Merge pull request 'Menus overhaul' (#14) from NikC-/NicePack:somechanges into master
Reviewed-on: https://insultplayers.ru/git/dkanus/NicePack/pulls/14
This commit is contained in:
commit
140a70513d
@ -6,6 +6,44 @@ All notable changes to this project will be documented in this file.
|
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List of changes for version 0.2.0 may be incomplete.
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Weapon and perk changes are described relative to ScrN versions.
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|
||||
## [Update 404] - 00.00.2022
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||||
|
||||
### General
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||||
|
||||
- NicePakc bundle is now in 7z.
|
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- Code break: `meanreplicationinfo` disabled.
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||||
- Less scrnbalance hardcode.
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- TSC and all it's classes removed.
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- README, changelog, file directory updates.
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- HUGE amount of accessed none fixes.
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- Tabs -> x4 spaces.
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- All hardcoded classes / subobjects removed. Now Kaio can compile his fpp 😂
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#### Zeds
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- Disable all zed collisions on death. Now jumping crawlers, running gorefasts won't interupt your movement.
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- Siren has faster iterator.
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- Siren won't spawn emitter on death.
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- Siren won't scream at low hp zeds, will try to melee instead.
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- Husk doesn't shoot if headless, dying, falling, being moved by other husks.
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- Husk ignores zeds that the he can't actually see.
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- Husk's projectile won't detonate multiple times during slomo.
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### GUI
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- New lobby footer from base class. New fancy buttons!
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- New lobby menu! Much cleaner and doesn't have ad square.
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- Skill menu has new backgrounds.
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- NiceGUISettings: New dropdown list to control Commando's zed health bars:
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- All zeds.
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- Only big zeds (>1000hp).
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- Disabled.
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### Weapons
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- Fix for nade throwing if you hold non nice weapon.
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- Machete pickup removed, axe spawns instead.
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## [Update 008] - 14.01.2022
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### Changed
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@ -4,7 +4,7 @@ This repo contains sources for the last public NicePack release.
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It is a haphazard bunch of changes that were made to customize ScrN for ourselves. It is unfinished, but due to some reasons I don't want to release it publicly anymore.
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The link to the compiled NicePack, along with all necessary files, is here: <http://www.insultplayers.ru/killingfloor/downloads/nicepack/NiceBundle.zip>
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The link to the compiled NicePack, along with all necessary files, is here: <http://www.insultplayers.ru/killingfloor/downloads/nicepack/NiceBundle.7z>
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## Config Files
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13
sources/GUI/NiceGUICheckBoxButton.uc
Normal file
13
sources/GUI/NiceGUICheckBoxButton.uc
Normal file
@ -0,0 +1,13 @@
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class NiceGUICheckBoxButton extends GUICheckBoxButton;
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defaultproperties
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{
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CheckedOverlay(0)=Texture'KF_InterfaceArt_tex.Menu.Checkbox' // checked
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CheckedOverlay(1)=Texture'KF_InterfaceArt_tex.Menu.checkbox_highlight' // checked, mouse over
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CheckedOverlay(2)=Texture'KF_InterfaceArt_tex.Menu.checkbox_highlight' // checked, focused
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CheckedOverlay(3)=Texture'KF_InterfaceArt_tex.Menu.checkbox_dark' // checked, clicked
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CheckedOverlay(4)=Texture'KF_InterfaceArt_tex.Menu.checkbox_dark' // checked, disabled
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ImageIndex=0
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bAllOverlay=False
