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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@ -1,5 +1,7 @@
class NiceDamTypeFT extends NiceDamTypeFire
abstract;
defaultproperties
{ WeaponClass=Class'NicePack.NiceFlameThrower' DeathString="%k incinerated %o (Flamethrower)."
}
class NiceDamTypeFT extends NiceDamTypeFire
abstract;
defaultproperties
{
WeaponClass=Class'NicePack.NiceFlameThrower'
DeathString="%k incinerated %o (Flamethrower)."
}

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@ -1,4 +1,7 @@
class NiceFlameAmmo extends ScrnFlameAmmo;
defaultproperties
{ AmmoPickupAmount=30 MaxAmmo=200 InitialAmount=60
}
class NiceFlameAmmo extends ScrnFlameAmmo;
defaultproperties
{
AmmoPickupAmount=30
MaxAmmo=200
InitialAmount=60
}

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@ -1,6 +1,8 @@
//
//=============================================================================
class NiceFlameBurstFire extends ScrnFlameBurstFire ;
defaultproperties
{ AmmoClass=Class'NicePack.NiceFlameAmmo' ProjectileClass=Class'NicePack.NiceFlameTendril'
}
//
//=============================================================================
class NiceFlameBurstFire extends ScrnFlameBurstFire ;
defaultproperties
{
AmmoClass=Class'NicePack.NiceFlameAmmo'
ProjectileClass=Class'NicePack.NiceFlameTendril'
}

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@ -1,48 +1,114 @@
class NiceFlameNade extends NiceNade;
#exec OBJ LOAD FILE=KF_GrenadeSnd.uax
simulated function HurtRadius(float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation){
local actor Victims;
local float damageScale, dist;
local vector dirs;
local int NumKilled;
local KFMonster KFMonsterVictim;
local Pawn P;
local KFPawn KFP;
local array<Pawn> CheckedPawns;
local int i;
local bool bAlreadyChecked;
if(bHurtEntry) return;
bHurtEntry = true;
foreach CollidingActors(class 'Actor', Victims, DamageRadius, HitLocation){ // null pawn variables here just to be sure they didn't left from previous iteration // and waste another day of my life to looking for this fucking bug -- PooSH /totallyPissedOff!!! P = none; KFMonsterVictim = none; KFP = none; // don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag if((Victims != self) && (Hurtwall != Victims) && (Victims.Role == ROLE_Authority) && !Victims.IsA('FluidSurfaceInfo') && ExtendedZCollision(Victims) == none ){ dirs = Victims.Location - HitLocation; dist = FMax(1,VSize(dirs)); dirs = dirs/dist; damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius); if(Instigator == none || Instigator.Controller == none) Victims.SetDelayedDamageInstigatorController(InstigatorController); if(Victims == LastTouched) LastTouched = none;
P = Pawn(Victims);
if(P != none){ for(i = 0; i < CheckedPawns.Length; i++){ if(CheckedPawns[i] == P){ bAlreadyChecked = true; break; } }
if(bAlreadyChecked){ bAlreadyChecked = false; P = none; continue; }
KFMonsterVictim = KFMonster(Victims);
if(KFMonsterVictim != none && KFMonsterVictim.Health <= 0) KFMonsterVictim = none;
KFP = KFPawn(Victims);
if(KFMonsterVictim != none ) damageScale *= KFMonsterVictim.GetExposureTo(HitLocation); else if(KFP != none) damageScale *= KFP.GetExposureTo(HitLocation);
CheckedPawns[CheckedPawns.Length] = P;
if(damageScale <= 0){ P = none; continue; } else P = none; }
if(KFP != none || KFMonsterVictim != none || Nade(Victims) != none) Victims.TakeDamage ( damageScale * DamageAmount, Instigator, Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dirs, (damageScale * Momentum * dirs), DamageType );
if(Role == ROLE_Authority && KFMonsterVictim != none && KFMonsterVictim.Health <= 0) NumKilled++; }
}
if(Role == ROLE_Authority){ if(NumKilled >= 4) KFGameType(Level.Game).DramaticEvent(0.05); else if(NumKilled >= 2) KFGameType(Level.Game).DramaticEvent(0.03);
}
bHurtEntry = false;
}
simulated function Explode(vector HitLocation, vector HitNormal){
local PlayerController LocalPlayer;
bHasExploded = True;
BlowUp(HitLocation);
// Incendiary Effects..
