zedtest2 #2
1554
Docs/CHANGELOG.md
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1554
Docs/CHANGELOG.md
Normal file
File diff suppressed because it is too large
Load Diff
27
Docs/Compile Scripts/Compilation.bat
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27
Docs/Compile Scripts/Compilation.bat
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@ -0,0 +1,27 @@
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@echo off
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Title=Compilation
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set PACKAGE="NicePack"
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@REM set SOURCES="C:\Users\Shtoyan\Documents\NicePack"
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set SOURCES="C:\Users\dkanu\OneDrive\Documents\Programming projects\Killing floor\NicePack\project"
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set DIR_COMPILE="C:\Program Files (x86)\Steam\steamapps\common\KillingFloor"
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@REM set DIR_COMPILE="D:\Games\KF Dedicated Server - Copy"
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set DIR_KFSYS=%DIR_COMPILE%\System
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set UCC=%DIR_KFSYS%\UCC.exe
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set DIR_SERVER="D:\Servers\kf_server\System"
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@REM set DIR_SERVER="D:\Games\KF Dedicated Server\System"
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rd /s /q %DIR_COMPILE%\%PACKAGE%\Classes
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md %DIR_COMPILE%\%PACKAGE%\Classes\
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for /r %SOURCES% %%a in (*.uc) do copy /y "%%a" %DIR_COMPILE%\%PACKAGE%\Classes
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del %DIR_KFSYS%\%PACKAGE%.u
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%UCC% make
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del %DIR_KFSYS%\steam_appid.txt
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copy %DIR_KFSYS%\%PACKAGE%.ucl %SERVERDIR%
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copy %DIR_KFSYS%\%PACKAGE%.u %SERVERDIR%
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pause
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23
README.md
23
README.md
@ -5,3 +5,26 @@ This repo contains sources for the last public NicePack release.
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It is a haphazard bunch of changes that were made to customize ScrN for ourselves. It is unfinished, but due to some reasons I don't want to release it publicly anymore.
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It is a haphazard bunch of changes that were made to customize ScrN for ourselves. It is unfinished, but due to some reasons I don't want to release it publicly anymore.
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The link to the compiled NicePack, along with all necessary files, is here: <http://www.insultplayers.ru/killingfloor/downloads/nicepack/NiceBundle.zip>
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The link to the compiled NicePack, along with all necessary files, is here: <http://www.insultplayers.ru/killingfloor/downloads/nicepack/NiceBundle.zip>
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## Changelog
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Complete changelog lies [here](Docs/CHANGELOG.md).
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## Build Info
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> N.B. `NiceNameHack` is required for scrn testmap only!
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```ini
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EditPackages=ServerPerks
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EditPackages=ServerPerksMut
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EditPackages=ScrnSP
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EditPackages=ScrnBalanceSrv
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EditPackages=ScrnWeaponPack
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EditPackages=ScrnHTec
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EditPackages=ScrnHMG
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EditPackages=ScrnZedPack
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EditPackages=NicePack
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EditPackages=NiceNameHack
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```
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You can use [this](Docs/Compile%20Scripts/Compilation.bat) bat file for basic compilation.
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@ -1,46 +1,12 @@
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class MeanZombieHusk extends NiceZombieHusk;
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class MeanZombieHusk extends NiceZombieHusk;
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#exec OBJ LOAD FILE=NicePackT.utx
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#exec OBJ LOAD FILE=NicePackT.utx
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var int consecutiveShots, totalShots, maxNormalShots;
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var int consecutiveShots, totalShots, maxNormalShots;
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function DoStun(optional Pawn instigatedBy, optional Vector hitLocation, optional Vector momentum, optional class<NiceWeaponDamageType> damageType, optional float headshotLevel, optional KFPlayerReplicationInfo KFPRI){
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function DoStun(optional Pawn instigatedBy, optional Vector hitLocation, optional Vector momentum, optional class<NiceWeaponDamageType> damageType, optional float headshotLevel, optional KFPlayerReplicationInfo KFPRI){
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super.DoStun(instigatedBy, hitLocation, momentum, damageType, headshotLevel, KFPRI);
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super.DoStun(instigatedBy, hitLocation, momentum, damageType, headshotLevel, KFPRI);
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totalShots = maxNormalShots;
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totalShots = maxNormalShots;
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}
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}
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function SpawnTwoShots() {
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local vector X,Y,Z, FireStart;
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local rotator FireRotation;
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local KFMonsterController KFMonstControl;
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if(Controller != none && KFDoorMover(Controller.Target) != none){
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Controller.Target.TakeDamage(22, Self, Location, vect(0,0,0), Class'DamTypeVomit');
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return;
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}
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GetAxes(Rotation,X,Y,Z);
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FireStart = GetBoneCoords('Barrel').Origin;
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if (!SavedFireProperties.bInitialized){
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SavedFireProperties.AmmoClass = Class'SkaarjAmmo';
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SavedFireProperties.ProjectileClass = HuskFireProjClass;
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SavedFireProperties.WarnTargetPct = 1;
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SavedFireProperties.MaxRange = 65535;
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SavedFireProperties.bTossed = False;
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SavedFireProperties.bTrySplash = true;
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SavedFireProperties.bLeadTarget = True;
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SavedFireProperties.bInstantHit = False;
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SavedFireProperties.bInitialized = True;
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}
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// Turn off extra collision before spawning vomit, otherwise spawn fails
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ToggleAuxCollision(false);
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if(Controller != none)
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FireRotation = Controller.AdjustAim(SavedFireProperties, FireStart, 600);
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foreach DynamicActors(class'KFMonsterController', KFMonstControl){
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if(KFMonstControl != controller){
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if(PointDistToLine(KFMonstControl.Pawn.Location, vector(FireRotation), FireStart) < 75){
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KFMonstControl.GetOutOfTheWayOfShot(vector(FireRotation),FireStart);
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}
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}
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}
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Spawn(HuskFireProjClass, Self,, 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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function RangedAttack(Actor A) {
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function RangedAttack(Actor A) {
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local int LastFireTime;
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local int LastFireTime;
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if ( bShotAnim )
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if ( bShotAnim )
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