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6 Commits
Author | SHA1 | Date | |
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dcc35d767b | |||
c3f0a76088 | |||
989bfc7792 | |||
f331df23c5 | |||
3cf769fdfa | |||
d6662b1bc6 |
@ -69,7 +69,7 @@ function ReplaceRequiredEquipment()
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RequiredEquipment[0] = string(class'NiceMachete');
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RequiredEquipment[1] = string(class'Nice9mmPlus');
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RequiredEquipment[2] = string(class'ScrnFrag');
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RequiredEquipment[3] = string(class'ScrnSyringe');
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RequiredEquipment[3] = string(class'NiceSyringe');
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RequiredEquipment[4] = string(class'KFMod.Welder');
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}
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@ -212,6 +212,20 @@ simulated function ClientPostLogin(){
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// Change HUD parameters
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class'ScrnHUD'.default.EnemyHealthBarHeight = 4.0;
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}
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// fix crooked camera after you die with active `ViewShake`
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function StopViewShaking() {
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ShakeRotMax = vect(0, 0, 0);
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ShakeRotRate = vect(0, 0, 0);
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ShakeRotTime = vect(0, 0, 0);
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ShakeOffsetMax = vect(0, 0, 0);
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ShakeOffsetRate = vect(0, 0, 0);
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ShakeOffsetTime = vect(0, 0, 0);
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// add missing variables
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ShakeOffset = vect(0, 0, 0);
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ShakeRot = Rot(0, 0, 0);
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}
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function ShowLobbyMenu(){
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Super.ShowLobbyMenu();
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}
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8
sources/Weapons/Playable/Tools/NiceSyringe.uc
Normal file
8
sources/Weapons/Playable/Tools/NiceSyringe.uc
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@ -0,0 +1,8 @@
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class NiceSyringe extends ScrnSyringe;
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defaultproperties {
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ItemName="Nice Med-Syringe"
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FireModeClass(0)=class'NiceSyringeFire'
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FireModeClass(1)=class'NiceSyringeAltFire'
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PickupClass=class'NiceSyringePickup'
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}
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1
sources/Weapons/Playable/Tools/NiceSyringeAltFire.uc
Normal file
1
sources/Weapons/Playable/Tools/NiceSyringeAltFire.uc
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@ -0,0 +1 @@
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class NiceSyringeAltFire extends ScrnSyringeAltFire;
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23
sources/Weapons/Playable/Tools/NiceSyringeFire.uc
Normal file
23
sources/Weapons/Playable/Tools/NiceSyringeFire.uc
Normal file
@ -0,0 +1,23 @@
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class NiceSyringeFire extends ScrnSyringeFire;
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// default == 80
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const SEARCH_RADIUS=120.0;
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function KFHumanPawn GetHealee() {
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local KFHumanPawn KFHP, BestKFHP;
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local vector Dir;
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local float TempDot, BestDot;
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Dir = vector(Instigator.GetViewRotation());
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foreach Instigator.VisibleCollidingActors(class'KFHumanPawn', KFHP, SEARCH_RADIUS) {
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if (KFHP.Health < KFHP.HealthMax && KFHP.Health > 0) {
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TempDot = Dir dot (KFHP.Location - Instigator.Location);
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if (TempDot > 0.7 && TempDot > BestDot) {
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BestKFHP = KFHP;
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BestDot = TempDot;
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}
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}
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}
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return BestKFHP;
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}
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6
sources/Weapons/Playable/Tools/NiceSyringePickup.uc
Normal file
6
sources/Weapons/Playable/Tools/NiceSyringePickup.uc
Normal file
@ -0,0 +1,6 @@
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class NiceSyringePickup extends ScrnSyringePickup;
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defaultproperties {
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ItemName="Nice Med-Syringe"
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InventoryType=class'NiceSyringe'
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}
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30
sources/Zeds/Nice/NiceBloatVomit.uc
Normal file
30
sources/Zeds/Nice/NiceBloatVomit.uc
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@ -0,0 +1,30 @@
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class NiceBloatVomit extends KFBloatVomit;
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// limit how much you can damage zeds
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const DAMAGECOUNT=10;
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var private transient int DamageTicked;
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auto state Flying {
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simulated function ProcessTouch(Actor Other, Vector HitLocation) {
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// add damage limit
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if (DamageTicked >= DAMAGECOUNT) {
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BlowUp(HitLocation);
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return;
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}
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if (ExtendedZCollision(Other) != none) {
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return;
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}
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if (
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Other != Instigator &&
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(Other.IsA('Pawn') || Other.IsA('DestroyableObjective') || Other.bProjTarget)
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) {
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DamageTicked += 1;
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// warn("DamageTicked: " $ DamageTicked);
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// use server DelayedHurtRadius() instead?
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HurtRadius(Damage, DamageRadius, MyDamageType, MomentumTransfer, HitLocation);
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}
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else if (Other != Instigator && Other.bBlockActors) {
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HitWall(Normal(HitLocation - Location), Other);
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}
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}
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}
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@ -173,7 +173,8 @@ function SpawnTwoShots()
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if ( !SavedFireProperties.bInitialized )
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{
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SavedFireProperties.AmmoClass = Class'SkaarjAmmo';
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SavedFireProperties.ProjectileClass = Class'KFBloatVomit';
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// use fixed bile class, to prevent super high damage to zeds
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SavedFireProperties.ProjectileClass = Class'NiceBloatVomit';
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SavedFireProperties.WarnTargetPct = 1;
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SavedFireProperties.MaxRange = 500;
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SavedFireProperties.bTossed = False;
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@ -185,13 +186,13 @@ function SpawnTwoShots()
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// Turn off extra collision before spawning vomit, otherwise spawn fails
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ToggleAuxCollision(false);
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FireRotation = Controller.AdjustAim(SavedFireProperties,FireStart,600);
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Spawn(Class'KFBloatVomit',,,FireStart,FireRotation);
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Spawn(SavedFireProperties.ProjectileClass,,,FireStart,FireRotation);
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FireStart-=(0.5*CollisionRadius*Y);
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FireRotation.Yaw -= 1200;
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spawn(Class'KFBloatVomit',,,FireStart, FireRotation);
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spawn(SavedFireProperties.ProjectileClass,,,FireStart, FireRotation);
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FireStart+=(CollisionRadius*Y);
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FireRotation.Yaw += 2400;
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spawn(Class'KFBloatVomit',,,FireStart, FireRotation);
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spawn(SavedFireProperties.ProjectileClass,,,FireStart, FireRotation);
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// Turn extra collision back on
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ToggleAuxCollision(true);
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}
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