class NiceSkillHeavyStablePosition extends NiceSkill abstract; var float recoilDampeningBonus; function static SkillSelected(NicePlayerController nicePlayer){ local NicePack niceMutator; super.SkillSelected(nicePlayer); niceMutator = class'NicePack'.static.Myself(nicePlayer.Level); if(niceMutator == none || niceMutator.Role == Role_AUTHORITY) return; niceMutator.AddCounter("npHMGStablePosition", Texture'NicePackT.HudCounter.stability', false, default.class); } function static SkillDeSelected(NicePlayerController nicePlayer){ local NicePack niceMutator; super.SkillDeSelected(nicePlayer); niceMutator = class'NicePack'.static.Myself(nicePlayer.Level); if(niceMutator == none || niceMutator.Role == Role_AUTHORITY) return; niceMutator.RemoveCounter("npHMGStablePosition"); } function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){ local NiceHumanPawn nicePawn; if(nicePlayer == none || counterName != "npHMGStablePosition") return 0; nicePawn = NiceHumanPawn(nicePlayer.pawn); if(nicePawn == none || nicePawn.stationaryTime <= 0.0) return 0; return Min(10, Ceil(2 * nicePawn.stationaryTime) - 1); } defaultproperties { recoilDampeningBonus=0.100000 SkillName="Stable position" SkillEffects="Each half-second you're crouching and now moving - you gain 10% recoil dampening bonus." }