Menus overhaul #14
@ -468,7 +468,6 @@ simulated function bool CheckReplacement(Actor Other, out byte bSuperRelevant){
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    local NicePlayerController playerContr;
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					    local NicePlayerController playerContr;
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    local NiceRepInfoRemoteData remoteRI;
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					    local NiceRepInfoRemoteData remoteRI;
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    local NiceReplicationInfo niceRI;
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					    local NiceReplicationInfo niceRI;
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    local MeanReplicationInfo meanRI;
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    local PlayerReplicationInfo pri;
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					    local PlayerReplicationInfo pri;
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    // Replace loot on levels
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					    // Replace loot on levels
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    if(Other.class == class'KFRandomItemSpawn' || Other.class == class'ScrnRandomItemSpawn'){
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					    if(Other.class == class'KFRandomItemSpawn' || Other.class == class'ScrnRandomItemSpawn'){
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@ -493,8 +492,6 @@ simulated function bool CheckReplacement(Actor Other, out byte bSuperRelevant){
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       niceRI = spawn(class'NiceReplicationInfo', pri.Owner);
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					       niceRI = spawn(class'NiceReplicationInfo', pri.Owner);
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       niceRI.Mut = self;
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					       niceRI.Mut = self;
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       remoteRI = spawn(class'NiceRepInfoRemoteData', pri.Owner);
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					       remoteRI = spawn(class'NiceRepInfoRemoteData', pri.Owner);
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       meanRI = spawn(class'MeanReplicationInfo', pri.Owner);
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       meanRI.ownerPRI = pri;
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       playerContr = NicePlayerController(PlayerReplicationInfo(Other).Owner);
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					       playerContr = NicePlayerController(PlayerReplicationInfo(Other).Owner);
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       playerContr.niceRI = niceRI;
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					       playerContr.niceRI = niceRI;
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       playerContr.remoteRI = remoteRI;
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					       playerContr.remoteRI = remoteRI;
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@ -32,7 +32,7 @@ event Timer()
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    maxBleedCount--;
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					    maxBleedCount--;
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    bleedDamage = calcBleedDamage();
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					    bleedDamage = bleedLevel * 7;
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    if (bleedDamage < 1.0)
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					    if (bleedDamage < 1.0)
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    {
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					    {
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        maxBleedCount = 0;
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					        maxBleedCount = 0;
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@ -53,16 +53,6 @@ event Timer()
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}
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					}
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// Returns bleed damage, corresponding to given bleed level and damage scale.
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// Rand(7) should be used as a scale.
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// Separate function created to allow for lowest/highest damage value computing.
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final private function int calcBleedDamage()
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{
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    return bleedLevel * 7;
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}
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// cleanup
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					// cleanup
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function Destroyed()
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					function Destroyed()
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{
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					{
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