Fix new line symbol issues
This commit is contained in:
parent
51bb9add5b
commit
d66d86b2b1
846 changed files with 33896 additions and 12983 deletions
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@ -1,20 +1,25 @@
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//==============================================================================
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// NicePack / NiceAbilitiesAdapter
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//==============================================================================
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// Temporary stand-in for future functionality.
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// Use this class to catch events from players' abilities.
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//==============================================================================
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// 'Nice pack' source
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// Do whatever the fuck you want with it
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// Author: dkanus
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// E-mail: dkanus@gmail.com
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//==============================================================================
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class NiceAbilitiesAdapter extends Object;
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var LevelInfo level;
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static function AbilityActivated( string abilityID,
NicePlayerController relatedPlayer);
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static function AbilityAdded( string abilityID,
NicePlayerController relatedPlayer);
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static function AbilityRemoved( string abilityID,
NicePlayerController relatedPlayer);
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static function ModAbilityCooldown( string abilityID,
NicePlayerController relatedPlayer,
out float cooldown);
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defaultproperties
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{
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}
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//==============================================================================
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// NicePack / NiceAbilitiesAdapter
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//==============================================================================
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// Temporary stand-in for future functionality.
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// Use this class to catch events from players' abilities.
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//==============================================================================
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// 'Nice pack' source
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// Do whatever the fuck you want with it
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// Author: dkanus
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// E-mail: dkanus@gmail.com
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//==============================================================================
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class NiceAbilitiesAdapter extends Object;
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var LevelInfo level;
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static function AbilityActivated( string abilityID,
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NicePlayerController relatedPlayer);
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static function AbilityAdded( string abilityID,
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NicePlayerController relatedPlayer);
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static function AbilityRemoved( string abilityID,
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NicePlayerController relatedPlayer);
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static function ModAbilityCooldown( string abilityID,
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NicePlayerController relatedPlayer,
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out float cooldown);
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defaultproperties
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{
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}
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@ -1,57 +1,79 @@
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//==============================================================================
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// NicePack / NiceAbilitiesEvents
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//==============================================================================
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// Temporary stand-in for future functionality.
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//==============================================================================
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// 'Nice pack' source
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// Do whatever the fuck you want with it
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// Author: dkanus
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// E-mail: dkanus@gmail.com
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//==============================================================================
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class NiceAbilitiesEvents extends Object;
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var array< class<NiceAbilitiesAdapter> > adapters;
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// If adapter was already added also returns 'false'.
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static function bool AddAdapter(class<NiceAbilitiesAdapter> newAdapter,
optional LevelInfo level){
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local int i;
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if(newAdapter == none) return false;
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for(i = 0;i < default.adapters.length;i ++)
if(default.adapters[i] == newAdapter)
return false;
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newAdapter.default.level = level;
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default.adapters[default.adapters.length] = newAdapter;
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return true;
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}
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// If adapter wasn't even present also returns 'false'.
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static function bool RemoveAdapter(class<NiceAbilitiesAdapter> adapter){
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local int i;
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if(adapter == none) return false;
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for(i = 0;i < default.adapters.length;i ++){
if(default.adapters[i] == adapter){
default.adapters.Remove(i, 1);
return true;
}
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}
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return false;
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}
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static function CallAbilityActivated
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(
string abilityID,
NicePlayerController relatedPlayer
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){
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local int i;
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for(i = 0;i < default.adapters.length;i ++)
default.adapters[i].static.AbilityActivated(abilityID, relatedPlayer);
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}
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static function CallAbilityAdded
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(
string abilityID,
NicePlayerController relatedPlayer
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){
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local int i;
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for(i = 0;i < default.adapters.length;i ++)
default.adapters[i].static.AbilityAdded(abilityID, relatedPlayer);
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}
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static function CallAbilityRemoved
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(
string abilityID,
NicePlayerController relatedPlayer
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){
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local int i;
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for(i = 0;i < default.adapters.length;i ++)
default.adapters[i].static.AbilityRemoved(abilityID, relatedPlayer);
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}
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static function CallModAbilityCooldown
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(
string abilityID,
NicePlayerController relatedPlayer,
out float cooldown
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){
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local int i;
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for(i = 0;i < default.adapters.length;i ++){
default.adapters[i].static.ModAbilityCooldown( abilityID,
relatedPlayer,
cooldown);
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}
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}
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defaultproperties
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{
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}
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//==============================================================================
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// NicePack / NiceAbilitiesEvents
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//==============================================================================
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// Temporary stand-in for future functionality.
