Small Fixes #22
@ -1,8 +1,10 @@
 | 
			
		||||
class NiceInteraction extends Interaction
 | 
			
		||||
    dependson(NicePack)
 | 
			
		||||
    dependson(NiceAbilityManager);
 | 
			
		||||
 | 
			
		||||
#exec OBJ LOAD FILE=KillingFloorHUD.utx
 | 
			
		||||
#exec OBJ LOAD FILE=KillingFloor2HUD.utx
 | 
			
		||||
 | 
			
		||||
var NicePack NicePackMutator;
 | 
			
		||||
var Material bleedIcon, poisonIcon;
 | 
			
		||||
var Texture greenBar, redBar;
 | 
			
		||||
@ -13,6 +15,16 @@ var float   InventoryBoxWidth;
 | 
			
		||||
var float   InventoryBoxHeight;
 | 
			
		||||
var float   BorderSize;
 | 
			
		||||
 | 
			
		||||
// weapons list for `MultiTasker` skill
 | 
			
		||||
struct WeaponProgressDisplay
 | 
			
		||||
{
 | 
			
		||||
    var class<NiceWeapon>   weapClass;
 | 
			
		||||
    var float               progress;
 | 
			
		||||
    var bool                bShowCounter;
 | 
			
		||||
    var int                 counter;
 | 
			
		||||
};
 | 
			
		||||
var array<WeaponProgressDisplay> niceWeapProgressSet;
 | 
			
		||||
 | 
			
		||||
event NotifyLevelChange()
 | 
			
		||||
{
 | 
			
		||||
   Master.RemoveInteraction(self);
 | 
			
		||||
@ -23,7 +35,7 @@ function RegisterMutator(NicePack activePack)
 | 
			
		||||
   NicePackMutator = activePack;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
final private function bool bIsPoisoned(ScrnHumanPawn pwn)
 | 
			
		||||
final private function bool bIsPoisoned(NiceHumanPawn pwn)
 | 
			
		||||
{
 | 
			
		||||
   local Inventory I;
 | 
			
		||||
 | 
			
		||||
@ -31,14 +43,14 @@ final private function bool bIsPoisoned(ScrnHumanPawn pwn)
 | 
			
		||||
   {
 | 
			
		||||
      for (I = pwn.Inventory; I != none; I = I.Inventory)
 | 
			
		||||
      {
 | 
			
		||||
         if (MeanPoisonInventory(I) != none)
 | 
			
		||||
         if (I.IsA('MeanPoisonInventory'))
 | 
			
		||||
            return true;
 | 
			
		||||
      }
 | 
			
		||||
   }
 | 
			
		||||
   return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
final private function bool bIsBleeding(ScrnHumanPawn pwn)
 | 
			
		||||
final private function bool bIsBleeding(NiceHumanPawn pwn)
 | 
			
		||||
{
 | 
			
		||||
   local Inventory I;
 | 
			
		||||
 | 
			
		||||
@ -46,13 +58,40 @@ final private function bool bIsBleeding(ScrnHumanPawn pwn)
 | 
			
		||||
   {
 | 
			
		||||
      for (I = pwn.Inventory; I != none; I = I.Inventory)
 | 
			
		||||
      {
 | 
			
		||||
         if (MeanBleedInventory(I) != none)
 | 
			
		||||
         if (I.IsA('MeanBleedInventory'))
 | 
			
		||||
            return true;
 | 
			
		||||
      }
 | 
			
		||||
   }
 | 
			
		||||
   return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
final private function UpdateNiceWeapProgressSet(NiceHumanPawn pwn)
 | 
			
		||||
{
 | 
			
		||||
    local Inventory I;
 | 
			
		||||
    local NiceWeapon niceWeap;
 | 
			
		||||
    local WeaponProgressDisplay newProgress;
 | 
			
		||||
 | 
			
		||||
    // clean this!
 | 
			
		||||
    niceWeapProgressSet.Length = 0;
 | 
			
		||||
 | 
			
		||||
    if (pwn.Inventory != none)
 | 
			
		||||
    {
 | 
			
		||||
        for (I = pwn.Inventory; I != none; I = I.Inventory)
 | 
			
		||||
        {
 | 
			
		||||
            niceWeap = NiceWeapon(I);
 | 
			
		||||
            if (niceWeap != none && niceWeap != pwn.weapon && !niceWeap.IsMagazineFull())
 | 
			
