Fix incomplete revertion of weapon changes

This commit is contained in:
Anton Tarasenko 2020-04-19 01:19:30 +07:00
parent d66d86b2b1
commit f4367ccd17
14 changed files with 32 additions and 33 deletions

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@ -1074,7 +1074,7 @@ defaultproperties
bNoLateFFIncrease=True
junkieNextGoal=1
bIsPreGame=True
/*pickupReplaceArray(0)=(vanillaClass=Class'KFMod.MAC10Pickup',scrnClass=Class'ScrnBalanceSrv.ScrnMAC10Pickup',NewClass=Class'NicePack.NiceMAC10Pickup')
pickupReplaceArray(0)=(vanillaClass=Class'KFMod.MAC10Pickup',scrnClass=Class'ScrnBalanceSrv.ScrnMAC10Pickup',NewClass=Class'NicePack.NiceMAC10Pickup')
pickupReplaceArray(1)=(vanillaClass=Class'KFMod.WinchesterPickup',scrnClass=Class'ScrnBalanceSrv.ScrnWinchesterPickup',NewClass=Class'NicePack.NiceWinchesterPickup')
pickupReplaceArray(2)=(vanillaClass=Class'KFMod.CrossbowPickup',scrnClass=Class'ScrnBalanceSrv.ScrnCrossbowPickup',NewClass=Class'NicePack.NiceCrossbowPickup')
pickupReplaceArray(3)=(vanillaClass=Class'KFMod.SPSniperPickup',scrnClass=Class'ScrnBalanceSrv.ScrnSPSniperPickup',NewClass=Class'NicePack.NiceMaulerPickup')
@ -1085,7 +1085,7 @@ defaultproperties
pickupReplaceArray(8)=(vanillaClass=Class'KFMod.NailGunPickup',scrnClass=Class'ScrnBalanceSrv.ScrnNailGunPickup',NewClass=Class'NicePack.NiceNailGunPickup')
pickupReplaceArray(9)=(vanillaClass=Class'KFMod.KSGPickup',scrnClass=Class'ScrnBalanceSrv.ScrnKSGPickup',NewClass=Class'NicePack.NiceKSGPickup')
pickupReplaceArray(10)=(vanillaClass=Class'KFMod.BenelliPickup',scrnClass=Class'ScrnBalanceSrv.ScrnBenelliPickup',NewClass=Class'NicePack.NiceBenelliPickup')
pickupReplaceArray(11)=(vanillaClass=Class'KFMod.AA12Pickup',scrnClass=Class'ScrnBalanceSrv.ScrnAA12Pickup',NewClass=Class'NicePack.NiceAA12Pickup')*/
pickupReplaceArray(11)=(vanillaClass=Class'KFMod.AA12Pickup',scrnClass=Class'ScrnBalanceSrv.ScrnAA12Pickup',NewClass=Class'NicePack.NiceAA12Pickup')
NiceUniversalDescriptions(0)="Survive on %m in ScrN Balance mode"
NiceUniversalDescriptions(1)="Survive on %m in ScrN Balance mode with Hardcore Level 5+"
NiceUniversalDescriptions(2)="Survive on %m in ScrN Balance mode with Hardcore Level 10+"

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@ -2,11 +2,10 @@ class NiceRandomItemSpawn extends ScrnRandomItemSpawn;
defaultproperties
{
PickupClasses(0)=Class'NicePack.NiceWinchesterPickup'
/*PickupClasses(0)=Class'NicePack.Nice9mmPlusPickup'
PickupClasses(1)=Class'NicePack.NiceShotgunPickup'
PickupClasses(2)=Class'NicePack.NiceBullpupPickup'
PickupClasses(3)=Class'NicePack.NiceMagnumPickup'
PickupClasses(4)=Class'NicePack.NiceWinchesterPickup'
PickupClasses(5)=Class'NicePack.NiceM79Pickup'
PickupClasses(8)=Class'NicePack.NiceMAC10Pickup'*/
PickupClasses(8)=Class'NicePack.NiceMAC10Pickup'
}

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@ -4,7 +4,7 @@ static function int GetStatValueInt(ClientPerkRepLink StatOther, byte ReqNum)
{
return StatOther.RFlameThrowerDamageStat;
}
/*
static function int AddFireDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<NiceWeaponDamageType> DmgType){
if(class<NiceDamTypeFire>(DmgType) != none){
if(GetClientVeteranSkillLevel(KFPRI) == 0)
@ -157,7 +157,7 @@ static function string GetCustomLevelInfo( byte Level )
ReplaceText(S,"%m",GetPercentStr(0.6 + 0.10*BonusLevel));
ReplaceText(S,"%d",GetPercentStr(0.7 + fmin(0.2, 0.05*BonusLevel)));
return S;
}*/
}
defaultproperties
{
DefaultDamageType=Class'NicePack.NiceDamTypeFire'

