Fix new line symbol issues
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846 changed files with 33896 additions and 12983 deletions
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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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