Fix new line symbol issues
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51bb9add5b
commit
d66d86b2b1
846 changed files with 33896 additions and 12983 deletions
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@ -1,7 +1,11 @@
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class NiceSkillEnforcerDetermination extends NiceSkill
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abstract;
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var int healthBound;
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var float addedResist;
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defaultproperties
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{
healthBound=50
addedResist=0.500000
SkillName="Determination"
SkillEffects="Receive 50% less damage when your health falls below 50 mark."
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}
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class NiceSkillEnforcerDetermination extends NiceSkill
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abstract;
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var int healthBound;
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var float addedResist;
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defaultproperties
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{
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healthBound=50
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addedResist=0.500000
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SkillName="Determination"
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SkillEffects="Receive 50% less damage when your health falls below 50 mark."
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}
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@ -1,33 +1,43 @@
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class NiceSkillEnforcerFullCounter extends NiceSkill
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abstract;
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var int layersAmount;
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var float coolDown;
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var float damageReduction;
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var float damageReductionWeak;
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function static SkillSelected(NicePlayerController nicePlayer){
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local NicePack niceMutator;
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local NiceHumanPawn nicePawn;
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super.SkillSelected(nicePlayer);
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niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
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if(nicePlayer != none)
nicePawn = NiceHumanPawn(nicePlayer.pawn);
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if(nicePawn != none)
nicePawn.hmgShieldLevel = default.layersAmount;
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if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
return;
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niceMutator.AddCounter("npHMGFullCounter", Texture'NicePackT.HudCounter.fullCounter', true, 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("npHMGFullCounter");
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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 != "npHMGFullCounter")
return 0;
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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if(nicePawn == none)
return 0;
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return nicePawn.hmgShieldLevel;
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}
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defaultproperties
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{
layersAmount=5
cooldown=15.000000
SkillName="Full counter"
SkillEffects="Gives you 5 protection layers, each of which can block a weak hit. One layer restores 15 seconds after you've been hit. Can't withstand strong attacks or attacks of huge enough zeds."
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}
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class NiceSkillEnforcerFullCounter extends NiceSkill
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abstract;
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var int layersAmount;
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var float coolDown;
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var float damageReduction;
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var float damageReductionWeak;
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function static SkillSelected(NicePlayerController nicePlayer){
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local NicePack niceMutator;
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local NiceHumanPawn nicePawn;
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super.SkillSelected(nicePlayer);
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niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
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if(nicePlayer != none)
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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if(nicePawn != none)
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nicePawn.hmgShieldLevel = default.layersAmount;
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if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
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return;
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niceMutator.AddCounter("npHMGFullCounter", Texture'NicePackT.HudCounter.fullCounter', true, 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("npHMGFullCounter");
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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 != "npHMGFullCounter")
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return 0;
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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if(nicePawn == none)
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return 0;
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return nicePawn.hmgShieldLevel;
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}
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defaultproperties
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{
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layersAmount=5
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cooldown=15.000000
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SkillName="Full counter"
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SkillEffects="Gives you 5 protection layers, each of which can block a weak hit. One layer restores 15 seconds after you've been hit. Can't withstand strong attacks or attacks of huge enough zeds."
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}
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@ -1,6 +1,9 @@
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class NiceSkillEnforcerUnshakable extends NiceSkill
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abstract;
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var float skillResist;
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defaultproperties
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{
skillResist=0.150000
SkillName="Unshakable"
SkillEffects="Your screen doesn't shake or blur, and you gain 15% resistance to all damage."
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}
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class NiceSkillEnforcerUnshakable extends NiceSkill
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abstract;
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var float skillResist;
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defaultproperties
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{
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skillResist=0.150000
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SkillName="Unshakable"
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SkillEffects="Your screen doesn't shake or blur, and you gain 15% resistance to all damage."
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}
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@ -1,6 +1,9 @@
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class NiceSkillEnforcerUnstoppable extends NiceSkill
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abstract;
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var float speedMult;
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defaultproperties
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{
speedMult=0.750000
SkillName="Unstoppable"
SkillEffects="Your speed doesn't decrease from additional weight, low health, poison or siren's pull, but you also receive -25% speed penalty."
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}
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class NiceSkillEnforcerUnstoppable extends NiceSkill
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abstract;
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var float speedMult;
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defaultproperties
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{
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speedMult=0.750000
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SkillName="Unstoppable"
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SkillEffects="Your speed doesn't decrease from additional weight, low health, poison or siren's pull, but you also receive -25% speed penalty."