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//==============================================================================
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// 'Nice pack' source
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// Do whatever the fuck you want with it
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// Author: dkanus
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// E-mail: dkanus@gmail.com
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//==============================================================================
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class NiceAbilitiesEvents extends Object;
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var array< class<NiceAbilitiesAdapter> > adapters;
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// If adapter was already added also returns 'false'.
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static function bool AddAdapter(class<NiceAbilitiesAdapter> newAdapter,
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optional LevelInfo level){
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local int i;
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if(newAdapter == none) return false;
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for(i = 0;i < default.adapters.length;i ++)
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if(default.adapters[i] == newAdapter)
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return false;
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newAdapter.default.level = level;
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default.adapters[default.adapters.length] = newAdapter;
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return true;
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}
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// If adapter wasn't even present also returns 'false'.
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static function bool RemoveAdapter(class<NiceAbilitiesAdapter> adapter){
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local int i;
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if(adapter == none) return false;
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for(i = 0;i < default.adapters.length;i ++){
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if(default.adapters[i] == adapter){
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default.adapters.Remove(i, 1);
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return true;
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}
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}
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return false;
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}
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static function CallAbilityActivated
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(
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string abilityID,
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NicePlayerController relatedPlayer
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){
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local int i;
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for(i = 0;i < default.adapters.length;i ++)
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default.adapters[i].static.AbilityActivated(abilityID, relatedPlayer);
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}
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static function CallAbilityAdded
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(
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string abilityID,
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NicePlayerController relatedPlayer
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){
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local int i;
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for(i = 0;i < default.adapters.length;i ++)
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default.adapters[i].static.AbilityAdded(abilityID, relatedPlayer);
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}
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static function CallAbilityRemoved
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(
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string abilityID,
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NicePlayerController relatedPlayer
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){
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local int i;
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for(i = 0;i < default.adapters.length;i ++)
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default.adapters[i].static.AbilityRemoved(abilityID, relatedPlayer);
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}
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static function CallModAbilityCooldown
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(
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string abilityID,
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NicePlayerController relatedPlayer,
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out float cooldown
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){
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local int i;
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for(i = 0;i < default.adapters.length;i ++){
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default.adapters[i].static.ModAbilityCooldown( abilityID,
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relatedPlayer,
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cooldown);
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}
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}
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defaultproperties
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{
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}
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@ -1,137 +1,169 @@
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//==============================================================================
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// NicePack / NiceAbilityManager
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//==============================================================================
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// Class that manager active abilities, introduced along with a NicePack.
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// Can support at most 5 ('maxAbilitiesAmount') different abilities at once.
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// NICETODO: refactor later
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//==============================================================================
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// 'Nice pack' source
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// Do whatever the fuck you want with it
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// Author: dkanus
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// E-mail: dkanus@gmail.com
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//==============================================================================
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class NiceAbilityManager extends Actor;
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var const int maxAbilitiesAmount;
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// Defines a list of all possible ability's states
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enum EAbilityState{
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// Ability is ready to use
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ASTATE_READY,
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// Ability is being used
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ASTATE_ACTIVE,
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// Ability is on cooldown
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ASTATE_COOLDOWN
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};
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// Describes all the necessary information about an ability
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struct NiceAbilityDescription{
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// Ability's ID, supposed to be unique per ability,
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// but no checks are enforced yet
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var string ID;
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// Image to be used as an ability's icon
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var Texture icon;
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// Default cooldown duration
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var float cooldownLength;
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// Can ability be canceled once activated?
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var bool canBeCancelled;
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};
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// Complete description of current status of an ability,
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// including it's complete description.