		||||
            {
 | 
			
		||||
                newProgress.weapClass = niceWeap.class;
 | 
			
		||||
                newProgress.progress = niceWeap.holsteredCompletition;
 | 
			
		||||
                newProgress.bShowCounter = true;
 | 
			
		||||
                newProgress.counter = niceWeap.GetMagazineAmmo();
 | 
			
		||||
 | 
			
		||||
                niceWeapProgressSet[niceWeapProgressSet.Length] = newProgress;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function PostRender(Canvas C)
 | 
			
		||||
{
 | 
			
		||||
    local int i;
 | 
			
		||||
@ -72,20 +111,20 @@ function PostRender(Canvas C)
 | 
			
		||||
    //  local Rotator CamRot;
 | 
			
		||||
    //  local float OffsetX, BarLength, BarHeight, XL, YL, posY;
 | 
			
		||||
 | 
			
		||||
    if(C == none) return;
 | 
			
		||||
    if(C.ViewPort == none) return;
 | 
			
		||||
    if(C.ViewPort.Actor == none) return;
 | 
			
		||||
    if(C.ViewPort.Actor.Pawn == none) return;
 | 
			
		||||
    if (C == none || C.ViewPort == none || C.ViewPort.Actor == none || C.ViewPort.Actor.Pawn == none)
 | 
			
		||||
        return;
 | 
			
		||||
 | 
			
		||||
    nicePlayer = NicePlayerController(C.ViewPort.Actor.Pawn.Controller);
 | 
			
		||||
    niceWeap = NiceWeapon(C.ViewPort.Actor.Pawn.Weapon);
 | 
			
		||||
    if (nicePlayer == none)
 | 
			
		||||
       return;
 | 
			
		||||
    scrnHUDInstance = ScrnHUD(nicePlayer.myHUD);
 | 
			
		||||
 | 
			
		||||
    nicePawn = NiceHumanPawn(nicePlayer.pawn);
 | 
			
		||||
 | 
			
		||||
    //// Draw bleed and poison icons for OWNER
 | 
			
		||||
    offset = 4;
 | 
			
		||||
    // BLEED!!!
 | 
			
		||||
   if (bIsBleeding(ScrnHumanPawn(C.ViewPort.Actor.Pawn)))
 | 
			
		||||
    if (bIsBleeding(nicePawn))
 | 
			
		||||
    {
 | 
			
		||||
        x = C.ClipX * 0.007;
 | 
			
		||||
        y = C.ClipY * 0.93 - size * offset;
 | 
			
		||||
@ -94,7 +133,7 @@ function PostRender(Canvas C)
 | 
			
		||||
    }
 | 
			
		||||
    offset++;
 | 
			
		||||
    // POISON!!!
 | 
			
		||||
   if (bIsPoisoned(ScrnHumanPawn(C.ViewPort.Actor.Pawn)))
 | 
			
		||||
    if (bIsPoisoned(nicePawn))
 | 
			
		||||
    {
 | 
			
		||||
        x = C.ClipX * 0.007;
 | 
			
		||||
        y = C.ClipY * 0.93 - size * offset;
 | 
			
		||||
@ -102,7 +141,7 @@ function PostRender(Canvas C)
 | 
			
		||||
        C.DrawTile(poisonIcon, size, size, 0, 0, poisonIcon.MaterialUSize(), poisonIcon.MaterialVSize());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
   // draw bleed and poison icons for TEAMMATES
 | 
			