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StyleName="CheckBox"
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}
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@ -1,27 +1,61 @@
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class NiceGUISettings extends Settings_Tabs;
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//var automated GUIButton skillButtonA;
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var array<string> ForceProjItems;
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class NiceGUISettings extends UT2K4TabPanel;
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// GENERAL WEAPON SETTINGS
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var automated GUISectionBackground bg_WEAP;
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var automated moCheckBox ch_WeapManagement;
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var automated moCheckBox ch_AltSwitches;
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var automated moCheckBox ch_DispCounters;
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var automated moCheckBox ch_DisWeapProgress;
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var automated moCheckBox ch_ShowHLMessages;
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// WEAPON RELOAD SETTINGS
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var automated GUISectionBackground bg_RELOAD;
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var automated moCheckBox ch_CancelFire;
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var automated moCheckBox ch_CancelSwitching;
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var automated moCheckBox ch_CancelNades;
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var automated moCheckBox ch_CancelAiming;
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var automated moCheckBox ch_ReloadWontWork;
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var automated GUISectionBackground bg_WEAP;
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var automated GUISectionBackground bg_RELOAD;
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function InitComponent(GUIController MyController, GUIComponent MyOwner){
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// RANDOM SETTINGS
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var automated GUISectionBackground bg_RANDOM;
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var automated MoComboBox mo_ZedHPBars;
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function InitComponent(GUIController MyController, GUIComponent MyOwner)
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{
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super.InitComponent(MyController, MyOwner);
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mo_ZedHPBars.AddItem("Big Zeds");
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mo_ZedHPBars.AddItem("All Zeds");
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mo_ZedHPBars.AddItem("Disable");
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// GENERAL WEAPON SETTINGS
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bg_WEAP.ManageComponent(ch_WeapManagement);
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bg_WEAP.ManageComponent(ch_AltSwitches);
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bg_WEAP.ManageComponent(ch_DispCounters);
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bg_WEAP.ManageComponent(ch_DisWeapProgress);
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bg_WEAP.ManageComponent(ch_ShowHLMessages);
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// WEAPON RELOAD SETTINGS
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bg_RELOAD.ManageComponent(ch_CancelFire);
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bg_RELOAD.ManageComponent(ch_CancelSwitching);
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bg_RELOAD.ManageComponent(ch_CancelNades);
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bg_RELOAD.ManageComponent(ch_CancelAiming);
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bg_RELOAD.ManageComponent(ch_ReloadWontWork);
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// RANDOM SETTINGS
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bg_RANDOM.ManageComponent(mo_ZedHPBars);
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}
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function InternalOnLoadINI(GUIComponent sender, string s){
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function InternalOnLoadINI(GUIComponent sender, string s)
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{
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local NicePlayerController nicePlayer;
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||||
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nicePlayer = NicePlayerController(PlayerOwner());
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if (nicePlayer == none)
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return;
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switch(sender){
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switch(sender)
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{
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case ch_WeapManagement:
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ch_WeapManagement.Checked(nicePlayer.bNiceWeaponManagement);
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break;