PlaySound(sound'KF_GrenadeSnd.FlameNade_Explode',, 100.5 * TransientSoundVolume);
if(EffectIsRelevant(Location, false)){ Spawn(Class'KFIncendiaryExplosion',,, HitLocation, rotator(vect(0,0,1))); Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal));
}
// Shake nearby players screens
LocalPlayer = Level.GetLocalPlayerController();
if((LocalPlayer != none) && (VSize(Location - LocalPlayer.ViewTarget.Location) < (DamageRadius * 1.5))) LocalPlayer.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime);
Destroy();
}
defaultproperties
{ AvoidMarkerClass=Class'NicePack.NiceAvoidMarkerFlame' MyDamageType=Class'NicePack.NiceDamTypeFlameNade'
}
class NiceFlameNade extends NiceNade;
#exec OBJ LOAD FILE=KF_GrenadeSnd.uax
simulated function HurtRadius(float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation){
local actor Victims;
local float damageScale, dist;
local vector dirs;
local int NumKilled;
local KFMonster KFMonsterVictim;
local Pawn P;
local KFPawn KFP;
local array<Pawn> CheckedPawns;
local int i;
local bool bAlreadyChecked;
if(bHurtEntry)
return;
bHurtEntry = true;
foreach CollidingActors(class 'Actor', Victims, DamageRadius, HitLocation){
// null pawn variables here just to be sure they didn't left from previous iteration
// and waste another day of my life to looking for this fucking bug -- PooSH /totallyPissedOff!!!
P = none;
KFMonsterVictim = none;
KFP = none;
// don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag
if((Victims != self) && (Hurtwall != Victims) && (Victims.Role == ROLE_Authority) && !Victims.IsA('FluidSurfaceInfo') && ExtendedZCollision(Victims) == none ){
dirs = Victims.Location - HitLocation;
dist = FMax(1,VSize(dirs));
dirs = dirs/dist;
damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius);
if(Instigator == none || Instigator.Controller == none)
Victims.SetDelayedDamageInstigatorController(InstigatorController);
if(Victims == LastTouched)
LastTouched = none;
P = Pawn(Victims);
if(P != none){
for(i = 0; i < CheckedPawns.Length; i++){
if(CheckedPawns[i] == P){
bAlreadyChecked = true;
break;
}
}
if(bAlreadyChecked){
bAlreadyChecked = false;
P = none;
continue;
}
KFMonsterVictim = KFMonster(Victims);
if(KFMonsterVictim != none && KFMonsterVictim.Health <= 0)
KFMonsterVictim = none;
KFP = KFPawn(Victims);
if(KFMonsterVictim != none )
damageScale *= KFMonsterVictim.GetExposureTo(HitLocation);
else if(KFP != none)
damageScale *= KFP.GetExposureTo(HitLocation);
CheckedPawns[CheckedPawns.Length] = P;
if(damageScale <= 0){
P = none;
continue;
}
else
P = none;
}
if(KFP != none || KFMonsterVictim != none || Nade(Victims) != none)
Victims.TakeDamage
(
damageScale * DamageAmount,
Instigator,
Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dirs,
(damageScale * Momentum * dirs),
DamageType
);
if(Role == ROLE_Authority && KFMonsterVictim != none && KFMonsterVictim.Health <= 0)
NumKilled++;
}
}
if(Role == ROLE_Authority){
if(NumKilled >= 4)
KFGameType(Level.Game).DramaticEvent(0.05);
else if(NumKilled >= 2)
KFGameType(Level.Game).DramaticEvent(0.03);
}
bHurtEntry = false;
}
simulated function Explode(vector HitLocation, vector HitNormal){
local PlayerController LocalPlayer;
bHasExploded = True;
BlowUp(HitLocation);
// Incendiary Effects..