		||||
    // TODO draw bleed and poison icons for TEAMMATES
 | 
			
		||||
    // C.GetCAmeraLocation(CamPos, CamRot);
 | 
			
		||||
    // ViewDir = vector(CamRot);
 | 
			
		||||
    // kfHud = HUDKillingFloor(ViewportOwner.Actor.myHUD);
 | 
			
		||||
@ -143,6 +182,25 @@ function PostRender(Canvas C)
 | 
			
		||||
    //     }
 | 
			
		||||
    // }
 | 
			
		||||
 | 
			
		||||
    //// Draw weapons progress bars
 | 
			
		||||
    // at first update weapon info
 | 
			
		||||
    UpdateNiceWeapProgressSet(nicePawn);
 | 
			
		||||
 | 
			
		||||
    if (nicePawn != none && class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillEnforcerMultitasker')
 | 
			
		||||
        && nicePlayer.bFlagDisplayWeaponProgress && niceWeapProgressSet.length > 0)
 | 
			
		||||
    {
 | 
			
		||||
        x = C.ClipX - InventoryBoxWidth * C.ClipX - 5;
 | 
			
		||||
        y = C.ClipY * 0.5 - 0.5 * (InventoryBoxHeight * C.ClipX + 4) * niceWeapProgressSet.Length;
 | 
			
		||||
 | 
			
		||||
        for (i = 0; i < niceWeapProgressSet.Length; i++)
 | 
			
		||||
        {
 | 
			
		||||
            DrawWeaponProgress(C, niceWeapProgressSet[i], x, y, nicePawn.PlayerReplicationInfo.Team);
 | 
			
		||||
            y += (InventoryBoxHeight * C.ClipX + 4);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    scrnHUDInstance = ScrnHUD(nicePlayer.myHUD);
 | 
			
		||||
 | 
			
		||||
    if (niceWeap != none && niceWeap.bShowSecondaryCharge && scrnHUDInstance != none)
 | 
			
		||||
    {
 | 
			
		||||
        C.ColorModulate.X = 1;
 | 
			
		||||
@ -156,37 +214,7 @@ function PostRender(Canvas C)
 | 
			
		||||
        scrnHUDInstance.DrawNumericWidget(C, scrnHUDInstance.SecondaryClipsDigits, scrnHUDInstance.DigitsSmall);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    niceMutator = class'NicePack'.static.Myself(C.ViewPort.Actor.Pawn.Level);
 | 
			
		||||
    if (niceMutator == none)
 | 
			
		||||
           return;
 | 
			
		||||
    //// Draw counters
 | 
			
		||||
    if(nicePlayer != none && nicePlayer.bFlagDisplayCounters)
 | 
			
		||||
    {
 | 
			
		||||
       x = C.ClipX * 0.5 - (64 + 2) * niceMutator.GetVisibleCountersAmount();
 | 
			
		||||
       y = C.ClipY * 0.01;
 | 
			
		||||
       for(i = 0;i < niceMutator.niceCounterSet.Length;i ++)
 | 
			
		||||
           if(niceMutator.niceCounterSet[i].value != 0 || niceMutator.niceCounterSet[i].bShowZeroValue){
 | 
			
		||||
               DrawCounter(C, niceMutator.niceCounterSet[i], x, y, C.ViewPort.Actor.Pawn.PlayerReplicationInfo.Team);
 | 
			
		||||
               x += 128 + 4;
 | 
			
		||||
           }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    //// Draw weapons progress bars
 | 
			
		||||
    if (class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillEnforcerMultitasker')
 | 
			
		||||
        && nicePlayer.bFlagDisplayWeaponProgress && niceMutator.niceWeapProgressSet.length > 0)
 | 
			
		||||
    {
 | 
			
		||||
        x = C.ClipX - InventoryBoxWidth * C.ClipX - 5;
 | 
			
		||||
        y = C.ClipY * 0.5 - 0.5 * (InventoryBoxHeight * C.ClipX + 4) * niceMutator.niceWeapProgressSet.Length;
 | 
			
		||||
        for (i = 0;i < niceMutator.niceWeapProgressSet.Length;i ++)
 | 
			
		||||
        {
 | 
			
		||||
            DrawWeaponProgress(C, niceMutator.niceWeapProgressSet[i], x, y,
 | 
			
		||||
              C.ViewPort.Actor.Pawn.PlayerReplicationInfo.Team);
 | 
			
		||||
            y += (InventoryBoxHeight * C.ClipX + 4);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    
 | 
			
