Fix new line symbol issues
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846 changed files with 33896 additions and 12983 deletions
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@ -1,5 +1,17 @@
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class NiceDamTypeDemoBlunt extends NiceDamageTypeVetDemolitions
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abstract;
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defaultproperties
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{
HeadShotDamageMult=2.000000
bSniperWeapon=True
DeathString="%k killed %o (LAW Impact)."
FemaleSuicide="%o shot herself in the foot."
MaleSuicide="%o shot himself in the foot."
bRagdollBullet=True
bBulletHit=True
FlashFog=(X=600.000000)
KDamageImpulse=5000.000000
KDeathVel=200.000000
KDeathUpKick=50.000000
VehicleDamageScaling=0.700000
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}
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class NiceDamTypeDemoBlunt extends NiceDamageTypeVetDemolitions
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abstract;
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defaultproperties
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{
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HeadShotDamageMult=2.000000
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bSniperWeapon=True
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DeathString="%k killed %o (LAW Impact)."
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FemaleSuicide="%o shot herself in the foot."
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MaleSuicide="%o shot himself in the foot."
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bRagdollBullet=True
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bBulletHit=True
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FlashFog=(X=600.000000)
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KDamageImpulse=5000.000000
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KDeathVel=200.000000
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KDeathUpKick=50.000000
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VehicleDamageScaling=0.700000
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}
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@ -1,9 +1,26 @@
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class NiceDamTypeDemoExplosion extends NiceDamageTypeVetDemolitions;
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static function GetHitEffects(out class<xEmitter> HitEffects[4], int VictimHealth){
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HitEffects[0] = class'HitSmoke';
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if(VictimHealth <= 0)
HitEffects[1] = class'KFHitFlame';
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else if(FRand() < 0.8)
HitEffects[1] = class'KFHitFlame';
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}
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defaultproperties
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{
stunMultiplier=0.600000
bIsExplosive=True
DeathString="%o filled %k's body with shrapnel."
FemaleSuicide="%o blew up."
MaleSuicide="%o blew up."
bLocationalHit=False
bThrowRagdoll=True
bExtraMomentumZ=True
DamageThreshold=1
DeathOverlayMaterial=Combiner'Effects_Tex.GoreDecals.PlayerDeathOverlay'
DeathOverlayTime=999.000000
KDamageImpulse=3000.000000
KDeathVel=300.000000
KDeathUpKick=250.000000
HumanObliterationThreshhold=150
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}
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class NiceDamTypeDemoExplosion extends NiceDamageTypeVetDemolitions;
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static function GetHitEffects(out class<xEmitter> HitEffects[4], int VictimHealth){
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HitEffects[0] = class'HitSmoke';
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if(VictimHealth <= 0)
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HitEffects[1] = class'KFHitFlame';
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else if(FRand() < 0.8)
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HitEffects[1] = class'KFHitFlame';
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}
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defaultproperties
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{
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stunMultiplier=0.600000
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bIsExplosive=True
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DeathString="%o filled %k's body with shrapnel."
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FemaleSuicide="%o blew up."
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MaleSuicide="%o blew up."
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bLocationalHit=False
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bThrowRagdoll=True
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bExtraMomentumZ=True
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DamageThreshold=1
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DeathOverlayMaterial=Combiner'Effects_Tex.GoreDecals.PlayerDeathOverlay'
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DeathOverlayTime=999.000000
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KDamageImpulse=3000.000000
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KDeathVel=300.000000
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KDeathUpKick=250.000000
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HumanObliterationThreshhold=150
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}
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@ -1,8 +1,9 @@
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class NiceDamageTypeVetDemolitions extends NiceWeaponDamageType
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abstract;
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static function AwardNiceDamage(KFSteamStatsAndAchievements KFStatsAndAchievements, int Amount, int HL){
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if(SRStatsBase(KFStatsAndAchievements) != none && SRStatsBase(KFStatsAndAchievements).Rep != none)
SRStatsBase(KFStatsAndAchievements).Rep.ProgressCustomValue(Class'NiceVetDemolitionsExp', Int(Float(Amount) * class'NicePack'.default.vetDemoDamageExpCost * getScale(HL)));
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}
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defaultproperties
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{
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}
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class NiceDamageTypeVetDemolitions extends NiceWeaponDamageType
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abstract;
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static function AwardNiceDamage(KFSteamStatsAndAchievements KFStatsAndAchievements, int Amount, int HL){
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if(SRStatsBase(KFStatsAndAchievements) != none && SRStatsBase(KFStatsAndAchievements).Rep != none)
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SRStatsBase(KFStatsAndAchievements).Rep.ProgressCustomValue(Class'NiceVetDemolitionsExp', Int(Float(Amount) * class'NicePack'.default.vetDemoDamageExpCost * getScale(HL)));
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}
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defaultproperties
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{
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}
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@ -1,4 +1,5 @@
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class NiceVetDemolitionsExp extends SRCustomProgressInt;
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defaultproperties
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{
ProgressName="Demolitions exp."
