Fix incomplete revertion of weapon changes

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

View file

@ -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

View file

@ -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

View file

@ -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
}

View file

@ -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

View file

@ -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

View file

@ -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)

View file

@ -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"

View file

@ -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