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

@ -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;

View file

@ -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);
}