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}
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class NiceVetDemolitionsExp extends SRCustomProgressInt;
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defaultproperties
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{
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ProgressName="Demolitions exp."
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}
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@ -1,7 +1,11 @@
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class NiceSkillDemoAPShot extends NiceSkill
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abstract;
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var float minCos;
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var float damageRatio;
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defaultproperties
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{
minCos=0.707000
damageRatio=1.000000
SkillName="AP shot"
SkillEffects="Deal full blast damage behind the target you've hit."
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}
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class NiceSkillDemoAPShot extends NiceSkill
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abstract;
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var float minCos;
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var float damageRatio;
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defaultproperties
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{
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minCos=0.707000
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damageRatio=1.000000
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SkillName="AP shot"
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SkillEffects="Deal full blast damage behind the target you've hit."
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}
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@ -1,6 +1,9 @@
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class NiceSkillDemoConcussion extends NiceSkill
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abstract;
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var float durationMult;
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defaultproperties
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{
durationMult=2.000000
SkillName="Concussion"
SkillEffects="You stun zeds for twice longer time than usual."
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}
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class NiceSkillDemoConcussion extends NiceSkill
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abstract;
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var float durationMult;
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defaultproperties
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{
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durationMult=2.000000
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SkillName="Concussion"
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SkillEffects="You stun zeds for twice longer time than usual."
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}
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@ -1,5 +1,7 @@
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class NiceSkillDemoDirectApproach extends NiceSkill
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abstract;
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defaultproperties
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{
SkillName="Direct approach"
SkillEffects="Your explosives will first hit target zed as a blunt before exploding."
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}
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class NiceSkillDemoDirectApproach extends NiceSkill
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abstract;
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defaultproperties
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{
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SkillName="Direct approach"
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SkillEffects="Your explosives will first hit target zed as a blunt before exploding."
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}
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@ -1,28 +1,36 @@
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class NiceSkillDemoManiac extends NiceSkill
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abstract;
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var float reloadBoostTime;
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var float reloadSpeedup;
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function static SkillSelected(NicePlayerController nicePlayer){
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local NicePack niceMutator;
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super.SkillSelected(nicePlayer);
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niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
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if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
return;
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niceMutator.AddCounter("npDemoManiac", Texture'NicePackT.HudCounter.demo', false, default.class);
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}
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function static SkillDeSelected(NicePlayerController nicePlayer){
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local NicePack niceMutator;
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super.SkillDeSelected(nicePlayer);
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niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
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if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
return;
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niceMutator.RemoveCounter("npDemoManiac");
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}
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function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
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local NiceHumanPawn nicePawn;
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if(nicePlayer == none || counterName != "npDemoManiac")
return 0;
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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if(nicePawn == none || nicePawn.maniacTimeout <= 0.0)
return 0;
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return Ceil(nicePawn.maniacTimeout);
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}
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defaultproperties
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{
reloadBoostTime=5.000000
reloadSpeedup=1.500000
SkillName="Maniac"
SkillEffects="Reload 50% faster for 5 seconds after killing something."
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}
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class NiceSkillDemoManiac extends NiceSkill
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abstract;
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var float reloadBoostTime;
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var float reloadSpeedup;
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function static SkillSelected(NicePlayerController nicePlayer){
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local NicePack niceMutator;
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super.SkillSelected(nicePlayer);
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niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
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if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
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return;
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niceMutator.AddCounter("npDemoManiac", Texture'NicePackT.HudCounter.demo', false, default.class);
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}
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function static SkillDeSelected(NicePlayerController nicePlayer){
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local NicePack niceMutator;
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super.SkillDeSelected(nicePlayer);
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niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
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if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
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return;
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niceMutator.RemoveCounter("npDemoManiac");
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}
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function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
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local NiceHumanPawn nicePawn;
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if(nicePlayer == none || counterName != "npDemoManiac")
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return 0;
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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if(nicePawn == none || nicePawn.maniacTimeout <= 0.0)
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return 0;
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return Ceil(nicePawn.maniacTimeout);
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}
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defaultproperties
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{
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reloadBoostTime=5.000000
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reloadSpeedup=1.500000
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SkillName="Maniac"
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SkillEffects="Reload 50% faster for 5 seconds after killing something."
