From f4367ccd177b1de492ddeaba116229d8bdc99d70 Mon Sep 17 00:00:00 2001 From: Anton Tarasenko Date: Sun, 19 Apr 2020 01:19:30 +0700 Subject: [PATCH] Fix incomplete revertion of weapon changes --- sources/NicePack.uc | 4 ++-- sources/NiceRandomItemSpawn.uc | 3 +-- sources/Perks/Firebug/NiceVetFirebug.uc | 4 ++-- sources/Weapons/BaseWeaponClasses/NiceHighROFFire.uc | 4 ++-- .../Explosives/SealSqueal/NiceBallisticHarpoon.uc | 4 ++-- .../SealSqueal/NiceSealSquealHarpoonBomber.uc | 4 ++-- .../Weapons/Playable/Grenades/NiceBallisticNade.uc | 8 ++++---- .../Weapons/Playable/Melee/Knife/NiceKnifeFire.uc | 4 ++-- .../Playable/Melee/Machete/NiceMacheteFire.uc | 4 ++-- .../Shotguns/Boomstick/NiceBoomStickAltFire.uc | 4 ++-- .../Playable/Shotguns/Boomstick/NiceBoomStickFire.uc | 4 ++-- .../Playable/Shotguns/PumpShotgun/NiceShotgun.uc | 4 ++-- sources/Zeds/Nice/NiceZombieFleshPound.uc | 12 ++++++------ sources/Zeds/Nice/NiceZombieHusk.uc | 2 +- 14 files changed, 32 insertions(+), 33 deletions(-) diff --git a/sources/NicePack.uc b/sources/NicePack.uc index d7b5469..962ce79 100644 --- a/sources/NicePack.uc +++ b/sources/NicePack.uc @@ -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+" diff --git a/sources/NiceRandomItemSpawn.uc b/sources/NiceRandomItemSpawn.uc index c64627d..b6396ca 100644 --- a/sources/NiceRandomItemSpawn.uc +++ b/sources/NiceRandomItemSpawn.uc @@ -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' } diff --git a/sources/Perks/Firebug/NiceVetFirebug.uc b/sources/Perks/Firebug/NiceVetFirebug.uc index e0e2814..febe414 100644 --- a/sources/Perks/Firebug/NiceVetFirebug.uc +++ b/sources/Perks/Firebug/NiceVetFirebug.uc @@ -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 DmgType){ if(class(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' diff --git a/sources/Weapons/BaseWeaponClasses/NiceHighROFFire.uc b/sources/Weapons/BaseWeaponClasses/NiceHighROFFire.uc index 4018844..985e350 100644 --- a/sources/Weapons/BaseWeaponClasses/NiceHighROFFire.uc +++ b/sources/Weapons/BaseWeaponClasses/NiceHighROFFire.uc @@ -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 diff --git a/sources/Weapons/Playable/Explosives/SealSqueal/NiceBallisticHarpoon.uc b/sources/Weapons/Playable/Explosives/SealSqueal/NiceBallisticHarpoon.uc index 3595079..abe70ee 100644 --- a/sources/Weapons/Playable/Explosives/SealSqueal/NiceBallisticHarpoon.uc +++ b/sources/Weapons/Playable/Explosives/SealSqueal/NiceBallisticHarpoon.uc @@ -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 diff --git a/sources/Weapons/Playable/Explosives/SealSqueal/NiceSealSquealHarpoonBomber.uc b/sources/Weapons/Playable/Explosives/SealSqueal/NiceSealSquealHarpoonBomber.uc index 42050cd..d37ee78 100644 --- a/sources/Weapons/Playable/Explosives/SealSqueal/NiceSealSquealHarpoonBomber.uc +++ b/sources/Weapons/Playable/Explosives/SealSqueal/NiceSealSquealHarpoonBomber.uc @@ -1,7 +1,7 @@ class NiceSealSquealHarpoonBomber extends NiceWeapon; // Stuck projectiles, fired from this weapon var array 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 diff --git a/sources/Weapons/Playable/Grenades/NiceBallisticNade.uc b/sources/Weapons/Playable/Grenades/NiceBallisticNade.uc index 71a0084..a079a24 100644 --- a/sources/Weapons/Playable/Grenades/NiceBallisticNade.uc +++ b/sources/Weapons/Playable/Grenades/NiceBallisticNade.uc @@ -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 } diff --git a/sources/Weapons/Playable/Melee/Knife/NiceKnifeFire.uc b/sources/Weapons/Playable/Melee/Knife/NiceKnifeFire.uc index e7e637f..9974cf0 100644 --- a/sources/Weapons/Playable/Melee/Knife/NiceKnifeFire.uc +++ b/sources/Weapons/Playable/Melee/Knife/NiceKnifeFire.uc @@ -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 diff --git a/sources/Weapons/Playable/Melee/Machete/NiceMacheteFire.uc b/sources/Weapons/Playable/Melee/Machete/NiceMacheteFire.uc index 57fa71a..132530b 100644 --- a/sources/Weapons/Playable/Melee/Machete/NiceMacheteFire.uc +++ b/sources/Weapons/Playable/Melee/Machete/NiceMacheteFire.uc @@ -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 diff --git a/sources/Weapons/Playable/Shotguns/Boomstick/NiceBoomStickAltFire.uc b/sources/Weapons/Playable/Shotguns/Boomstick/NiceBoomStickAltFire.uc index 2c5fc91..4365656 100644 --- a/sources/Weapons/Playable/Shotguns/Boomstick/NiceBoomStickAltFire.uc +++ b/sources/Weapons/Playable/Shotguns/Boomstick/NiceBoomStickAltFire.uc @@ -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) diff --git a/sources/Weapons/Playable/Shotguns/Boomstick/NiceBoomStickFire.uc b/sources/Weapons/Playable/Shotguns/Boomstick/NiceBoomStickFire.uc index 7715c02..bb93c41 100644 --- a/sources/Weapons/Playable/Shotguns/Boomstick/NiceBoomStickFire.uc +++ b/sources/Weapons/Playable/Shotguns/Boomstick/NiceBoomStickFire.uc @@ -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" diff --git a/sources/Weapons/Playable/Shotguns/PumpShotgun/NiceShotgun.uc b/sources/Weapons/Playable/Shotguns/PumpShotgun/NiceShotgun.uc index 3908da6..c6057cc 100644 --- a/sources/Weapons/Playable/Shotguns/PumpShotgun/NiceShotgun.uc +++ b/sources/Weapons/Playable/Shotguns/PumpShotgun/NiceShotgun.uc @@ -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 diff --git a/sources/Zeds/Nice/NiceZombieFleshPound.uc b/sources/Zeds/Nice/NiceZombieFleshPound.uc index 4977aa7..9c38446 100644 --- a/sources/Zeds/Nice/NiceZombieFleshPound.uc +++ b/sources/Zeds/Nice/NiceZombieFleshPound.uc @@ -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; diff --git a/sources/Zeds/Nice/NiceZombieHusk.uc b/sources/Zeds/Nice/NiceZombieHusk.uc index b34b6b2..68b296b 100644 --- a/sources/Zeds/Nice/NiceZombieHusk.uc +++ b/sources/Zeds/Nice/NiceZombieHusk.uc @@ -341,7 +341,7 @@ simulated function ProcessHitFX() } function bool CheckStun(int stunScore, Pawn instigatedBy, Vector hitLocation, Vector momentum, class 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); }