Change Enforcer's finisher rounds skill to safeguard skill

This commit is contained in:
Anton Tarasenko 2024-11-27 03:58:26 +07:00
parent ff720a6b7e
commit f54f0d40db
2 changed files with 8 additions and 2 deletions

View File

@ -737,6 +737,7 @@ simulated function TakeDamage(int Damage, Pawn InstigatedBy, Vector Hitlocation,
local float healPotency;
local bool bOldArmorStops;
local float adrResistance;
local float oldHealthToGive;
local NicePlayerController nicePlayer;
ApplyWeaponStats(Weapon);
if(invincibilityTimer > 0)
@ -767,7 +768,12 @@ simulated function TakeDamage(int Damage, Pawn InstigatedBy, Vector Hitlocation,
damageType.default.bArmorStops = true;
}
lastExplosionDistance = 0.0; // hack, but scrn fucks with usotherwise
oldHealthToGive = healthToGive; // remember this to restore this value, in case we are using safeguard skill
super.TakeDamage(Damage, InstigatedBy, hitLocation, Momentum, damageType, HitIndex);
if (class'NiceVeterancyTypes'.static.HasSkill(nicePlayer, class'NiceSkillHeavySafeguard')) {
healthToGive = oldHealthToGive;
clientHealthToGive = healthToGive;
}
// Commando's zed time
if( forcedZedTimeCountDown <= 0.0
&& health < class'NiceSkillCommandoCriticalFocus'.default.healthBoundary && KFGameType(Level.Game) != none
@ -790,7 +796,7 @@ simulated function TakeDamage(int Damage, Pawn InstigatedBy, Vector Hitlocation,
if(ShieldStrength < 0)
ShieldStrength = 0;
health += HealAmount * 0.5;
TakeHealing(self, HealAmount * 0.5, HealPotency);
TakeHealing(self, HealAmount * 0.5 + 1, HealPotency);
}
if(ShieldStrength <= 0)
getFreeJacket();

View File

@ -185,7 +185,7 @@ defaultproperties
SkillGroupA(4)=class'NiceSkillEnforcerZEDBarrage'
SkillGroupB(0)=class'NiceSkillEnforcerUnkillable'
SkillGroupB(1)=class'NiceSkillEnforcerMultitasker'
SkillGroupB(2)=class'NiceSkillEnforcerFinisherRounds'
SkillGroupB(2)=class'NiceSkillHeavySafeguard'
SkillGroupB(3)=class'NiceSkillEnforcerBruteA'
SkillGroupB(4)=class'NiceSkillEnforcerZEDIceGiant'
progressArray0(0)=100