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}
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@ -1,8 +1,13 @@
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class NiceSkillDemoOffperk extends NiceSkill
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abstract;
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var float damageBonus;
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var float reloadBonus;
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var int weightBound;
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defaultproperties
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{
damageBonus=1.250000
ReloadBonus=1.250000
weightBound=4
SkillName="Offperk"
SkillEffects="Reload light weapons (less than 5 pounds) 25% faster and do 25% more damage with them."
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}
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class NiceSkillDemoOffperk extends NiceSkill
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abstract;
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var float damageBonus;
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var float reloadBonus;
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var int weightBound;
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defaultproperties
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{
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damageBonus=1.250000
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ReloadBonus=1.250000
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weightBound=4
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SkillName="Offperk"
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SkillEffects="Reload light weapons (less than 5 pounds) 25% faster and do 25% more damage with them."
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}
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@ -1,7 +1,12 @@
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class NiceSkillDemoOnperk extends NiceSkill
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abstract;
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var float damageBonus;
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var float speedBonus;
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defaultproperties
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{
damageBonus=1.200000
speedBonus=1.500000
bBroadcast=True
SkillName="Onperk"
SkillEffects="Deal 20% more damage with your blunts and make your perk weapon's projectiles fly 50% faster."
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}
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class NiceSkillDemoOnperk extends NiceSkill
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abstract;
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var float damageBonus;
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var float speedBonus;
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defaultproperties
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{
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damageBonus=1.200000
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speedBonus=1.500000
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bBroadcast=True
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SkillName="Onperk"
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SkillEffects="Deal 20% more damage with your blunts and make your perk weapon's projectiles fly 50% faster."
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}
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@ -1,10 +1,16 @@
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class NiceSkillDemoReactiveArmor extends NiceSkill
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abstract;
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var float baseDamage;
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var float perNadeDamage;
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var float explRadius;
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var float explExponent;
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var float explMomentum;
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defaultproperties
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{
BaseDamage=3000.000000
explRadius=1000.000000
explExponent=1.000000
explMomentum=150000.000000
SkillName="Reactive armor"
SkillEffects="Once per wave your death will be prevented, while zeds all around you will be blown to bits."
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}
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class NiceSkillDemoReactiveArmor extends NiceSkill
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abstract;
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var float baseDamage;
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var float perNadeDamage;
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var float explRadius;
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var float explExponent;
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var float explMomentum;
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defaultproperties
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{
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BaseDamage=3000.000000
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explRadius=1000.000000
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explExponent=1.000000
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explMomentum=150000.000000
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SkillName="Reactive armor"
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SkillEffects="Once per wave your death will be prevented, while zeds all around you will be blown to bits."
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}
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@ -1,8 +1,13 @@
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class NiceSkillDemoVolatile extends NiceSkill
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abstract;
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var float safeDistanceMult;
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var float explRangeMult;
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var float falloffMult;
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defaultproperties
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{
safeDistanceMult=0.500000
explRangeMult=1.000000
falloffMult=0.500000
SkillName="Volatile"
SkillEffects="Safe range for your explosives is halved and explosion damage experiences smaller fall off."
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}
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class NiceSkillDemoVolatile extends NiceSkill
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abstract;
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var float safeDistanceMult;
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var float explRangeMult;
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var float falloffMult;
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defaultproperties
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{
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safeDistanceMult=0.500000
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explRangeMult=1.000000
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falloffMult=0.500000
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SkillName="Volatile"
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SkillEffects="Safe range for your explosives is halved and explosion damage experiences smaller fall off."
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}
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@ -1,5 +1,7 @@
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class NiceSkillDemoZEDDuckAndCover extends NiceSkill
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abstract;
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defaultproperties
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{
SkillName="Duck and cover"
SkillEffects="During zed time you can't deal yourself any damage."
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}
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class NiceSkillDemoZEDDuckAndCover extends NiceSkill
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abstract;
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defaultproperties
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{
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SkillName="Duck and cover"
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SkillEffects="During zed time you can't deal yourself any damage."
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}
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@ -1,6 +1,9 @@
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class NiceSkillDemoZEDFullBlast extends NiceSkill
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abstract;
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var float explRadiusMult;
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defaultproperties
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{
explRadiusMult=1.350000
SkillName="Full blast"
SkillEffects="During zed time your explosions have 35% larger radius and their damage doesn't suffer from a fall off."
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}
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class NiceSkillDemoZEDFullBlast extends NiceSkill
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abstract;
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var float explRadiusMult;
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defaultproperties
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{
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explRadiusMult=1.350000
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SkillName="Full blast"
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SkillEffects="During zed time your explosions have 35% larger radius and their damage doesn't suffer from a fall off."
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}
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