This patch reverts first step of global weapon conversion that would have halted the release of the next version for too long.
52 lines
1.9 KiB
Ucode
52 lines
1.9 KiB
Ucode
class NiceSkillSharpshooterKillConfirmed extends NiceSkill
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abstract;
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var float damageBonus;
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var float stackDelay;
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var int maxStacks;
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function static SkillSelected(NicePlayerController nicePlayer){
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local NicePack niceMutator;
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super.SkillSelected(nicePlayer);
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niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
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if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
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return;
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niceMutator.AddCounter("npSharpConfirmed", Texture'NicePackT.HudCounter.zedHeadStreak', false, default.class);
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}
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function static SkillDeSelected(NicePlayerController nicePlayer){
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local NicePack niceMutator;
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super.SkillDeSelected(nicePlayer);
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niceMutator = class'NicePack'.static.Myself(nicePlayer.Level);
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if(niceMutator == none || niceMutator.Role == Role_AUTHORITY)
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return;
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niceMutator.RemoveCounter("npSharpConfirmed");
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}
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function static int UpdateCounterValue(string counterName, NicePlayerController nicePlayer){
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local NiceHumanPawn nicePawn;
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local NiceWeapon niceWeap;
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local NiceFire niceF;
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local float lockOnTickRate;
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local int lockonTicks;
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if(nicePlayer == none || counterName != "npSharpConfirmed")
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return 0;
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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if(nicePawn != none)
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niceWeap = NiceWeapon(nicePawn.weapon);
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if(niceWeap != none)
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niceF = niceWeap.GetMainFire();
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if(niceF == none)
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return 0;
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lockOnTickRate = class'NiceSkillSharpshooterKillConfirmed'.default.stackDelay;
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lockonTicks = Ceil(niceF.currentContext.lockonTime / lockOnTickRate) - 1;
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lockonTicks = Min(class'NiceSkillSharpshooterKillConfirmed'.default.maxStacks, lockonTicks);
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lockonTicks = Max(lockonTicks, 0);
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return lockonTicks;
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}
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defaultproperties
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{
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damageBonus=1.000000
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stackDelay=1.000000
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maxStacks=1
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SkillName="Kill confirmed"
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SkillEffects="Aiming at zed's head for a second doubles the damage of the shot."
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}
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