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}
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@ -1,5 +1,7 @@
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class NiceSkillEnforcerZEDBarrage extends NiceSkill
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abstract;
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defaultproperties
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{
SkillName="Barrage"
SkillEffects="Shoot without any recoil during zed-time."
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}
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class NiceSkillEnforcerZEDBarrage extends NiceSkill
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abstract;
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defaultproperties
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{
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SkillName="Barrage"
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SkillEffects="Shoot without any recoil during zed-time."
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}
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@ -1,6 +1,9 @@
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class NiceSkillEnforcerZEDJuggernaut extends NiceSkill
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abstract;
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var float distance;
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defaultproperties
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{
Distance=800.000000
SkillName="Juggernaut"
SkillEffects="You startle zeds around you upon entering zed-time."
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}
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class NiceSkillEnforcerZEDJuggernaut extends NiceSkill
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abstract;
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var float distance;
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defaultproperties
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{
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Distance=800.000000
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SkillName="Juggernaut"
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SkillEffects="You startle zeds around you upon entering zed-time."
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}
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@ -1,6 +1,9 @@
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class NiceSkillHeavyCoating extends NiceSkill
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abstract;
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var float huskResist;
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defaultproperties
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{
huskResist=1.000000
SkillName="Coating"
SkillEffects="You get immunity from fire and electricity for as long as you wear armor, and your armor can absorb damage from every source."
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}
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class NiceSkillHeavyCoating extends NiceSkill
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abstract;
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var float huskResist;
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defaultproperties
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{
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huskResist=1.000000
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SkillName="Coating"
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SkillEffects="You get immunity from fire and electricity for as long as you wear armor, and your armor can absorb damage from every source."
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}
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@ -1,6 +1,9 @@
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class NiceSkillHeavyOverclocking extends NiceSkill
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abstract;
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var float fireSpeedMult;
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defaultproperties
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{
fireSpeedMult=1.300000
SkillName="Overclocking"
SkillEffects="+30% fire speed with perked weapons."
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}
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class NiceSkillHeavyOverclocking extends NiceSkill
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abstract;
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var float fireSpeedMult;
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defaultproperties
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{
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fireSpeedMult=1.300000
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SkillName="Overclocking"
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SkillEffects="+30% fire speed with perked weapons."
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}
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@ -1,6 +1,9 @@
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class NiceSkillHeavySafeguard extends NiceSkill
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abstract;
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var float healingCost;
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defaultproperties
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{
healingCost=0.250000
SkillName="Safeguard"
SkillEffects="Your armor no longer protects you, but it heals you when your health falls too low."
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}
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class NiceSkillHeavySafeguard extends NiceSkill
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abstract;
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var float healingCost;
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defaultproperties
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{
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healingCost=0.250000
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SkillName="Safeguard"
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SkillEffects="Your armor no longer protects you, but it heals you when your health falls too low."
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}
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@ -1,27 +1,34 @@
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class NiceSkillHeavyStablePosition extends NiceSkill
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abstract;
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var float recoilDampeningBonus;
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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("npHMGStablePosition", Texture'NicePackT.HudCounter.stability', 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("npHMGStablePosition");
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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 != "npHMGStablePosition")
return 0;
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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if(nicePawn == none || nicePawn.stationaryTime <= 0.0)
return 0;
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return Min(10, Ceil(2 * nicePawn.stationaryTime) - 1);
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}
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defaultproperties
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{
recoilDampeningBonus=0.100000
SkillName="Stable position"
SkillEffects="Each half-second you're crouching and now moving - you gain 10% recoil dampening bonus."
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}
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class NiceSkillHeavyStablePosition extends NiceSkill
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abstract;
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var float recoilDampeningBonus;
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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("npHMGStablePosition", Texture'NicePackT.HudCounter.stability', 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("npHMGStablePosition");
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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 != "npHMGStablePosition")
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return 0;
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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if(nicePawn == none || nicePawn.stationaryTime <= 0.0)
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return 0;
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return Min(10, Ceil(2 * nicePawn.stationaryTime) - 1);
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}
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defaultproperties
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{
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recoilDampeningBonus=0.100000
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SkillName="Stable position"
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SkillEffects="Each half-second you're crouching and now moving - you gain 10% recoil dampening bonus."
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}
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