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@ -9,7 +9,7 @@ var string FireEndSoundRef;
var string FireEndStereoSoundRef;
var string AmbientFireSoundRef;
//MEANTODO
/*
static function PreloadAssets(LevelInfo LevelInfo, optional KFFire Spawned){
super.PreloadAssets(LevelInfo, Spawned);
if(default.FireEndSound != none && default.FireEndSoundRef != "")
@ -103,7 +103,7 @@ state FireLoop
function PlayFireEnd(){
if(!bWaitForRelease)
Super.PlayFireEnd();
}*/
}
defaultproperties
{
AmbientFireSoundRadius=500.000000

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@ -1,7 +1,7 @@
class NiceBallisticHarpoon extends NiceBullet;
// Have we added this harpoon to a stuck projectiles list?
var bool bAddedMyself;
/*simulated function Tick(float delta){
simulated function Tick(float delta){
local NiceSealSquealHarpoonBomber harpoonWeap;
if(bInitFinished && !bAddedMyself && bStuck && nicePlayer == localPlayer){
bAddedMyself = true;
@ -22,7 +22,7 @@ function KillBullet(){
}
}
super.KillBullet();
}*/
}
defaultproperties
{
charMinExplosionDist=300.000000

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@ -1,7 +1,7 @@
class NiceSealSquealHarpoonBomber extends NiceWeapon;
// Stuck projectiles, fired from this weapon
var array<int> stuckProjectiles;
/*simulated function ExplodeAllHarpoons(){
simulated function ExplodeAllHarpoons(){
local int i;
for(i = 0;i < stuckProjectiles.Length;i ++){
if(stuckProjectiles[i] < 0)
@ -22,7 +22,7 @@ simulated function Destroyed(){
if(Role < ROLE_Authority)
ExplodeAllHarpoons();
super.Destroyed();
}*/
}
defaultproperties
{
reloadPreEndFrame=0.195000

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@ -1,14 +1,14 @@
class NiceBallisticNade extends NiceBullet;
defaultproperties
{
//charMinExplosionDist=250.000000
charMinExplosionDist=250.000000
bDisableComplexMovement=False
//movementAcceleration=(Z=-490.000000)
//movementFallTime=1.000000
movementAcceleration=(Z=-490.000000)
movementFallTime=1.000000
TrailClass=Class'ROEffects.PanzerfaustTrail'
trailXClass=None
explosionImpact=(bImportanEffect=True,decalClass=Class'KFMod.KFScorchMark',EmitterClass=Class'KFMod.KFNadeLExplosion',emitterShiftWall=20.000000,emitterShiftPawn=20.000000,noiseRef="KF_GrenadeSnd.Nade_Explode_1",noiseVolume=2.000000)
disintegrationImpact=(EmitterClass=Class'KFMod.SirenNadeDeflect',noiseRef="Inf_Weapons.faust_explode_distant02",noiseVolume=2.000000)
//StaticMeshRef="kf_generic_sm.40mm_Warhead"
StaticMeshRef="kf_generic_sm.40mm_Warhead"
DrawScale=3.000000
}

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@ -1,6 +1,6 @@
class NiceKnifeFire extends NiceMeleeFire;
var name LastFireAnim;
/*function name GetCorrectAnim(bool bLoop, bool bAimed){
function name GetCorrectAnim(bool bLoop, bool bAimed){
FireAnim = super.GetCorrectAnim(bLoop, bAimed);
if( LastFireAnim == FireAnims[1] && FireAnim == FireAnims[2]
|| LastFireAnim == FireAnims[2] && FireAnim == FireAnims[1]
@ -8,7 +8,7 @@ var name LastFireAnim;
FireAnim = FireAnims[0];
LastFireAnim = FireAnim;
return FireAnim;
}*/
}
defaultproperties
{
damageDelay=0.450000

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@ -1,6 +1,6 @@
class NiceMacheteFire extends NiceMeleeFire;
var name LastFireAnim;
/*function name GetCorrectAnim(bool bLoop, bool bAimed){
function name GetCorrectAnim(bool bLoop, bool bAimed){
FireAnim = super.GetCorrectAnim(bLoop, bAimed);
if( LastFireAnim == FireAnims[1] && FireAnim == FireAnims[2]
|| LastFireAnim == FireAnims[2] && FireAnim == FireAnims[1]
@ -8,7 +8,7 @@ var name LastFireAnim;
FireAnim = FireAnims[0];
LastFireAnim = FireAnim;
return FireAnim;
}*/
}
defaultproperties
{
weaponRange=95.000000