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struct NiceAbilityStatus{
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// Complete description of ability in question
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var NiceAbilityDescription description;
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// Current cooldown value
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var float cooldown;
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// Current state of an ability
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var EAbilityState myState;
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};
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var NiceAbilityStatus currentAbilities[5];
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var int currentAbilitiesAmount;
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// Refers to the player whose abilities we manage
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var NicePlayerController relatedPlayer;
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var const class<NiceAbilitiesEvents> events;
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// Unfortunately this hackk is required to force replication of structure array
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var int hackCounter;
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replication{
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reliable if(Role == ROLE_Authority)
currentAbilities, currentAbilitiesAmount, hackCounter;
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}
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simulated function PostBeginPlay(){
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relatedPlayer = NicePlayerController(owner);
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}
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function AddAbility(NiceAbilityDescription description){
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local int i;
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local NiceAbilityStatus newRecord;
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if(currentAbilitiesAmount >= maxAbilitiesAmount) return;
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for(i = 0;i < currentAbilitiesAmount;i ++)
if(currentAbilities[i].description.ID ~= description.ID)
return;
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newRecord.description = description;
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newRecord.cooldown = 0.0;
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newRecord.myState = ASTATE_READY;
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currentAbilities[currentAbilitiesAmount] = newRecord;
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currentAbilitiesAmount += 1;
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events.static.CallAbilityAdded(description.ID, relatedPlayer);
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netUpdateTime = level.timeSeconds - 1;
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}
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function RemoveAbility(string abilityID){
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local int i, j;
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local bool wasRemoved;
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j = 0;
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for(i = 0;i < currentAbilitiesAmount;i ++){
if(currentAbilities[i].description.ID ~= abilityID){
wasRemoved = true;
continue;
}
currentAbilities[j] = currentAbilities[i];
j += 1;
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}
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currentAbilitiesAmount = j;
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if(wasRemoved)
events.static.CallAbilityRemoved(abilityID, relatedPlayer);
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netUpdateTime = level.timeSeconds - 1;
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}
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function ClearAbilities(){
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currentAbilitiesAmount = 0;
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netUpdateTime = level.timeSeconds - 1;
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}
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// Returns index of the ability with a given name.
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// Returns '-1' if such ability doesn't exist.
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simulated function int GetAbilityIndex(string abilityID){
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local int i;
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for(i = 0;i < currentAbilitiesAmount;i ++)
if(currentAbilities[i].description.ID ~= abilityID)
return i;
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return -1;
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}
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simulated function bool IsAbilityActive(string abilityID){
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local int index;
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index = GetAbilityIndex(abilityID);
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if(index < 0)
return false;
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return (currentAbilities[index].myState == ASTATE_ACTIVE);
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}
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// Sets ability to a proper state.
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// Does nothing if ability is already in a specified state.
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// Setting active ability to a ready state is only allowed
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// if ability can be canceled.
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// Updates cooldown to full length if new state is 'ASTATE_COOLDOWN'.
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function SetAbilityState(int abilityIndex, EAbilityState newState){
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local float cooldown;
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local EAbilityState currentState;
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if(abilityIndex < 0 || abilityIndex >= currentAbilitiesAmount) return;
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currentState = currentAbilities[abilityIndex].myState;
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if(currentState == newState)
return;
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if( currentState == ASTATE_ACTIVE && newState == ASTATE_READY
&& !currentAbilities[abilityIndex].description.canBeCancelled)
return;
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currentAbilities[abilityIndex].myState = newState;
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if(newState == ASTATE_COOLDOWN){
cooldown = currentAbilities[abilityIndex].description.cooldownLength;
events.static.CallModAbilityCooldown(
currentAbilities[abilityIndex].description.ID,
relatedPlayer,
cooldown
);
currentAbilities[abilityIndex].cooldown = cooldown;
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}
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hackCounter ++;
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netUpdateTime = level.timeSeconds - 1;
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// Fire off events
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if(newState == ASTATE_ACTIVE){
events.static.CallAbilityActivated(
currentAbilities[abilityIndex].description.ID,
relatedPlayer
);
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}
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}
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// Changes ability's cooldown by a given amount.
