Fix incomplete revertion of weapon changes
This commit is contained in:
parent
d66d86b2b1
commit
f4367ccd17
14 changed files with 32 additions and 33 deletions
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue