NicePackMutator.MatchBegan();
}
function DoWaveEnd(){ Super.DoWaveEnd(); // Event call NicePackMutator.TraderStart();
}
}
function DramaticEvent(float BaseZedTimePossibility, optional float DesiredZedTimeDuration){
local bool bWasZedTime;
bWasZedTime = bZEDTimeActive;
Super.DramaticEvent(BaseZedTimePossibility, DesiredZedTimeDuration);
// Call events
if(!bWasZedTime && bZEDTimeActive) NicePackMutator.ZedTimeActivated();
}
event Tick(float DeltaTime){
local float TrueTimeFactor;
local Controller C;
if(bZEDTimeActive){ TrueTimeFactor = 1.1 / Level.TimeDilation; CurrentZEDTimeDuration -= DeltaTime * TrueTimeFactor; if(CurrentZEDTimeDuration < (ZEDTimeDuration*0.166) && CurrentZEDTimeDuration > 0 ){ if(!bSpeedingBackUp){ bSpeedingBackUp = true;
for(C = Level.ControllerList;C != none;C = C.NextController){ if(KFPlayerController(C)!= none) KFPlayerController(C).ClientExitZedTime(); } } SetGameSpeed(Lerp( (CurrentZEDTimeDuration/(ZEDTimeDuration*0.166)), 1.0, 0.2 )); } if(CurrentZEDTimeDuration <= 0){ if(bZEDTimeActive) NicePackMutator.ZedTimeDeactivated(); bZEDTimeActive = false; bSpeedingBackUp = false; SetGameSpeed(1.0); ZedTimeExtensionsUsed = 0; }
}
}
function Killed(Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> dmgType){
local KFSteamStatsAndAchievements StatsAndAchievements;
Super.Killed(Killer, Killed, KilledPawn, dmgType);
if(PlayerController(Killer) != none){ if (NiceMonster(KilledPawn) != none && Killed != Killer){ StatsAndAchievements = KFSteamStatsAndAchievements(PlayerController(Killer).SteamStatsAndAchievements); if(StatsAndAchievements != none){ if(KilledPawn.IsA('NiceZombieStalker') || KilledPawn.IsA('MeanZombieStalker')){ if(class<NiceDamTypeWinchester>(dmgType) != none) StatsAndAchievements.AddStalkerKillWithLAR(); } else if(KilledPawn.IsA('NiceZombieClot') || KilledPawn.IsA('MeanZombieClot')){ if(class<NiceDamTypeWinchester>(dmgType) != none) KFSteamStatsAndAchievements(PlayerController(Killer).SteamStatsAndAchievements).AddClotKillWithLAR(); } } }
}
}
// Reloaded to award damage
function int ReduceDamage(int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType){
local NiceMonster niceZed;
local KFPlayerController PC;
niceZed = NiceMonster(Injured);
if(niceZed != none){ if(instigatedBy != none){ PC = KFPlayerController(instigatedBy.Controller); if(class<NiceWeaponDamageType>(damageType) != none && PC != none) class<NiceWeaponDamageType>(damageType).Static.AwardNiceDamage(KFSteamStatsAndAchievements(PC.SteamStatsAndAchievements), Clamp(Damage, 1, Injured.Health), niceZed.scrnRules.HardcoreLevel); }
}
return Super.ReduceDamage(Damage, injured, InstigatedBy, HitLocation, Momentum, DamageType);
}
defaultproperties
{ GameName="Nice Team Survival Competition" Description="Nice Edition of Team Survival Competition (TSCGame)."
