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Author SHA1 Message Date
Shtoyan
7f224e1288 a 2022-01-21 15:07:17 +04:00
Shtoyan
6d94cbd61c ModHeadDamage accessed none KFPRI fixed 2022-01-21 15:06:44 +04:00

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@ -750,6 +750,7 @@ function ModFireDamage( out int damage,
if(bFireImmune) if(bFireImmune)
damage /= 10; damage /= 10;
} }
function ModHeadDamage( out int damage, function ModHeadDamage( out int damage,
Pawn instigatedBy, Pawn instigatedBy,
Vector hitLocation, Vector hitLocation,
@ -757,22 +758,30 @@ function ModHeadDamage( out int damage,
class<NiceWeaponDamageType> dmgType, class<NiceWeaponDamageType> dmgType,
float headshotLevel, float headshotLevel,
KFPlayerReplicationInfo KFPRI, KFPlayerReplicationInfo KFPRI,
optional float lockonTime){ optional float lockonTime)
local bool shouldCountHS; {
local NicePlayerController nicePlayer; local bool shouldCountHS;
local class<NiceVeterancyTypes> niceVet; local NicePlayerController nicePlayer;
if(instigatedBy != none) local class<NiceVeterancyTypes> niceVet;
nicePlayer = NicePlayerController(instigatedBy.Controller);
shouldCountHS = (lockonTime >= dmgType.default.lockonTime) if (instigatedBy != none)
nicePlayer = NicePlayerController(instigatedBy.Controller);
shouldCountHS = (lockonTime >= dmgType.default.lockonTime)
&& (headshotLevel > dmgType.default.prReqMultiplier); && (headshotLevel > dmgType.default.prReqMultiplier);
// Weapon damage bonus
if(dmgType != none && shouldCountHS) // Weapon damage bonus
damage *= dmgType.default.HeadShotDamageMult; if (dmgType != none && shouldCountHS)
// Perk damage bonus damage *= dmgType.default.HeadShotDamageMult;
niceVet = class<NiceVeterancyTypes>(KFPRI.ClientVeteranSkill);
if(KFPRI != none && niceVet != none) // Perk damage bonus
damage *= niceVet.static.GetNiceHeadShotDamMulti(KFPRI, self, dmgType); if (KFPRI != none)
{
niceVet = class<NiceVeterancyTypes>(KFPRI.ClientVeteranSkill);
if (niceVet != none)
damage *= niceVet.static.GetNiceHeadShotDamMulti(KFPRI, self, dmgType);
}
} }
// This function must record damage actual value in 'damage' variable and // This function must record damage actual value in 'damage' variable and
// return value that will decide stun/flinch // return value that will decide stun/flinch
function int ModBodyDamage( out int damage, function int ModBodyDamage( out int damage,