zedtest3 #3
@ -546,9 +546,10 @@ simulated function BleedOutTick(float deltaTick)
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return;
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if (LastDamagedBy != none)
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Died(LastDamagedBy.Controller, class'DamTypeBleedOut', Location);
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// else we can say we killed ourselves, none -> self
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// else we can say we killed ourselves, none -> controller (self)
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// P.S. we really need to use Suicide here D:
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else
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Died(self, class'DamTypeBleedOut', Location);
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Died(controller, class'DamTypeBleedOut', Location);
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BleedOutTime = 0;
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}
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@ -1083,19 +1084,27 @@ function DealBodyDamage(int damage,
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damageType, headshotLevel);
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MakeNoise(1.0);
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}
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function Died( Controller killer,
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class<DamageType> damageType,
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vector HitLocation){
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local bool bHasManiac;
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local NiceHumanPawn nicePawn;
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bHasManiac = class'NiceVeterancyTypes'.static.
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HasSkill(NicePlayerController(killer), class'NiceSkillDemoManiac');
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nicePawn = NiceHumanPawn(killer.pawn);
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if(bHasManiac && nicePawn != none)
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nicePawn.maniacTimeout =
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class'NiceSkillDemoManiac'.default.reloadBoostTime;
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super.Died(killer, damageType, HitLocation);
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vector HitLocation)
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{
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local bool bHasManiac;
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local NiceHumanPawn nicePawn;
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if (killer != none || (Controller != none && killer != Controller))
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{
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bHasManiac = class'NiceVeterancyTypes'.static.
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HasSkill(NicePlayerController(killer), class'NiceSkillDemoManiac');
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nicePawn = NiceHumanPawn(killer.pawn);
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if (bHasManiac && nicePawn != none)
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nicePawn.maniacTimeout =
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class'NiceSkillDemoManiac'.default.reloadBoostTime;
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}
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super.Died(killer, damageType, HitLocation);
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}
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simulated function SetTearOffMomemtum(vector NewMomentum){
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TearOffMomentum = NewMomentum;
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TearOffMomentumX = NewMomentum.X;
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