Fix incomplete revertion of weapon changes
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d66d86b2b1
commit
f4367ccd17
14 changed files with 32 additions and 33 deletions
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@ -1,7 +1,7 @@
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class NiceBallisticHarpoon extends NiceBullet;
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// Have we added this harpoon to a stuck projectiles list?
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var bool bAddedMyself;
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/*simulated function Tick(float delta){
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simulated function Tick(float delta){
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local NiceSealSquealHarpoonBomber harpoonWeap;
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if(bInitFinished && !bAddedMyself && bStuck && nicePlayer == localPlayer){
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bAddedMyself = true;
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@ -22,7 +22,7 @@ function KillBullet(){
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}
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}
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super.KillBullet();
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}*/
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}
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defaultproperties
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{
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charMinExplosionDist=300.000000
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@ -1,7 +1,7 @@
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class NiceSealSquealHarpoonBomber extends NiceWeapon;
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// Stuck projectiles, fired from this weapon
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var array<int> stuckProjectiles;
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/*simulated function ExplodeAllHarpoons(){
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simulated function ExplodeAllHarpoons(){
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local int i;
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for(i = 0;i < stuckProjectiles.Length;i ++){
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if(stuckProjectiles[i] < 0)
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@ -22,7 +22,7 @@ simulated function Destroyed(){
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if(Role < ROLE_Authority)
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ExplodeAllHarpoons();
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super.Destroyed();
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}*/
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}
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defaultproperties
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{
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reloadPreEndFrame=0.195000
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@ -1,14 +1,14 @@
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class NiceBallisticNade extends NiceBullet;
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defaultproperties
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{
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//charMinExplosionDist=250.000000
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charMinExplosionDist=250.000000
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bDisableComplexMovement=False
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//movementAcceleration=(Z=-490.000000)
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//movementFallTime=1.000000
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movementAcceleration=(Z=-490.000000)
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movementFallTime=1.000000
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TrailClass=Class'ROEffects.PanzerfaustTrail'
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trailXClass=None
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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)
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disintegrationImpact=(EmitterClass=Class'KFMod.SirenNadeDeflect',noiseRef="Inf_Weapons.faust_explode_distant02",noiseVolume=2.000000)
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//StaticMeshRef="kf_generic_sm.40mm_Warhead"
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StaticMeshRef="kf_generic_sm.40mm_Warhead"
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DrawScale=3.000000
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}
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@ -1,6 +1,6 @@
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class NiceKnifeFire extends NiceMeleeFire;
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var name LastFireAnim;
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/*function name GetCorrectAnim(bool bLoop, bool bAimed){
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function name GetCorrectAnim(bool bLoop, bool bAimed){
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FireAnim = super.GetCorrectAnim(bLoop, bAimed);
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if( LastFireAnim == FireAnims[1] && FireAnim == FireAnims[2]
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|| LastFireAnim == FireAnims[2] && FireAnim == FireAnims[1]
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@ -8,7 +8,7 @@ var name LastFireAnim;
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FireAnim = FireAnims[0];
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LastFireAnim = FireAnim;
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return FireAnim;
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}*/
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}
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defaultproperties
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{
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damageDelay=0.450000
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@ -1,6 +1,6 @@
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class NiceMacheteFire extends NiceMeleeFire;
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var name LastFireAnim;
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/*function name GetCorrectAnim(bool bLoop, bool bAimed){
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function name GetCorrectAnim(bool bLoop, bool bAimed){
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FireAnim = super.GetCorrectAnim(bLoop, bAimed);
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if( LastFireAnim == FireAnims[1] && FireAnim == FireAnims[2]
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|| LastFireAnim == FireAnims[2] && FireAnim == FireAnims[1]
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@ -8,7 +8,7 @@ var name LastFireAnim;
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FireAnim = FireAnims[0];
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LastFireAnim = FireAnim;
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return FireAnim;
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}*/
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}
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defaultproperties
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{
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weaponRange=95.000000
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@ -1,7 +1,7 @@
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class NiceBoomStickAltFire extends NiceBoomStickFire;
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// Overload to force last shot to have a different animation with reload
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// NICETODO: uncomment this
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/*function name GetCorrectAnim(bool bLoop, bool bAimed){
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function name GetCorrectAnim(bool bLoop, bool bAimed){
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if(currentContext.sourceWeapon != none && currentContext.sourceWeapon.MagAmmoRemainingClient > 0)
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return super.GetCorrectAnim(bLoop, bAimed);
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if(bAimed)
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@ -9,7 +9,7 @@ class NiceBoomStickAltFire extends NiceBoomStickFire;
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else
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return 'Fire_Last';
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return FireAnim;
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}*/
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}
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defaultproperties
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{
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KickMomentum=(X=-50.000000,Z=22.000000)
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@ -21,7 +21,7 @@ simulated function DestroyEffects(){
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if(Flash2Emitter != none)
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Flash2Emitter.Destroy();
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}//MEANTODO
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/*function FlashMuzzleFlash(){
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function FlashMuzzleFlash(){
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if(currentContext.sourceWeapon == none)
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return;
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if(currentContext.sourceWeapon.MagAmmoRemainingClient == 2){
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@ -30,7 +30,7 @@ simulated function DestroyEffects(){
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}
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else if(FlashEmitter != none)
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FlashEmitter.Trigger(Weapon, Instigator);
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}*/
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}
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defaultproperties
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{
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MuzzleBoneLeft="Tip_Left"
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@ -4,9 +4,9 @@ simulated function fillSubReloadStages(){
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// Loading 8 shells during 173 frames tops, with first shell loaded at frame 15, with 18 frames between load moments
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generateReloadStages(8, 173, 15, 18);
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// Make corrections, based on notify sound positioning
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/*reloadStages[0] = 16.0 / 173.0;
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reloadStages[0] = 16.0 / 173.0;
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reloadStages[2] = 50.0 / 173.0;
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reloadStages[7] = 140.0 / 173.0;*/
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reloadStages[7] = 140.0 / 173.0;
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}
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defaultproperties
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