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 +1,8 @@
// Incendiary M79
class NiceM79Inc extends ScrnM79Inc;
defaultproperties
{ FireModeClass(0)=Class'NicePack.NiceM79IncFire' PickupClass=Class'NicePack.NiceM79IncPickup' ItemName="M79 Incendiary NW"
}
// Incendiary M79
class NiceM79Inc extends ScrnM79Inc;
defaultproperties
{
FireModeClass(0)=Class'NicePack.NiceM79IncFire'
PickupClass=Class'NicePack.NiceM79IncPickup'
ItemName="M79 Incendiary NW"
}

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class NiceM79IncAmmo extends ScrnM79IncAmmo;
defaultproperties
{ PickupClass=Class'NicePack.NiceM79IncAmmoPickup' ItemName="M79 Incendiary Grenades NW"
}
class NiceM79IncAmmo extends ScrnM79IncAmmo;
defaultproperties
{
PickupClass=Class'NicePack.NiceM79IncAmmoPickup'
ItemName="M79 Incendiary Grenades NW"
}

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class NiceM79IncAmmoPickup extends ScrnM79IncAmmoPickup;
defaultproperties
{ InventoryType=Class'NicePack.NiceM79IncAmmo' PickupMessage="M79 Incendiary Grenades NW"
}
class NiceM79IncAmmoPickup extends ScrnM79IncAmmoPickup;
defaultproperties
{
InventoryType=Class'NicePack.NiceM79IncAmmo'
PickupMessage="M79 Incendiary Grenades NW"
}

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@ -1,4 +1,6 @@
class NiceM79IncFire extends ScrnM79IncFire;
defaultproperties
{ AmmoClass=Class'NicePack.NiceM79IncAmmo' ProjectileClass=Class'NicePack.NiceM79IncGrenadeProjectile'
}
class NiceM79IncFire extends ScrnM79IncFire;
defaultproperties
{
AmmoClass=Class'NicePack.NiceM79IncAmmo'
ProjectileClass=Class'NicePack.NiceM79IncGrenadeProjectile'
}