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@ -52,15 +86,22 @@ function InternalOnLoadINI(GUIComponent sender, string s){
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case ch_ReloadWontWork:
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ch_ReloadWontWork.Checked(nicePlayer.bFlagUseServerReload);
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break;
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case mo_ZedHPBars:
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mo_ZedHPBars.SetIndex(nicePlayer.ZedHPBarStyle);
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break;
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}
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}
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function InternalOnChange(GUIComponent Sender){
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||||
function InternalOnChange(GUIComponent Sender)
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{
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||||
local NicePlayerController nicePlayer;
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||||
super.InternalOnChange(Sender);
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||||
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||||
nicePlayer = NicePlayerController(PlayerOwner());
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||||
if (nicePlayer == none)
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||||
return;
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switch(sender){
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||||
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switch(sender)
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{
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||||
case ch_WeapManagement:
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nicePlayer.bNiceWeaponManagement = ch_WeapManagement.IsChecked();
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break;
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@ -91,183 +132,85 @@ function InternalOnChange(GUIComponent Sender){
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case ch_ReloadWontWork:
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nicePlayer.ServerSetUseServerReload(ch_ReloadWontWork.IsChecked());
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break;
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case mo_ZedHPBars:
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nicePlayer.ZedHPBarStyle = mo_ZedHPBars.GetIndex();
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break;
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}
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nicePlayer.ClientSaveConfig();
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}
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// size = (x=0.0125, y=0.0) ; (w=1.0, h=0.865)
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// tab order
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defaultproperties
|
||||
{
|
||||
Begin Object Class=moCheckBox Name=WeaponManagement
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CaptionWidth=0.955000
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Caption="Nice weapon management"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=WeaponManagement.InternalOnCreateComponent
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IniOption="@Internal"
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Hint="If checked, NicePack will use it's own system to manage weapon switching"
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WinTop=0.050000
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WinLeft=0.012500
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WinWidth=0.278000
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TabOrder=4
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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
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ch_WeapManagement=WeaponManagement
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Begin Object Class=moCheckBox Name=AltSwitches
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CaptionWidth=0.955000
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Caption="Alt fire switches modes"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=AltSwitches.InternalOnCreateComponent
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IniOption="@Internal"
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Hint="Assault-rifle only; if enabled - alt fire button switches between fire modes, otherwise - acts as an alt fire"
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WinTop=0.100000
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WinLeft=0.012500
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WinWidth=0.278000
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TabOrder=6
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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
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ch_AltSwitches=AltSwitches
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Begin Object Class=moCheckBox Name=DispCounters
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CaptionWidth=0.955000
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Caption="Display counters"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=DispCounters.InternalOnCreateComponent
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IniOption="@Internal"