		||||
    //// Draw invincibility bar
 | 
			
		||||
    nicePawn = NiceHumanPawn(nicePlayer.pawn);
 | 
			
		||||
    if (nicePawn != none && nicePawn.invincibilityTimer != 0.0)
 | 
			
		||||
    {
 | 
			
		||||
        C.SetDrawColor(255, 255, 255);
 | 
			
		||||
@ -199,18 +227,16 @@ function PostRender(Canvas C)
 | 
			
		||||
        barWidth = C.ClipX * 0.2;
 | 
			
		||||
        niceVet = class'NiceVeterancyTypes'.static.
 | 
			
		||||
            GetVeterancy(nicePawn.PlayerReplicationInfo);
 | 
			
		||||
       if(niceVet != none){
 | 
			
		||||
           if(nicePawn.invincibilityTimer > 0){
 | 
			
		||||
               barWidth *= nicePawn.invincibilityTimer
 | 
			
		||||
                   / niceVet.static.GetInvincibilityDuration(nicePawn.KFPRI);
 | 
			
		||||
           }
 | 
			
		||||
           else{
 | 
			
		||||
               barWidth *= nicePawn.invincibilityTimer /
 | 
			
		||||
                   class'NiceSkillZerkGunzerker'.default.cooldown;
 | 
			
		||||
           }
 | 
			
		||||
        if (niceVet != none)
 | 
			
		||||
        {
 | 
			
		||||
            if (nicePawn.invincibilityTimer > 0)
 | 
			
		||||
                barWidth *= nicePawn.invincibilityTimer / niceVet.static.GetInvincibilityDuration(nicePawn.KFPRI);
 | 
			
		||||
            else
 | 
			
		||||
               barWidth *= nicePawn.invincibilityTimer / class'NiceSkillZerkGunzerker'.default.cooldown;
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
            barWidth = 0;
 | 
			
		||||
 | 
			
		||||
        x = center - (barWidth / 2);
 | 
			
		||||
        C.SetPos(x, y);
 | 
			
		||||
        C.DrawTile(barTexture, barWidth, 32, 0, 0, barTexture.MaterialUSize(), barTexture.MaterialVSize());
 | 
			
		||||
@ -218,20 +244,39 @@ function PostRender(Canvas C)
 | 
			
		||||
            return;
 | 
			
		||||
        missesSpace = 10; // 64x64 => 16x16
 | 
			
		||||
        missesHeight = 16;
 | 
			
		||||
       missesWidth =   nicePawn.safeMeleeMisses * 16
 | 
			
		||||
                   +   (nicePawn.safeMeleeMisses - 1) * missesSpace;
 | 
			
		||||
        missesWidth = nicePawn.safeMeleeMisses * 16 + (nicePawn.safeMeleeMisses - 1) * missesSpace;
 | 
			
		||||
        missesX = center - (missesWidth / 2);
 | 
			
		||||
        missesY = y + (32 - missesHeight) * 0.5;
 | 
			
		||||
       for(i = 0;i < nicePawn.safeMeleeMisses;i ++){
 | 
			
		||||
 | 
			
		||||
        for (i = 0; i < nicePawn.safeMeleeMisses; i++)
 | 
			
		||||
        {
 | 
			
		||||
            C.SetPos(missesX + i * (16 + missesSpace), missesY);
 | 
			
		||||
            C.DrawTile(shield, 16, 16, 0, 0, shield.MaterialUSize(), shield.MaterialVSize());
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    //  Draw cooldowns
 | 
			
		||||
 | 
			
		||||
    ////  Draw cooldowns
 | 
			
		||||
    if (nicePlayer.abilityManager == none)
 | 
			
		||||
       return;
 | 
			
		||||
    for (i = 0; i < nicePlayer.abilityManager.currentAbilitiesAmount; i++)
 | 
			
