update16 #35
@ -825,13 +825,16 @@ function int ModBodyDamage( out int damage,
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local NicePlayerController nicePlayer;
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local NicePlayerController nicePlayer;
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painDamage = damage;
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painDamage = damage;
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bIsHeadShot = (headshotLevel > 0.0);
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bIsHeadShot = (headshotLevel > 0.0);
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if(instigatedBy != none)
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if (instigatedBy != none)
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nicePlayer = NicePlayerController(instigatedBy.Controller);
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nicePlayer = NicePlayerController(instigatedBy.Controller);
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if (bFrozenZed && damageType != none && damageType.default.bIsExplosive) {
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damage *= 1.5;
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}
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// On damaging critical spot (so far only head) - do body destruction
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// On damaging critical spot (so far only head) - do body destruction
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if(bIsHeadShot && damageType != none)
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if (bIsHeadShot && damageType != none)
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damage *= damageType.default.bodyDestructionMult;
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damage *= damageType.default.bodyDestructionMult;
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// Skill bonuses
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// Skill bonuses
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if(nicePlayer == none)
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if (nicePlayer == none)
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return painDamage;
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return painDamage;
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bHasMessy = class'NiceVeterancyTypes'.static.
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bHasMessy = class'NiceVeterancyTypes'.static.
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someoneHasSkill(nicePlayer, class'NiceSkillSharpshooterDieAlready');
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someoneHasSkill(nicePlayer, class'NiceSkillSharpshooterDieAlready');
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