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Hint="Toggles display of the various counters used by skills"
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WinTop=0.150000
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WinLeft=0.012500
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WinWidth=0.278000
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TabOrder=7
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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
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ch_DispCounters=DispCounters
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Begin Object Class=moCheckBox Name=DispWeapProgress
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CaptionWidth=0.955000
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Caption="Display weapon progress"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=DispWeapProgress.InternalOnCreateComponent
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IniOption="@Internal"
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Hint="Displays weapon progress rate, however it's defined by a skill that's using this functionality"
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WinTop=0.200000
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WinLeft=0.012500
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WinWidth=0.278000
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TabOrder=8
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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
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ch_DisWeapProgress=DispWeapProgress
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Begin Object Class=moCheckBox Name=ShowHLMessages
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CaptionWidth=0.955000
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Caption="Show Hardcore Level messages"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=ShowHLMessages.InternalOnCreateComponent
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IniOption="@Internal"
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Hint="Enable to be notified each time Hardcore Level is changed"
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WinTop=0.300000
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WinLeft=0.012500
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WinWidth=0.278000
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TabOrder=9
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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
|
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ch_ShowHLMessages=ShowHLMessages
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Begin Object Class=moCheckBox Name=CancelFire
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CaptionWidth=0.955000
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Caption="Cancel reload by shooting"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=CancelFire.InternalOnCreateComponent
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IniOption="@Internal"
|
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Hint="If checked, you'll be able to cancel reload of converted weapons by shooting (when you have ammo)"
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WinTop=0.050000
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WinLeft=0.517500
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WinWidth=0.287000
|
||||
TabOrder=11
|
||||
OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
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End Object
|
||||
ch_CancelFire=CancelFire
|
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|
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Begin Object Class=moCheckBox Name=CancelSwitching
|
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CaptionWidth=0.955000
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||||
Caption="Cancel reload by switching weapons"
|
||||
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
|
||||
OnCreateComponent=CancelSwitching.InternalOnCreateComponent
|
||||
IniOption="@Internal"
|
||||
Hint="If checked, you'll be able to cancel reload of converted weapons by switching to different weapon"
|
||||
WinTop=0.100000
|
||||
WinLeft=0.517500
|
||||
WinWidth=0.287000
|
||||
TabOrder=12
|
||||
OnChange=NiceGUISettings.InternalOnChange
|
||||
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||
End Object
|
||||
ch_CancelSwitching=CancelSwitching
|
||||
|
||||
Begin Object Class=moCheckBox Name=CancelNades
|
||||
CaptionWidth=0.955000
|
||||
Caption="Cancel reload by throwing grenades"
|
||||
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
|
||||
OnCreateComponent=CancelNades.InternalOnCreateComponent
|
||||
IniOption="@Internal"
|
||||
Hint="If checked, you'll be able to cancel reload of converted weapons by throwing a grenade"
|
||||
WinTop=0.150000
|
||||
WinLeft=0.517500
|
||||
WinWidth=0.287000
|
||||
TabOrder=13
|
||||
OnChange=NiceGUISettings.InternalOnChange
|
||||
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||
End Object
|
||||
ch_CancelNades=CancelNades
|
||||
|
||||
Begin Object Class=moCheckBox Name=CancelAiming
|
||||
CaptionWidth=0.955000
|
||||
Caption="Cancel reload by aiming"
|
||||
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
|
||||
OnCreateComponent=CancelAiming.InternalOnCreateComponent
|
||||
IniOption="@Internal"
|
||||
Hint="If checked, you'll be able to cancel reload of converted weapons by going into iron sights (when you have ammo)"