		||||
       DrawAbilityCooldown(C, i);
 | 
			
		||||
 | 
			
		||||
    //// Draw counters
 | 
			
		||||
    niceMutator = class'NicePack'.static.Myself(nicePawn.Level);
 | 
			
		||||
 | 
			
		||||
    if (niceMutator != none && nicePlayer != none && nicePlayer.bFlagDisplayCounters)
 | 
			
		||||
    {
 | 
			
		||||
        x = C.ClipX * 0.5 - (64 + 2) * niceMutator.GetVisibleCountersAmount();
 | 
			
		||||
        y = C.ClipY * 0.01;
 | 
			
		||||
        for (i = 0; i < niceMutator.niceCounterSet.Length; i++)
 | 
			
		||||
        {
 | 
			
		||||
            if (niceMutator.niceCounterSet[i].value != 0 || niceMutator.niceCounterSet[i].bShowZeroValue)
 | 
			
		||||
            {
 | 
			
		||||
                DrawCounter(C, niceMutator.niceCounterSet[i], x, y, C.ViewPort.Actor.Pawn.PlayerReplicationInfo.Team);
 | 
			
		||||
                x += 128 + 4;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function DrawCounter(Canvas C, NicePack.CounterDisplay counter, int x, int y, TeamInfo team){
 | 
			
		||||
@ -360,7 +405,7 @@ function DrawCalibrationStars(Canvas C){
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function DrawWeaponProgress(Canvas C, NicePack.WeaponProgressDisplay weapProgress, int x, int y, TeamInfo team)
 | 
			
		||||
function DrawWeaponProgress(Canvas C, WeaponProgressDisplay weapProgress, int x, int y, TeamInfo team)
 | 
			
		||||
{
 | 
			
		||||
    local float textWidth, textHeight;
 | 
			
		||||
    local string textToDraw;
 | 
			
		||||
@ -404,11 +449,13 @@ function DrawWeaponProgress(Canvas C, NicePack.WeaponProgressDisplay weapProgres
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function bool KeyEvent(EInputKey Key, EInputAction Action, float Delta){
 | 
			
		||||
function bool KeyEvent(EInputKey Key, EInputAction Action, float Delta)
 | 
			
		||||
{
 | 
			
		||||
    local bool bNeedsReload;
 | 
			
		||||
    local string Alias, LeftPart, RigthPart;
 | 
			
		||||
    local NiceWeapon niceWeap;
 | 
			
		||||
    local NicePlayerController nicePlayer;
 | 
			
		||||
 | 
			
		||||
    // Find controller and current weapon
 | 
			
		||||
    nicePlayer = NicePlayerController(ViewportOwner.Actor);
 | 
			
		||||
    if (nicePlayer == none)
 | 
			
		||||
@ -416,39 +463,46 @@ function bool KeyEvent(EInputKey Key, EInputAction Action, float Delta){
 | 
			
		||||
    if (nicePlayer.Pawn != none)
 | 
			
		||||
       niceWeap = NiceWeapon(nicePlayer.Pawn.Weapon);
 | 
			
		||||
    // If this is a button press - detect alias
 | 
			
		||||
    if(Action == IST_Press){
 | 
			
		||||
    if (Action == IST_Press)
 | 
			
		||||
    {
 | 
			
		||||
       // Check for reload command
 | 
			
		||||
       Alias = nicePlayer.ConsoleCommand("KEYBINDING" @ nicePlayer.ConsoleCommand("KEYNAME" @ Key));
 | 
			
		||||
       if (nicePlayer.bAdvReloadCheck)
 | 
			
		||||
           bNeedsReload = InStr(Caps(Alias), "RELOADMENOW") > -1 || InStr(Caps(Alias), "RELOADWEAPON") > -1;
 | 
			
		||||
       if (Divide(Alias, " ", LeftPart, RigthPart))
 | 
			
		||||
           Alias = LeftPart;
 | 
			
		||||
       if(Key == IK_MouseWheelUp || Key == IK_MouseWheelDown){
 | 
			
		||||
       if (Key == IK_MouseWheelUp || Key == IK_MouseWheelDown)
 | 
			
		||||
       {
 | 
			
		||||
           nicePlayer.UpdateSelectors();
 | 
			
		||||
           if(nicePlayer.hasZeroSelector && nicePlayer.bUsesMouseWheel && nicePlayer.bNiceWeaponManagement){
 | 
			