}
class NiceTSCGame extends TSCGame;
// Copy-pasted from NiceGameType
var NicePack NicePackMutator;
function RegisterMutator(NicePack activePack){
NicePackMutator = activePack;
}
function SetupWave(){
Super.SetupWave();
// Event call
NicePackMutator.WaveStart();
}
function RestartPlayer(Controller aPlayer){
Super.RestartPlayer(aPlayer);
if(aPlayer.Pawn != none && NicePlayerController(aPlayer) != none)
NicePlayerController(aPlayer).PawnSpawned();
}
State MatchInProgress{
function BeginState(){
Super(Invasion).BeginState();
WaveNum = InitialWave;
InvasionGameReplicationInfo(GameReplicationInfo).WaveNumber = WaveNum;
if(NicePackMutator.bInitialTrader)
WaveCountDown = NicePackMutator.initialTraderTime + 10;
else
WaveCountDown = 10;
SetupPickups();
// Event call
NicePackMutator.MatchBegan();
}
function DoWaveEnd(){
Super.DoWaveEnd();
// Event call
NicePackMutator.TraderStart();
}
}
function DramaticEvent(float BaseZedTimePossibility, optional float DesiredZedTimeDuration){
local bool bWasZedTime;
bWasZedTime = bZEDTimeActive;
Super.DramaticEvent(BaseZedTimePossibility, DesiredZedTimeDuration);
// Call events
if(!bWasZedTime && bZEDTimeActive)
NicePackMutator.ZedTimeActivated();
}
event Tick(float DeltaTime){
local float TrueTimeFactor;
local Controller C;
if(bZEDTimeActive){
TrueTimeFactor = 1.1 / Level.TimeDilation;
CurrentZEDTimeDuration -= DeltaTime * TrueTimeFactor;
if(CurrentZEDTimeDuration < (ZEDTimeDuration*0.166) && CurrentZEDTimeDuration > 0 ){
if(!bSpeedingBackUp){
bSpeedingBackUp = true;
for(C = Level.ControllerList;C != none;C = C.NextController){
if(KFPlayerController(C)!= none)
KFPlayerController(C).ClientExitZedTime();
}
}
SetGameSpeed(Lerp( (CurrentZEDTimeDuration/(ZEDTimeDuration*0.166)), 1.0, 0.2 ));
}
if(CurrentZEDTimeDuration <= 0){
if(bZEDTimeActive)
NicePackMutator.ZedTimeDeactivated();
bZEDTimeActive = false;
bSpeedingBackUp = false;
SetGameSpeed(1.0);
ZedTimeExtensionsUsed = 0;
}
}
}
function Killed(Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> dmgType){
local KFSteamStatsAndAchievements StatsAndAchievements;
Super.Killed(Killer, Killed, KilledPawn, dmgType);
if(PlayerController(Killer) != none){
if (NiceMonster(KilledPawn) != none && Killed != Killer){
StatsAndAchievements = KFSteamStatsAndAchievements(PlayerController(Killer).SteamStatsAndAchievements);
if(StatsAndAchievements != none){
if(KilledPawn.IsA('NiceZombieStalker') || KilledPawn.IsA('MeanZombieStalker')){
if(class<NiceDamTypeWinchester>(dmgType) != none)
StatsAndAchievements.AddStalkerKillWithLAR();
}
else if(KilledPawn.IsA('NiceZombieClot') || KilledPawn.IsA('MeanZombieClot')){
if(class<NiceDamTypeWinchester>(dmgType) != none)
KFSteamStatsAndAchievements(PlayerController(Killer).SteamStatsAndAchievements).AddClotKillWithLAR();
}
}
}
}
}
// Reloaded to award damage
function int ReduceDamage(int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType){
local NiceMonster niceZed;
local KFPlayerController PC;
niceZed = NiceMonster(Injured);
if(niceZed != none){
if(instigatedBy != none){
PC = KFPlayerController(instigatedBy.Controller);
if(class<NiceWeaponDamageType>(damageType) != none && PC != none)
class<NiceWeaponDamageType>(damageType).Static.AwardNiceDamage(KFSteamStatsAndAchievements(PC.SteamStatsAndAchievements), Clamp(Damage, 1, Injured.Health), niceZed.scrnRules.HardcoreLevel);
}
}
return Super.ReduceDamage(Damage, injured, InstigatedBy, HitLocation, Momentum, DamageType);
}
defaultproperties
{
GameName="Nice Team Survival Competition"
Description="Nice Edition of Team Survival Competition (TSCGame)."
}

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