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// If this brings cooldown to zero or below -
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// resets current ability to a 'ready' (ASTATE_READY) state.
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function AddToCooldown(int abilityIndex, float delta){
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if(abilityIndex < 0 || abilityIndex >= currentAbilitiesAmount) return;
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if(currentAbilities[abilityIndex].myState != ASTATE_COOLDOWN) return;
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currentAbilities[abilityIndex].cooldown += delta;
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if(currentAbilities[abilityIndex].cooldown <= 0)
SetAbilityState(abilityIndex, ASTATE_READY);
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hackCounter ++;
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}
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function Tick(float deltaTime){
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local int i;
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if(Role != Role_AUTHORITY) return;
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for(i = 0;i < currentAbilitiesAmount;i ++)
AddToCooldown(i, -deltaTime);
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}
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defaultproperties
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{
maxAbilitiesAmount=5
Events=Class'NicePack.NiceAbilitiesEvents'
DrawType=DT_None
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}
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//==============================================================================
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// NicePack / NiceAbilityManager
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//==============================================================================
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// Class that manager active abilities, introduced along with a NicePack.
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// Can support at most 5 ('maxAbilitiesAmount') different abilities at once.
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// NICETODO: refactor later
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//==============================================================================
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// 'Nice pack' source
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// Do whatever the fuck you want with it
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// Author: dkanus
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// E-mail: dkanus@gmail.com
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//==============================================================================
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class NiceAbilityManager extends Actor;
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var const int maxAbilitiesAmount;
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// Defines a list of all possible ability's states
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enum EAbilityState{
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// Ability is ready to use
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ASTATE_READY,
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// Ability is being used
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ASTATE_ACTIVE,
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// Ability is on cooldown
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ASTATE_COOLDOWN
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};
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// Describes all the necessary information about an ability
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struct NiceAbilityDescription{
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// Ability's ID, supposed to be unique per ability,
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// but no checks are enforced yet
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var string ID;
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// Image to be used as an ability's icon
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var Texture icon;
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// Default cooldown duration
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var float cooldownLength;
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// Can ability be canceled once activated?
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var bool canBeCancelled;
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};
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// Complete description of current status of an ability,
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// including it's complete description.
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struct NiceAbilityStatus{
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// Complete description of ability in question
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var NiceAbilityDescription description;
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// Current cooldown value
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var float cooldown;
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// Current state of an ability
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var EAbilityState myState;
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};
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var NiceAbilityStatus currentAbilities[5];
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var int currentAbilitiesAmount;
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// Refers to the player whose abilities we manage
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var NicePlayerController relatedPlayer;
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var const class<NiceAbilitiesEvents> events;
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// Unfortunately this hackk is required to force replication of structure array
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var int hackCounter;
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replication{
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reliable if(Role == ROLE_Authority)
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currentAbilities, currentAbilitiesAmount, hackCounter;
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}
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simulated function PostBeginPlay(){
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relatedPlayer = NicePlayerController(owner);
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}
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function AddAbility(NiceAbilityDescription description){
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local int i;
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local NiceAbilityStatus newRecord;
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if(currentAbilitiesAmount >= maxAbilitiesAmount) return;
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for(i = 0;i < currentAbilitiesAmount;i ++)
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if(currentAbilities[i].description.ID ~= description.ID)
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return;
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newRecord.description = description;
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newRecord.cooldown = 0.0;
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newRecord.myState = ASTATE_READY;
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currentAbilities[currentAbilitiesAmount] = newRecord;
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currentAbilitiesAmount += 1;
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events.static.CallAbilityAdded(description.ID, relatedPlayer);
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netUpdateTime = level.timeSeconds - 1;
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}
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function RemoveAbility(string abilityID){
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local int i, j;
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local bool wasRemoved;
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j = 0;
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for(i = 0;i < currentAbilitiesAmount;i ++){
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if(currentAbilities[i].description.ID ~= abilityID){
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wasRemoved = true;
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continue;
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}
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currentAbilities[j] = currentAbilities[i];
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j += 1;
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}
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currentAbilitiesAmount = j;
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if(wasRemoved)
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events.static.CallAbilityRemoved(abilityID, relatedPlayer);
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netUpdateTime = level.timeSeconds - 1;
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}
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function ClearAbilities(){
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currentAbilitiesAmount = 0;
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netUpdateTime = level.timeSeconds - 1;
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}
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// Returns index of the ability with a given name.