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@ -1,7 +1,7 @@
class NiceBoomStickAltFire extends NiceBoomStickFire;
// Overload to force last shot to have a different animation with reload
// NICETODO: uncomment this
/*function name GetCorrectAnim(bool bLoop, bool bAimed){
function name GetCorrectAnim(bool bLoop, bool bAimed){
if(currentContext.sourceWeapon != none && currentContext.sourceWeapon.MagAmmoRemainingClient > 0)
return super.GetCorrectAnim(bLoop, bAimed);
if(bAimed)
@ -9,7 +9,7 @@ class NiceBoomStickAltFire extends NiceBoomStickFire;
else
return 'Fire_Last';
return FireAnim;
}*/
}
defaultproperties
{
KickMomentum=(X=-50.000000,Z=22.000000)

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@ -21,7 +21,7 @@ simulated function DestroyEffects(){
if(Flash2Emitter != none)
Flash2Emitter.Destroy();
}//MEANTODO
/*function FlashMuzzleFlash(){
function FlashMuzzleFlash(){
if(currentContext.sourceWeapon == none)
return;
if(currentContext.sourceWeapon.MagAmmoRemainingClient == 2){
@ -30,7 +30,7 @@ simulated function DestroyEffects(){
}
else if(FlashEmitter != none)
FlashEmitter.Trigger(Weapon, Instigator);
}*/
}
defaultproperties
{
MuzzleBoneLeft="Tip_Left"

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@ -4,9 +4,9 @@ simulated function fillSubReloadStages(){
// Loading 8 shells during 173 frames tops, with first shell loaded at frame 15, with 18 frames between load moments
generateReloadStages(8, 173, 15, 18);
// Make corrections, based on notify sound positioning
/*reloadStages[0] = 16.0 / 173.0;
reloadStages[0] = 16.0 / 173.0;
reloadStages[2] = 50.0 / 173.0;
reloadStages[7] = 140.0 / 173.0;*/
reloadStages[7] = 140.0 / 173.0;
}
defaultproperties

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@ -89,16 +89,16 @@ function ModDamage(out int Damage, Pawn instigatedBy, Vector hitLocation, Vector
}//MEANTODO
// He takes less damage to small arms fire (non explosives)
// Frags and LAW rockets will bring him down way faster than bullets and shells.
if (true/* DamageType != class 'DamTypeFrag' && DamageType != class 'DamTypePipeBomb'
if (DamageType != class 'DamTypeFrag' && DamageType != class 'DamTypePipeBomb'
&& DamageType!=class'NiceDamTypeM41AGrenade' && DamageType != class'NiceDamTypeRocket'
&& (DamageType == none || !DamageType.default.bIsExplosive)*/)
&& (DamageType == none || !DamageType.default.bIsExplosive))
{
// Don't reduce the damage so much if it's a headshot
if(headshotLevel > 0.0){
/*if(DamageType!= none && DamageType.default.HeadShotDamageMult >= 1.5)
if(DamageType!= none && DamageType.default.HeadShotDamageMult >= 1.5)
Damage *= 0.75;
else
Damage *= 0.5;*/
Damage *= 0.5;
Damage *= 0.75;
}
else
@ -110,8 +110,8 @@ function ModDamage(out int Damage, Pawn instigatedBy, Vector hitLocation, Vector
}
// A little extra damage from the grenade launchers, they are HE not shrapnel,
// and its shrapnel that REALLY hurts the FP ;)//MEANTODO
else if(/* DamageType == class'NiceDamTypeM41AGrenade'
||*/ (DamageType != none && DamageType.default.bIsExplosive))
else if(DamageType == class'NiceDamTypeM41AGrenade'
|| (DamageType != none && DamageType.default.bIsExplosive))
Damage *= 1.25;
if(AnimAction == 'PoundBlock')
Damage *= BlockDamageReduction;

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@ -341,7 +341,7 @@ simulated function ProcessHitFX()
}
function bool CheckStun(int stunScore, Pawn instigatedBy, Vector hitLocation, Vector momentum, class<NiceWeaponDamageType> damageType, float headshotLevel, KFPlayerReplicationInfo KFPRI){
if(Health > 0 && damageType != none && damageType.default.HeadShotDamageMult >= 1.2
&& stunScore >= 250 && ( /*(DamageType != class'NiceDamTypeMagnumPistol') ||*/ headshotLevel > 0.0) )//MEANTODO
&& stunScore >= 250 && ( headshotLevel > 0.0) )//MEANTODO
return true;
return super.CheckStun(stunScore, instigatedBy, hitLocation, momentum, damageType, headshotLevel, KFPRI);
}