|
||||
WinTop=0.200000
|
||||
WinLeft=0.517500
|
||||
WinWidth=0.287000
|
||||
TabOrder=14
|
||||
OnChange=NiceGUISettings.InternalOnChange
|
||||
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||
End Object
|
||||
ch_CancelAiming=CancelAiming
|
||||
|
||||
Begin Object Class=moCheckBox Name=ServerReload
|
||||
CaptionWidth=0.955000
|
||||
Caption="My reload doesn't work"
|
||||
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
|
||||
OnCreateComponent=ServerReload.InternalOnCreateComponent
|
||||
IniOption="@Internal"
|
||||
Hint="Check this option ONLY in case converted weapons don't reload at all for you; this option should fix the problem, but then latency will affect both reload and active reload"
|
||||
WinTop=0.250000
|
||||
WinLeft=0.517500
|
||||
WinWidth=0.287000
|
||||
TabOrder=15
|
||||
OnChange=NiceGUISettings.InternalOnChange
|
||||
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||
End Object
|
||||
ch_ReloadWontWork=ServerReload
|
||||
|
||||
// GENERAL WEAPON SETTINGS
|
||||
Begin Object Class=GUISectionBackground Name=WEAPBG
|
||||
Caption="General weapon settings"
|
||||
WinTop=0.012500
|
||||
WinWidth=0.495000
|
||||
WinHeight=0.287500
|
||||
RenderWeight=0.100100
|
||||
OnPreDraw=WeaponsBG.InternalPreDraw
|
||||
// OnPreDraw=WeaponsBG.InternalPreDraw
|
||||
OnPreDraw=WEAPBG.InternalPreDraw
|
||||
End Object
|
||||
bg_WEAP=WEAPBG
|
||||
|
||||
Begin Object Class=moCheckBox Name=WeaponManagement
|
||||
Caption="Nice weapon management"
|
||||
ComponentClassName="NicePack.NiceGUICheckBoxButton"
|
||||
OnCreateComponent=WeaponManagement.InternalOnCreateComponent
|
||||
IniOption="@Internal"
|
||||
Hint="If checked, NicePack will use it's own system to manage weapon switching"
|
||||
OnChange=NiceGUISettings.InternalOnChange
|
||||
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||
End Object
|
||||
ch_WeapManagement=WeaponManagement
|
||||
|
||||
Begin Object Class=moCheckBox Name=AltSwitches
|
||||
Caption="Alt fire switches modes"
|
||||
ComponentClassName="NicePack.NiceGUICheckBoxButton"
|
||||
OnCreateComponent=AltSwitches.InternalOnCreateComponent
|
||||
IniOption="@Internal"
|
||||
Hint="Assault-rifle only; if enabled - alt fire button switches between fire modes, otherwise - acts as an alt fire"
|
||||
OnChange=NiceGUISettings.InternalOnChange
|
||||
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||
End Object
|
||||
ch_AltSwitches=AltSwitches
|
||||
|
||||
Begin Object Class=moCheckBox Name=DispCounters
|
||||
Caption="Display counters"
|
||||
ComponentClassName="NicePack.NiceGUICheckBoxButton"
|
||||
OnCreateComponent=DispCounters.InternalOnCreateComponent
|
||||
IniOption="@Internal"
|
||||
Hint="Toggles display of the various counters used by skills"
|
||||
OnChange=NiceGUISettings.InternalOnChange
|
||||
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||
End Object
|
||||
ch_DispCounters=DispCounters
|
||||
|
||||
Begin Object Class=moCheckBox Name=DispWeapProgress
|
||||
Caption="Display weapon progress"
|
||||
ComponentClassName="NicePack.NiceGUICheckBoxButton"
|
||||
OnCreateComponent=DispWeapProgress.InternalOnCreateComponent
|
||||
IniOption="@Internal"
|
||||
Hint="Displays weapon progress rate, however it's defined by a skill that's using this functionality"
|
||||
OnChange=NiceGUISettings.InternalOnChange
|
||||
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||
End Object
|
||||
ch_DisWeapProgress=DispWeapProgress
|
||||
|
||||
Begin Object Class=moCheckBox Name=ShowHLMessages
|
||||
Caption="Show Hardcore Level messages"
|
||||
ComponentClassName="NicePack.NiceGUICheckBoxButton"
|
||||
OnCreateComponent=ShowHLMessages.InternalOnCreateComponent
|
||||
IniOption="@Internal"
|
||||
Hint="Enable to be notified each time Hardcore Level is changed"
|
||||
OnChange=NiceGUISettings.InternalOnChange
|
||||
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||
End Object
|
||||
ch_ShowHLMessages=ShowHLMessages
|
||||
|
||||
// WEAPON RELOAD SETTINGS
|
||||
Begin Object Class=GUISectionBackground Name=RELOADBG
|
||||
Caption="Weapon reload settings"
|
||||
WinTop=0.012500
|
||||
@ -275,7 +218,87 @@ defaultproperties
|
||||
WinWidth=0.495000
|
||||
WinHeight=0.287500
|
||||
RenderWeight=0.100100
|
||||
OnPreDraw=WeaponsBG.InternalPreDraw
|
||||
// OnPreDraw=WeaponsBG.InternalPreDraw
|
||||
OnPreDraw=RELOADBG.InternalPreDraw
|
||||
End Object
|
||||
bg_RELOAD=RELOADBG
|
||||
|
||||
Begin Object Class=moCheckBox Name=CancelFire
|
||||
Caption="Cancel reload by shooting"
|
||||
ComponentClassName="NicePack.NiceGUICheckBoxButton"
|
||||
OnCreateComponent=CancelFire.InternalOnCreateComponent
|
||||
IniOption="@Internal"
|
||||
Hint="If checked, you'll be able to cancel reload of converted weapons by shooting (when you have ammo)"
|
||||
OnChange=NiceGUISettings.InternalOnChange
|
||||
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||
End Object
|
||||
ch_CancelFire=CancelFire
|
||||
|
||||
Begin Object Class=moCheckBox Name=CancelSwitching
|
||||
Caption="Cancel reload by switching weapons"
|
||||
ComponentClassName="NicePack.NiceGUICheckBoxButton"
|
||||
OnCreateComponent=CancelSwitching.InternalOnCreateComponent
|
||||
IniOption="@Internal"
|
||||
Hint="If checked, you'll be able to cancel reload of converted weapons by switching to different weapon"
|
||||
OnChange=NiceGUISettings.InternalOnChange
|
||||
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||
End Object
|
||||
ch_CancelSwitching=CancelSwitching
|
||||
|
||||
