Fix new line symbol issues

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

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

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

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

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

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

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

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

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

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

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