209 lines
6.6 KiB
Ucode
209 lines
6.6 KiB
Ucode
class NiceSyringeFire extends NiceMeleeFire;
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var float LastHealAttempt;
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var float HealAttemptDelay;
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var float LastHealMessageTime;
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var float HealMessageDelay;
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var localized string NoHealTargetMessage;
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var KFHumanPawn CachedHealee;
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var transient float PendingHealTime;
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simulated function DestroyEffects()
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{
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super.DestroyEffects();
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if (CachedHealee != None)
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CachedHealee = none;
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}
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simulated function bool AllowFire() {
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local KFHumanPawn Healtarget;
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local string healeeName;
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if (!super.AllowFire()) {
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return false;
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}
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if (CanFindHealee()) {
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if( CachedHealee.PlayerReplicationInfo != none &&
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CachedHealee.PlayerReplicationInfo.PlayerName != "")
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{
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HealeeName = CachedHealee.PlayerReplicationInfo.PlayerName;
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}
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else {
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HealeeName = CachedHealee.MenuName;
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}
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NiceSyringe(Weapon).ClientSuccessfulHeal(HealeeName);
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// Give the messages if we missed our heal, can't find a target, etc
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if ( KFPlayerController(Instigator.Controller) != none )
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{
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if ( LastHealAttempt + HealAttemptDelay < Level.TimeSeconds)
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{
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PlayerController(Instigator.controller).ClientMessage(NoHealTargetMessage, 'CriticalEvent');
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LastHealAttempt = Level.TimeSeconds;
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}
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if ( Level.TimeSeconds - LastHealMessageTime > HealMessageDelay )
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{
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// if there's a Player within 2 meters who needs healing, say that we're trying to heal them
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foreach Instigator.VisibleCollidingActors(class'KFHumanPawn', Healtarget, 100)
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{
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if ( Healtarget != Instigator && Healtarget.Health < Healtarget.HealthMax )
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{
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PlayerController(Instigator.Controller).Speech('AUTO', 5, "");
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LastHealMessageTime = Level.TimeSeconds;
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break;
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}
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}
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}
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}
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return true;
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}
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return false;
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}
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function Timer()
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{
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local KFPlayerReplicationInfo PRI;
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local int MedicReward;
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local KFHumanPawn Healed;
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local float HealSum, HealPotency; // for modifying based on perks
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PRI = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo);
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Healed = CachedHealee;
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HealPotency = 1.0;
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CachedHealee = none;
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if ( Healed != none && Healed.Health > 0 && Healed != Instigator )
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{
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Load = 1;
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ReduceAmmoClient();
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if ( PRI != none && PRI.ClientVeteranSkill != none )
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HealPotency = PRI.ClientVeteranSkill.Static.GetHealPotency(PRI);
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HealSum = NiceSyringe(Weapon).HealBoostAmount;
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HealSum *= HealPotency;
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MedicReward = HealSum;
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if ( (Healed.Health + Healed.healthToGive + MedicReward) > Healed.HealthMax )
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{
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MedicReward = Healed.HealthMax - (Healed.Health + Healed.healthToGive);
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if ( MedicReward < 0 )
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{
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MedicReward = 0;
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}
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}
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if ( NiceHumanPawn(Healed) != none )
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NiceHumanPawn(Healed).TakeHealing(NiceHumanPawn(Instigator), HealSum, HealPotency, KFWeapon(Instigator.Weapon));
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else
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Healed.GiveHealth(HealSum, Healed.HealthMax);
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// Tell them we're healing them
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PlayerController(Instigator.Controller).Speech('AUTO', 5, "");
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LastHealMessageTime = Level.TimeSeconds;
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if ( PRI != None )
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{
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if ( MedicReward > 0 && KFSteamStatsAndAchievements(PRI.SteamStatsAndAchievements) != none )
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{
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KFSteamStatsAndAchievements(PRI.SteamStatsAndAchievements).AddDamageHealed(MedicReward);
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}
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// Give the medic reward money as a percentage of how much of the person's health they healed
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MedicReward = int((FMin(float(MedicReward),Healed.HealthMax)/Healed.HealthMax) * 60); // Increased to 80 in Balance Round 6, reduced to 60 in Round 7
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if ( class'ScrnBalance'.default.Mut.bMedicRewardFromTeam && Healed.PlayerReplicationInfo != none && Healed.PlayerReplicationInfo.Team != none ) {
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// give money from team wallet
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if ( Healed.PlayerReplicationInfo.Team.Score >= MedicReward ) {
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Healed.PlayerReplicationInfo.Team.Score -= MedicReward;
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PRI.Score += MedicReward;
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}
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}
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else
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PRI.Score += MedicReward;
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if ( KFHumanPawn(Instigator) != none )
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{
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KFHumanPawn(Instigator).AlphaAmount = 255;
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}
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}
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}
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}
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function KFHumanPawn GetHealee()
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{
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local KFHumanPawn KFHP, BestKFHP;
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local vector Dir;
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local float TempDot, BestDot;
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Dir = vector(Instigator.GetViewRotation());
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foreach Instigator.VisibleCollidingActors(class'KFHumanPawn', KFHP, 80.0)
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{
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if ( KFHP.Health < KFHP.HealthMax && KFHP.Health > 0 )
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{
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TempDot = Dir dot (KFHP.Location - Instigator.Location);
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if ( TempDot > 0.7 && TempDot > BestDot )
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{
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BestKFHP = KFHP;
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BestDot = TempDot;
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}
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}
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}
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return BestKFHP;
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}
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// Can we find someone to heal
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function bool CanFindHealee()
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{
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local KFHumanPawn Healtarget;
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Healtarget = GetHealee();
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CachedHealee = Healtarget;
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// Can't use syringe if we can't find a target
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if ( Healtarget == none )
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{
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if ( KFPlayerController(Instigator.Controller) != none )
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{
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KFPlayerController(Instigator.Controller).CheckForHint(53);
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}
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return false;
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}
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// Can't use syringe if our target is already being healed to full health.
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if ( (Healtarget.Health == Healtarget.Healthmax) || ((Healtarget.healthToGive + Healtarget.Health) >= Healtarget.Healthmax) )
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{
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return false;
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}
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return true;
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}
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function float GetFireSpeed()
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{
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if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
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{
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return KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.GetFireSpeedMod(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo), Weapon);
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}
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return 1;
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}
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defaultproperties {
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AmmoClass=class'NiceSyringeAmmo'
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ammoPerFire=1
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FireAnims(0)="Fire"
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FireRate=2.800000
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damageDelay=0.36
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HealAttemptDelay=0.5
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HealMessageDelay=10.0
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NoHealTargetMessage="You must be near another player to heal them!"
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bWaitForRelease=true
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}
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