PlaySound(sound'KF_GrenadeSnd.FlameNade_Explode',, 100.5 * TransientSoundVolume);
if(EffectIsRelevant(Location, false)){
Spawn(Class'KFIncendiaryExplosion',,, HitLocation, rotator(vect(0,0,1)));
Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal));
}
// Shake nearby players screens
LocalPlayer = Level.GetLocalPlayerController();
if((LocalPlayer != none) && (VSize(Location - LocalPlayer.ViewTarget.Location) < (DamageRadius * 1.5)))
LocalPlayer.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime);
Destroy();
}
defaultproperties
{
AvoidMarkerClass=Class'NicePack.NiceAvoidMarkerFlame'
MyDamageType=Class'NicePack.NiceDamTypeFlameNade'
}

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@ -1,28 +1,76 @@
//=============================================================================
// Flame
//=============================================================================
class NiceFlameTendril extends ScrnFlameTendril;
simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation )
{
local actor Victims;
local float damageScale, dist;
local vector dir;
local KFMonster KFMonsterVictim;
if ( bHurtEntry ) return;
bHurtEntry = true;
foreach VisibleCollidingActors( class 'Actor', Victims, DamageRadius, HitLocation )
{ KFMonsterVictim = none; //tbs // don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag if( (Victims != self) && (Hurtwall != Victims) && (Victims.Role == ROLE_Authority) && !Victims.IsA('FluidSurfaceInfo') ) { dir = Victims.Location - HitLocation; dist = FMax(1,VSize(dir)); dir = dir/dist; damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius); if ( Instigator == none || Instigator.Controller == none ) Victims.SetDelayedDamageInstigatorController( InstigatorController ); if ( Victims == LastTouched ) LastTouched = none; KFMonsterVictim = KFMonster(Victims);
if( KFMonsterVictim != none && KFMonsterVictim.Health <= 0 ) { KFMonsterVictim = none; } Victims.TakeDamage ( damageScale * DamageAmount, Instigator, Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir, (damageScale * Momentum * dir), DamageType ); if (Vehicle(Victims) != none && Vehicle(Victims).Health > 0) Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation);
}
}
/*
if ( (LastTouched != none) && (LastTouched != self) && (LastTouched.Role == ROLE_Authority) && !LastTouched.IsA('FluidSurfaceInfo') )
{ Victims = LastTouched; LastTouched = none; dir = Victims.Location - HitLocation; dist = FMax(1,VSize(dir)); dir = dir/dist; damageScale = FMax(Victims.CollisionRadius/(Victims.CollisionRadius + Victims.CollisionHeight),1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius)); if ( Instigator == none || Instigator.Controller == none ) Victims.SetDelayedDamageInstigatorController(InstigatorController); Victims.TakeDamage ( damageScale * DamageAmount, Instigator, Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir, (damageScale * Momentum * dir), DamageType ); if (Vehicle(Victims) != none && Vehicle(Victims).Health > 0) Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation);
}
*/
bHurtEntry = false;
}
defaultproperties
{ Damage=16.000000 MyDamageType=Class'NicePack.NiceDamTypeFT'
}
//=============================================================================
// Flame
//=============================================================================
class NiceFlameTendril extends ScrnFlameTendril;
simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation )
{
local actor Victims;
local float damageScale, dist;
local vector dir;
local KFMonster KFMonsterVictim;
if ( bHurtEntry )
return;
bHurtEntry = true;
foreach VisibleCollidingActors( class 'Actor', Victims, DamageRadius, HitLocation )
{
KFMonsterVictim = none; //tbs
// don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag
if( (Victims != self) && (Hurtwall != Victims) && (Victims.Role == ROLE_Authority) && !Victims.IsA('FluidSurfaceInfo') )
{
dir = Victims.Location - HitLocation;
dist = FMax(1,VSize(dir));
dir = dir/dist;
damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius);
if ( Instigator == none || Instigator.Controller == none )
Victims.SetDelayedDamageInstigatorController( InstigatorController );
if ( Victims == LastTouched )
LastTouched = none;
KFMonsterVictim = KFMonster(Victims);
if( KFMonsterVictim != none && KFMonsterVictim.Health <= 0 )
{
KFMonsterVictim = none;
} Victims.TakeDamage
(
damageScale * DamageAmount,
Instigator,
Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir,
(damageScale * Momentum * dir),
DamageType
);
if (Vehicle(Victims) != none && Vehicle(Victims).Health > 0)
Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation);
}
}
/*
if ( (LastTouched != none) && (LastTouched != self) && (LastTouched.Role == ROLE_Authority) && !LastTouched.IsA('FluidSurfaceInfo') )
{
Victims = LastTouched;
LastTouched = none;
dir = Victims.Location - HitLocation;
dist = FMax(1,VSize(dir));
dir = dir/dist;
damageScale = FMax(Victims.CollisionRadius/(Victims.CollisionRadius + Victims.CollisionHeight),1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius));
if ( Instigator == none || Instigator.Controller == none )
Victims.SetDelayedDamageInstigatorController(InstigatorController);
Victims.TakeDamage
(
damageScale * DamageAmount,
Instigator,
Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir,
(damageScale * Momentum * dir),
DamageType
);
if (Vehicle(Victims) != none && Vehicle(Victims).Health > 0)
Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation);
}
*/
bHurtEntry = false;
}
defaultproperties
{
Damage=16.000000
MyDamageType=Class'NicePack.NiceDamTypeFT'
}

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@ -1,41 +1,51 @@
//=============================================================================
// FlameChucker
//=============================================================================
class NiceFlameThrower extends ScrnFlameThrower;
var bool bFiring;
simulated function bool StartFire(int Mode)
{
if(MagAmmoRemaining >= 1 && FireMode[Mode].AllowFire())
bFiring = true;
return Super.StartFire(Mode);
}
simulated event StopFire(int Mode)
{
if(MagAmmoRemaining < 1 || Mode != 0){
bFiring = false;
Super.StopFire(0);
}
}
simulated function bool PutDown()
{
if ( bFiring && Instigator != none && Instigator.PendingWeapon != none && AmmoAmount(0) > 0 ) { Instigator.PendingWeapon = none; return false;
}
return Super.PutDown();
}
function bool AllowReload()
{
if ( bFiring ) return false; return Super.AllowReload();
}
simulated function WeaponTick(float dt)
{
if(MagAmmoRemaining < 1 && bFiring)
StartFire(0);
Super.WeaponTick(dt);
// if(FireMode[0].bIsFiring)
// Skins[4] = Shader 'KillingFloorWeapons.FlameThrower.FTFireShader';
// else
// Skins[4] = default.Skins[4];
}
defaultproperties
{ MagCapacity=30 Weight=8.000000 bModeZeroCanDryFire=False FireModeClass(0)=Class'NicePack.NiceFlameBurstFire' PickupClass=Class'NicePack.NiceFlameThrowerPickup' ItemName="FlameThrower NW"
}
//=============================================================================
// FlameChucker
//=============================================================================
class NiceFlameThrower extends ScrnFlameThrower;
var bool bFiring;
simulated function bool StartFire(int Mode)
{
if(MagAmmoRemaining >= 1 && FireMode[Mode].AllowFire())
bFiring = true;
return Super.StartFire(Mode);
}
simulated event StopFire(int Mode)
{
if(MagAmmoRemaining < 1 || Mode != 0){
bFiring = false;
Super.StopFire(0);
}
}
simulated function bool PutDown()
{
if ( bFiring && Instigator != none && Instigator.PendingWeapon != none && AmmoAmount(0) > 0 ) {
Instigator.PendingWeapon = none;
return false;
}
return Super.PutDown();
}
function bool AllowReload()
{
if ( bFiring )
return false;
return Super.AllowReload();
}
simulated function WeaponTick(float dt)
{
if(MagAmmoRemaining < 1 && bFiring)
StartFire(0);
Super.WeaponTick(dt);
// if(FireMode[0].bIsFiring)
// Skins[4] = Shader 'KillingFloorWeapons.FlameThrower.FTFireShader';
// else
// Skins[4] = default.Skins[4];
}
defaultproperties
{
MagCapacity=30
Weight=8.000000
bModeZeroCanDryFire=False
FireModeClass(0)=Class'NicePack.NiceFlameBurstFire'
PickupClass=Class'NicePack.NiceFlameThrowerPickup'
ItemName="FlameThrower NW"
}

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@ -1,7 +1,11 @@
//=============================================================================
// L85 Pickup.
//=============================================================================
class NiceFlameThrowerPickup extends ScrnFlameThrowerPickup;
defaultproperties
{ ItemName="FlameThrower NW" ItemShortName="Flamer NW" InventoryType=Class'NicePack.NiceFlameThrower' PickupMessage="You got the Flamethrower NW."
}
//=============================================================================
// L85 Pickup.
//=============================================================================
class NiceFlameThrowerPickup extends ScrnFlameThrowerPickup;
defaultproperties
{
ItemName="FlameThrower NW"
ItemShortName="Flamer NW"
InventoryType=Class'NicePack.NiceFlameThrower'
PickupMessage="You got the Flamethrower NW."
}