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@ -1,72 +1,191 @@
class NiceM79IncGrenadeProjectile extends ScrnM79IncGrenadeProjectile;
#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; // and if you forget to re-null it somewhere?!! and then look for a bug during 2 days?!! Damned Tripwire, I hate you so much continue; }
KFMonsterVictim = KFMonster(Victims);
if( KFMonsterVictim != none && KFMonsterVictim.Health <= 0 ) { KFMonsterVictim = none; }
KFP = KFPawn(Victims);
if( KFMonsterVictim != none ) { damageScale *= KFMonsterVictim.GetExposureTo(HitLocation/*Location + 15 * -Normal(PhysicsVolume.Gravity)*/); } else if( KFP != none ) { damageScale *= KFP.GetExposureTo(HitLocation/*Location + 15 * -Normal(PhysicsVolume.Gravity)*/); }
CheckedPawns[CheckedPawns.Length] = P;
if ( damageScale <= 0) { P = none; continue; } else { //Victims = P; P = none; } }
Victims.TakeDamage ( damageScale * DamageAmount, Instigator, Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dirs, (damageScale * Momentum * dirs), DamageType ); if (Vehicle(Victims) != none && Vehicle(Victims).Health > 0) Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation);
if( Role == ROLE_Authority && KFMonsterVictim != none && KFMonsterVictim.Health <= 0 ) { NumKilled++; } }
}
/*
if ( (LastTouched != none) && (LastTouched != self) && (LastTouched.Role == ROLE_Authority) && !LastTouched.IsA('FluidSurfaceInfo') )
{ Victims = LastTouched; LastTouched = none; dirs = Victims.Location - HitLocation; dist = FMax(1,VSize(dirs)); dirs = dirs/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) * dirs, (damageScale * Momentum * dirs), DamageType ); if (Vehicle(Victims) != none && Vehicle(Victims).Health > 0) Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation);
}
*/
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 ProcessTouch(Actor Other, Vector HitLocation)
{
// Don't let it hit this player, or blow up on another player
if ( Other == none || Other == Instigator || Other.Base == Instigator ) return;
// Don't collide with bullet whip attachments
if( KFBulletWhipAttachment(Other) != none )
{ return;
}
// Don't allow hits on people on the same team - except hardcore mode
if( !class'ScrnBalance'.default.Mut.bHardcore && KFHumanPawn(Other) != none && Instigator != none && KFHumanPawn(Other).PlayerReplicationInfo.Team.TeamIndex == Instigator.PlayerReplicationInfo.Team.TeamIndex )
{ return;
}
// Use the instigator's location if it exists. This fixes issues with
// the original location of the projectile being really far away from
// the real Origloc due to it taking a couple of milliseconds to
// replicate the location to the client and the first replicated location has
// already moved quite a bit.
if( Instigator != none )
{ OrigLoc = Instigator.Location;
}
if( !bDud && ((VSizeSquared(Location - OrigLoc) < ArmDistSquared) || OrigLoc == vect(0,0,0)) )
{ if( Role == ROLE_Authority ) { AmbientSound=none; PlaySound(Sound'ProjectileSounds.PTRD_deflect04',,2.0); Other.TakeDamage( ImpactDamage, Instigator, HitLocation, Normal(Velocity), ImpactDamageType ); } bDud = true; Velocity = vect(0,0,0); LifeSpan=1.0; SetPhysics(PHYS_Falling);
}
if( !bDud )
{ Explode(HitLocation,Normal(HitLocation-Other.Location));
}
}
defaultproperties
{ MyDamageType=Class'NicePack.NiceDamTypeFlameNade'
}
class NiceM79IncGrenadeProjectile extends ScrnM79IncGrenadeProjectile;
#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; // and if you forget to re-null it somewhere?!! and then look for a bug during 2 days?!! Damned Tripwire, I hate you so much
continue;
}
KFMonsterVictim = KFMonster(Victims);
if( KFMonsterVictim != none && KFMonsterVictim.Health <= 0 )
{
KFMonsterVictim = none;
}
KFP = KFPawn(Victims);
if( KFMonsterVictim != none )
{
damageScale *= KFMonsterVictim.GetExposureTo(HitLocation/*Location + 15 * -Normal(PhysicsVolume.Gravity)*/);
}
else if( KFP != none )
{
damageScale *= KFP.GetExposureTo(HitLocation/*Location + 15 * -Normal(PhysicsVolume.Gravity)*/);
}
CheckedPawns[CheckedPawns.Length] = P;
if ( damageScale <= 0)
{
P = none;
continue;
}
else
{
//Victims = P;
P = none;
}
}
Victims.TakeDamage
(
damageScale * DamageAmount,
Instigator,
Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dirs,
(damageScale * Momentum * dirs),
DamageType
);
if (Vehicle(Victims) != none && Vehicle(Victims).Health > 0)
Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation);
if( Role == ROLE_Authority && KFMonsterVictim != none && KFMonsterVictim.Health <= 0 )
{
NumKilled++;
}
}
}
/*
if ( (LastTouched != none) && (LastTouched != self) && (LastTouched.Role == ROLE_Authority) && !LastTouched.IsA('FluidSurfaceInfo') )
{
Victims = LastTouched;
LastTouched = none;
dirs = Victims.Location - HitLocation;
dist = FMax(1,VSize(dirs));
dirs = dirs/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) * dirs,
(damageScale * Momentum * dirs),
DamageType
);
if (Vehicle(Victims) != none && Vehicle(Victims).Health > 0)
Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation);
}
*/
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 ProcessTouch(Actor Other, Vector HitLocation)
{
// Don't let it hit this player, or blow up on another player
if ( Other == none || Other == Instigator || Other.Base == Instigator )
return;
// Don't collide with bullet whip attachments
if( KFBulletWhipAttachment(Other) != none )
{
return;
}
// Don't allow hits on people on the same team - except hardcore mode
if( !class'ScrnBalance'.default.Mut.bHardcore && KFHumanPawn(Other) != none && Instigator != none
&& KFHumanPawn(Other).PlayerReplicationInfo.Team.TeamIndex == Instigator.PlayerReplicationInfo.Team.TeamIndex )
{
return;
}
// Use the instigator's location if it exists. This fixes issues with
// the original location of the projectile being really far away from
// the real Origloc due to it taking a couple of milliseconds to
// replicate the location to the client and the first replicated location has
// already moved quite a bit.
if( Instigator != none )
{
OrigLoc = Instigator.Location;
}
if( !bDud && ((VSizeSquared(Location - OrigLoc) < ArmDistSquared) || OrigLoc == vect(0,0,0)) )
{
if( Role == ROLE_Authority )
{
AmbientSound=none;
PlaySound(Sound'ProjectileSounds.PTRD_deflect04',,2.0);
Other.TakeDamage( ImpactDamage, Instigator, HitLocation, Normal(Velocity), ImpactDamageType );
}
bDud = true;
Velocity = vect(0,0,0);
LifeSpan=1.0;
SetPhysics(PHYS_Falling);
}
if( !bDud )
{
Explode(HitLocation,Normal(HitLocation-Other.Location));
}
}
defaultproperties
{
MyDamageType=Class'NicePack.NiceDamTypeFlameNade'
}

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class NiceM79IncPickup extends ScrnM79IncPickup;
defaultproperties
{ ItemName="M79 Incendiary NW" ItemShortName="M79 Inc NW" InventoryType=Class'NicePack.NiceM79Inc' PickupMessage="You got the M79 Incendiary Grenade Launcher NW."
}
class NiceM79IncPickup extends ScrnM79IncPickup;
defaultproperties
{
ItemName="M79 Incendiary NW"
ItemShortName="M79 Inc NW"
InventoryType=Class'NicePack.NiceM79Inc'
PickupMessage="You got the M79 Incendiary Grenade Launcher NW."
}