		||||
           if (nicePlayer.hasZeroSelector && nicePlayer.bUsesMouseWheel && nicePlayer.bNiceWeaponManagement)
 | 
			
		||||
           {
 | 
			
		||||
               nicePlayer.ScrollSelector(0, nicePlayer.bMouseWheelLoops, Key == IK_MouseWheelUp);
 | 
			
		||||
               return true;
 | 
			
		||||
           }
 | 
			
		||||
       }
 | 
			
		||||
    }
 | 
			
		||||
    // Open trader on movement
 | 
			
		||||
    if(Alias ~= "MoveForward" || Alias ~= "MoveBackward" || Alias ~= "TurnLeft" || Alias ~= "TurnRight"
 | 
			
		||||
       || Alias ~= "StrafeLeft" || Alias ~= "StrafeRight" || Alias ~= "Axis"){
 | 
			
		||||
 | 
			
		||||
       // Open trader if it's a pre-game
 | 
			
		||||
       if(NicePackMutator.bIsPreGame && NicePackMutator.bInitialTrader && (NicePackMutator.bStillDuringInitTrader || !nicePlayer.bOpenedInitTrader) && nicePlayer.Pawn != none){
 | 
			
		||||
    // Open trader on movement if it's a pre-game
 | 
			
		||||
    if (NicePackMutator.bIsPreGame && NicePackMutator.bInitialTrader && (NicePackMutator.bStillDuringInitTrader || !nicePlayer.bOpenedInitTrader) && nicePlayer.Pawn != none)
 | 
			
		||||
    {
 | 
			
		||||
        if (Alias ~= "MoveForward" || Alias ~= "MoveBackward" || Alias ~= "TurnLeft" || Alias ~= "TurnRight"
 | 
			
		||||
            || Alias ~= "StrafeLeft" || Alias ~= "StrafeRight" || Alias ~= "Axis")
 | 
			
		||||
        {
 | 
			
		||||
            // nicePlayer.ClientOpenMenu("NicePack.NiceGUIBuyMenu",,"Test stuff",string(15));
 | 
			
		||||
            nicePlayer.ShowBuyMenu("Initial trader", KFHumanPawn(nicePlayer.Pawn).MaxCarryWeight);
 | 
			
		||||
            nicePlayer.bOpenedInitTrader = true;
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
       //nicePlayer.ClientOpenMenu("NicePack.NiceGUIBuyMenu",,"Test stuff",string(15));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Reload if we've detected a reload alias in this button's command
 | 
			
		||||
    if (niceWeap != none && !nicePlayer.bUseServerReload &&
 | 
			
		||||
        (bNeedsReload || Alias ~= "ReloadMeNow" || Alias ~= "ReloadWeapon"))
 | 
			
		||||
       niceWeap.ClientReloadMeNow();
 | 
			
		||||
 | 
			
		||||
    return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
defaultproperties
 | 
			
		||||
{
 | 
			
		||||
    bleedIcon=Texture'NicePackT.MeanZeds.bleedIcon'
 | 
			
		||||
 | 
			
		||||
@ -221,16 +221,20 @@ function ServerCooldownAbility(string abilityID){
 | 
			
		||||
    if(index >= 0)
 | 
			
		||||
       nicePlayer.abilityManager.SetAbilityState(index, ASTATE_COOLDOWN);
 | 
			