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// Returns '-1' if such ability doesn't exist.
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simulated function int GetAbilityIndex(string abilityID){
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local int i;
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for(i = 0;i < currentAbilitiesAmount;i ++)
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if(currentAbilities[i].description.ID ~= abilityID)
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return i;
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return -1;
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}
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simulated function bool IsAbilityActive(string abilityID){
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local int index;
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index = GetAbilityIndex(abilityID);
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if(index < 0)
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return false;
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return (currentAbilities[index].myState == ASTATE_ACTIVE);
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}
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// Sets ability to a proper state.
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// Does nothing if ability is already in a specified state.
|
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// Setting active ability to a ready state is only allowed
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// if ability can be canceled.
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// Updates cooldown to full length if new state is 'ASTATE_COOLDOWN'.
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function SetAbilityState(int abilityIndex, EAbilityState newState){
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local float cooldown;
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local EAbilityState currentState;
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if(abilityIndex < 0 || abilityIndex >= currentAbilitiesAmount) return;
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currentState = currentAbilities[abilityIndex].myState;
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if(currentState == newState)
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return;
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if( currentState == ASTATE_ACTIVE && newState == ASTATE_READY
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&& !currentAbilities[abilityIndex].description.canBeCancelled)
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return;
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currentAbilities[abilityIndex].myState = newState;
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if(newState == ASTATE_COOLDOWN){
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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
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
class NiceVetBerserkerExp extends SRCustomProgressInt;
|
||||
defaultproperties
|
||||
{
ProgressName="Berserker exp."
|
||||
}
|
||||
class NiceVetBerserkerExp extends SRCustomProgressInt;
|
||||
defaultproperties
|
||||
{
|
||||
ProgressName="Berserker exp."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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%."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
{
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
class NiceVetCommandoExp extends SRCustomProgressInt;
|
||||
defaultproperties
|
||||
{
ProgressName="Commando exp."
|
||||
}
|
||||
class NiceVetCommandoExp extends SRCustomProgressInt;
|
||||
defaultproperties
|
||||
{
|
||||
ProgressName="Commando exp."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
{
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
class NiceVetDemolitionsExp extends SRCustomProgressInt;
|
||||
defaultproperties
|
||||
{
ProgressName="Demolitions exp."
|
||||
}
|
||||
class NiceVetDemolitionsExp extends SRCustomProgressInt;
|
||||
defaultproperties
|
||||
{
|
||||
ProgressName="Demolitions exp."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
}
|
||||
|
|
@ -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
|
||||
}
|
||||
|
|
@ -1,4 +1,5 @@
|
|||
class NiceVetSupportExp extends SRCustomProgressInt;
|
||||
defaultproperties
|
||||
{
ProgressName="Enforcer exp."
|
||||
}
|
||||
class NiceVetSupportExp extends SRCustomProgressInt;
|
||||
defaultproperties
|
||||
{
|
||||
ProgressName="Enforcer exp."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
{
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
class NiceVetFieldMedicExp extends SRCustomProgressInt;
|
||||
defaultproperties
|
||||
{
ProgressName="Field Medic exp."
|
||||
}
|
||||
class NiceVetFieldMedicExp extends SRCustomProgressInt;
|
||||
defaultproperties
|
||||
{
|
||||
ProgressName="Field Medic exp."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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!"
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
{
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
{
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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'
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
{
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
class NiceVetSharpshooterExp extends SRCustomProgressInt;
|
||||
defaultproperties
|
||||
{
ProgressName="Sharpshooter exp."
|
||||
}
|
||||
class NiceVetSharpshooterExp extends SRCustomProgressInt;
|
||||
defaultproperties
|
||||
{
|
||||
ProgressName="Sharpshooter exp."
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue