61 lines
2.0 KiB
Ucode
61 lines
2.0 KiB
Ucode
//==============================================================================
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// NicePack / NiceSharpshooterAbilitiesAdapter
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//==============================================================================
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// Temporary stand-in for future functionality.
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// Use this class to catch events from sharpshooter players' abilities.
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//==============================================================================
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// 'Nice pack' source
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// Do whatever the fuck you want with it
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// Author: dkanus
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// E-mail: dkanus@gmail.com
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//==============================================================================
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class NiceEnforcerAbilitiesAdapter extends NiceAbilitiesAdapter;
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static function AbilityActivated(
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string abilityID,
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NicePlayerController relatedPlayer)
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{
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local NiceHumanPawn nicePawn;
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if (relatedPlayer == none) return;
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nicePawn = NiceHumanPawn(relatedPlayer.pawn);
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if (nicePawn == none) return;
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if (abilityID == "fullcounter")
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{
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nicePawn.invincibilityTimer += 2.0;
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relatedPlayer.abilityManager.SetAbilityState(0, ASTATE_COOLDOWN);
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}
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if (abilityID == "juggernaut")
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{
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relatedPlayer.abilityManager.SetAbilityState(1, ASTATE_COOLDOWN);
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relatedPlayer.ServerStartleZeds(
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class'NiceSkillEnforcerJuggernautA'.default.distance,
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class'NiceSkillEnforcerJuggernautA'.default.duration);
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}
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if (abilityID == "brute")
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{
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nicePawn.bruteTimer =
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class'NiceSkillEnforcerBruteA'.default.abilityDuration;
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nicePawn.quadDamageRemaining = class'NiceSkillEnforcerBruteA'.default.maximumDamageAdded;
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}
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}
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static function ModAbilityCooldown( string abilityID,
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NicePlayerController relatedPlayer,
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out float cooldown)
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{
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local NiceHumanPawn nicePawn;
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if (relatedPlayer == none) return;
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nicePawn = NiceHumanPawn(relatedPlayer.pawn);
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if (nicePawn == none) return;
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if (abilityID == "brute")
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{
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nicePawn.quadDamageRemaining = 0;
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}
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}
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defaultproperties
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{
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} |