		||||
}
 | 
			
		||||
simulated function Tick(float deltaTime){
 | 
			
		||||
 | 
			
		||||
simulated function Tick(float deltaTime)
 | 
			
		||||
{
 | 
			
		||||
    local int                   index;
 | 
			
		||||
    local Inventory             Item;
 | 
			
		||||
    local NiceWeapon            niceWeap;
 | 
			
		||||
    local WeaponTimePair        newPair;
 | 
			
		||||
    local array<WeaponTimePair> newWTPList;
 | 
			
		||||
    local NicePack              niceMutator;
 | 
			
		||||
    local NicePlayerController  nicePlayer;
 | 
			
		||||
 | 
			
		||||
    nicePlayer = NicePlayerController(Controller);
 | 
			
		||||
    if(Role == Role_AUTHORITY){
 | 
			
		||||
 | 
			
		||||
    if (Role == Role_AUTHORITY)
 | 
			
		||||
    {
 | 
			
		||||
        //  Brutal carnage
 | 
			
		||||
        if (brutalCranageTimer > 0)
 | 
			
		||||
        {
 | 
			
		||||
@ -329,33 +333,10 @@ simulated function Tick(float deltaTime){
 | 
			
		||||
       forcedZedTimeCountDown -= deltaTime;
 | 
			
		||||
    else
 | 
			
		||||
       forcedZedTimeCountDown = 0.0;
 | 
			
		||||
    niceMutator = class'NicePack'.static.Myself(Level);
 | 
			
		||||
    if(niceMutator != none)
 | 
			
		||||
       niceMutator.ClearWeapProgress();
 | 
			
		||||
 | 
			
		||||
    if(!class'NiceVeterancyTypes'.static.hasSkill(NicePlayerController(Controller), class'NiceSkillEnforcerMultitasker'))
 | 
			
		||||
       return;
 | 
			
		||||
    if (    Role < ROLE_Authority && nicePlayer != none
 | 
			
		||||
        &&  nicePlayer.bFlagDisplayWeaponProgress)
 | 
			
		||||
    {
 | 
			
		||||
       // Update weapon progress for this skill
 | 
			
		||||
       if(niceMutator == none) {
 | 
			
		||||
           Log("Failed to update holstered progress, because no mut! :(");
 | 
			
		||||
           return;
 | 
			
		||||
       }
 | 
			
		||||
       for(Item = Inventory; Item != none; Item = Item.Inventory){
 | 
			
		||||
           niceWeap = NiceWeapon(Item);
 | 
			
		||||
           if(niceWeap != none && niceWeap != weapon && !niceWeap.IsMagazineFull()){
 | 
			
		||||
               niceMutator.AddWeapProgress(niceWeap.class, niceWeap.holsteredCompletition,
 | 
			
		||||
                   true, niceWeap.GetMagazineAmmo());
 | 
			
		||||
           }
 | 
			
		||||
       }
 | 
			
		||||
       return;
 | 
			
		||||
    }
 | 
			
		||||
    else if (Role < ROLE_Authority)
 | 
			
		||||
    {
 | 
			
		||||
        Log(    "Failed to update holstered progress, checked variables:"
 | 
			
		||||
            @   nicePlayer @ nicePlayer.bFlagDisplayWeaponProgress);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Auto-reload holstered weapons
 | 
			
		||||
    holsteredReloadCountDown -= deltaTime;
 | 
			
		||||
    if(holsteredReloadCountDown <= 0.0){
 | 
			
		||||
 | 
			
		||||
@ -95,13 +95,7 @@ struct CounterDisplay{
 | 
			
		||||
    var class<NiceSkill>    ownerSkill;
 | 
			
		||||
};
 | 
			
		||||
var array<CounterDisplay> niceCounterSet;
 | 
			
		||||
struct WeaponProgressDisplay{
 | 
			
		||||
    var class<NiceWeapon>   weapClass;
 | 
			
		||||
    var float               progress;
 | 
			
		||||
    var bool                bShowCounter;
 | 
			
		||||
    var int                 counter;
 | 
			
		||||
};
 | 
			
		||||
var array<WeaponProgressDisplay> niceWeapProgressSet;
 | 
			
		||||
 | 
			
		||||
// Replication of config between player and server
 | 
			
		||||
var int SrvFlags;
 | 
			
		||||
var array<NicePlayerController> playersList;
 | 
			
		||||
@ -195,7 +189,7 @@ simulated function PostBeginPlay()
 | 
			
		||||
       return;
 | 
			
		||||
    }
 | 
			
		||||
    // FIXME poosh forces this variable in his mutator...
 | 
			
		||||
    NiceGT.LoginMenuClass = "NicePack.NiceInvasionLoginMenu";
 | 
			
		||||
    NiceGT.LoginMenuClass = string(class'NiceInvasionLoginMenu');
 | 
			
		||||
    NiceGT.RegisterMutator(self);
 | 
			
		||||
    ScrnMut = NiceGT.ScrnBalanceMut;
 | 
			
		||||
    if(bReplacePickups)
 | 
			
		||||
@ -502,18 +496,7 @@ simulated function int GetVisibleCountersAmount(){
 | 
			
		||||
simulated function int UpdateCounterValue(string cName){
 | 
			
		||||
    return 0;
 | 
			
		||||
}
 | 
			
		||||
simulated function AddWeapProgress(class<NiceWeapon> weapClass, float progress,
 | 
			
		||||
    optional bool bShowCounter, optional int counter){
 | 
			
		||||
    local WeaponProgressDisplay newProgress;
 | 
			
		||||
    newProgress.weapClass = weapClass;
 | 
			
		||||
    newProgress.progress = progress;
 | 
			
		||||
    newProgress.bShowCounter = bShowCounter;
 | 
			
		||||
    newProgress.counter = counter;
 | 
			
		||||
    niceWeapProgressSet[niceWeapProgressSet.Length] = newProgress;
 | 
			
		||||
}
 | 
			
		||||
simulated function ClearWeapProgress(){
 | 
			
		||||
    niceWeapProgressSet.Length = 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns cash per wave based on current difficulty
 | 
			
		||||
// Returns cash per wave based on current difficulty
 | 
			
		||||
function int GetWaveCash(int lastCashWave, int nextWave){
 | 
			
		||||
 | 
			
		||||
@ -601,23 +601,32 @@ simulated function ClientLog(String logStr){
 | 
			
		||||
    if(bFlagDebug)
 | 
			
		||||
       Log("NiceDebug:"$logStr);
 | 
			
		||||
}
 | 
			
		||||
function ServerUse(){
 | 
			
		||||
 | 
			
		||||
function ServerUse()
 | 
			
		||||
{
 | 
			
		||||
    local NiceHumanPawn myPawn;
 | 
			
		||||
 | 
			
		||||
    myPawn = NiceHumanPawn(Pawn);
 | 
			
		||||
    if(myPawn == none){
 | 
			
		||||
    if (myPawn == none)
 | 
			
		||||
    {
 | 
			
		||||
       super.ServerUse();
 | 
			
		||||
       return;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Handle initial shop / medic drugs
 | 
			
		||||
    if(NicePackMutator != none && NicePackMutator.bIsPreGame && NicePackMutator.bInitialTrader){
 | 
			
		||||
       if(VSize(Pawn.Velocity) <= 0.0){
 | 
			
		||||
    if (NicePackMutator != none && NicePackMutator.bIsPreGame && NicePackMutator.bInitialTrader)
 | 
			
		||||
    {
 | 
			
		||||
       if (VSize(Pawn.Velocity) <= 0.0)
 | 
			
		||||
       {
 | 
			
		||||
           ShowBuyMenu("Initial trader", myPawn.MaxCarryWeight);
 | 
			
		||||
           bOpenedInitTrader = true;
 | 
			
		||||
       }
 | 
			
		||||
    }
 | 
			
		||||
    else
 | 
			
		||||
 | 
			
		||||
    // call this anyways, so we can use doors!
 | 
			
		||||
    super.ServerUse();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
simulated function ClientUpdatePawnMaxHealth(NiceHumanPawn updatePawn, int newHealthMax){
 | 
			
		||||
    updatePawn.HealthMax = newHealthMax;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -6,7 +6,7 @@ var int maxBleedCount;
 | 
			
		||||
var private float fBleedPeriod;
 | 
			
		||||
 | 
			
		||||
var int bleedLevel;
 | 
			
		||||
var MeanZombieCrawler stalker;
 | 
			
		||||
var MeanZombieStalker stalker;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
event PostBeginPlay()
 | 
			
		||||
 | 
			
		||||
		Loading…
	
		Reference in New Issue
	
	Block a user