Begin Object Class=moCheckBox Name=CancelNades
|
||||
Caption="Cancel reload by throwing grenades"
|
||||
ComponentClassName="NicePack.NiceGUICheckBoxButton"
|
||||
OnCreateComponent=CancelNades.InternalOnCreateComponent
|
||||
IniOption="@Internal"
|
||||
Hint="If checked, you'll be able to cancel reload of converted weapons by throwing a grenade"
|
||||
OnChange=NiceGUISettings.InternalOnChange
|
||||
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||
End Object
|
||||
ch_CancelNades=CancelNades
|
||||
|
||||
Begin Object Class=moCheckBox Name=CancelAiming
|
||||
Caption="Cancel reload by aiming"
|
||||
ComponentClassName="NicePack.NiceGUICheckBoxButton"
|
||||
OnCreateComponent=CancelAiming.InternalOnCreateComponent
|
||||
IniOption="@Internal"
|
||||
Hint="If checked, you'll be able to cancel reload of converted weapons by going into iron sights (when you have ammo)"
|
||||
OnChange=NiceGUISettings.InternalOnChange
|
||||
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||
End Object
|
||||
ch_CancelAiming=CancelAiming
|
||||
|
||||
Begin Object Class=moCheckBox Name=ServerReload
|
||||
Caption="My reload doesn't work"
|
||||
ComponentClassName="NicePack.NiceGUICheckBoxButton"
|
||||
OnCreateComponent=ServerReload.InternalOnCreateComponent
|
||||
IniOption="@Internal"
|
||||
Hint="Check this option ONLY in case converted weapons don't reload at all for you; this option should fix the problem, but then latency will affect both reload and active reload"
|
||||
OnChange=NiceGUISettings.InternalOnChange
|
||||
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||
End Object
|
||||
ch_ReloadWontWork=ServerReload
|
||||
|
||||
// RANDOM SETTINGS
|
||||
Begin Object Class=GUISectionBackground Name=randbg
|
||||
Caption="Random settings"
|
||||
WinTop=0.300000
|
||||
WinWidth=0.495000
|
||||
WinHeight=0.287500
|
||||
WinLeft=0.505000
|
||||
RenderWeight=0.100100
|
||||
// OnPreDraw=WeaponsBG.InternalPreDraw
|
||||
OnPreDraw=randbg.InternalPreDraw
|
||||
End Object
|
||||
bg_RANDOM=randbg
|
||||
|
||||
Begin Object class=moComboBox Name=zedhbarpmethod
|
||||
bReadOnly=true
|
||||
CaptionWidth=0.000000
|
||||
Caption="Zed health bars"
|
||||
Hint="Choose what health bars you want to see"
|
||||
OnCreateComponent=zedhbarpmethod.InternalOnCreateComponent
|
||||
OnChange=NiceGUISettings.InternalOnChange
|
||||
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||
End Object
|
||||
mo_ZedHPBars=zedhbarpmethod
|
||||
}
|
@ -12,33 +12,66 @@ var float size;
|
||||
var float InventoryBoxWidth;
|
||||
var float InventoryBoxHeight;
|
||||
var float BorderSize;
|
||||
event NotifyLevelChange(){
|
||||
|
||||
event NotifyLevelChange()
|
||||
{
|
||||
Master.RemoveInteraction(self);
|
||||
}
|
||||
function RegisterMutator(NicePack activePack){
|
||||
|
||||
function RegisterMutator(NicePack activePack)
|
||||
{
|
||||
NicePackMutator = activePack;
|
||||
}
|
||||
function bool isPoisoned(ScrnHumanPawn pwn){
|
||||
|
||||
final private function bool bIsPoisoned(ScrnHumanPawn pwn)
|
||||
{
|
||||
local Inventory I;
|
||||
|
||||
if (pwn.Inventory != none)
|
||||
{
|
||||
for (I = pwn.Inventory; I != none; I = I.Inventory)
|
||||
if(I != none && MeanPoisonInventory(I) != none)
|
||||
{
|
||||
if (MeanPoisonInventory(I) != none)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
function PostRender(Canvas C){
|
||||
|
||||
final private function bool bIsBleeding(ScrnHumanPawn pwn)
|
||||
{
|
||||
local Inventory I;
|
||||
|
||||
if (pwn.Inventory != none)
|
||||
{
|
||||
for (I = pwn.Inventory; I != none; I = I.Inventory)
|
||||
{
|
||||
if (MeanBleedInventory(I) != none)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
function PostRender(Canvas C)
|
||||
{
|
||||
local int i;
|
||||
local NicePack niceMutator;
|
||||
local NiceHumanPawn nicePawn;
|
||||
local class<NiceVeterancyTypes> niceVet;
|
||||
local MeanReplicationInfo szRI;
|
||||
local NiceWeapon niceWeap;
|
||||
local NicePlayerController nicePlayer;
|
||||
local ScrnHUD scrnHUDInstance;
|
||||
// TODO maybe use scrnhud?
|
||||
local HUDKillingFloor kfHud;
|
||||
local Texture barTexture;
|
||||
local int x, y, center, barWidth, offset;
|
||||
local int missesWidth, missesHeight, missesSpace;
|
||||
local int missesX, missesY;
|
||||
local Vector CamPos, ViewDir;
|
||||
local Rotator CamRot;
|
||||
local float OffsetX, BarLength, BarHeight, XL, YL, posY;
|
||||
|
||||
if(C == none) return;
|
||||
if(C.ViewPort == none) return;
|
||||
if(C.ViewPort.Actor == none) return;
|
||||
@ -48,25 +81,70 @@ function PostRender(Canvas C){
|
||||
if(nicePlayer == none)
|
||||
return;
|
||||
scrnHUDInstance = ScrnHUD(nicePlayer.myHUD);
|
||||
//// Draw bleed and poison icons
|
||||
szRI = class'MeanReplicationInfo'.static.findSZri(ViewportOwner.Actor.PlayerReplicationInfo);
|
||||
|
||||
//// Draw bleed and poison icons for OWNER
|
||||
offset = 4;
|
||||
if(szRI != none){
|
||||
if(szRI.isBleeding){
|
||||
// BLEED!!!
|
||||
if (bIsBleeding(ScrnHumanPawn(C.ViewPort.Actor.Pawn)))
|
||||
{
|
||||
x = C.ClipX * 0.007;
|
||||
y = C.ClipY * 0.93 - size * offset;
|
||||
C.SetPos(x, y);
|
||||
C.DrawTile(bleedIcon, size, size, 0, 0, bleedIcon.MaterialUSize(), bleedIcon.MaterialVSize());
|
||||
}
|
||||
offset++;
|
||||
if(isPoisoned(ScrnHumanPawn(C.ViewPort.Actor.Pawn))){
|
||||
// POISON!!!
|
||||
if (bIsPoisoned(ScrnHumanPawn(C.ViewPort.Actor.Pawn)))
|
||||
{
|
||||
x = C.ClipX * 0.007;
|
||||
y = C.ClipY * 0.93 - size * offset;
|
||||
C.SetPos(x, y);
|
||||
C.DrawTile(poisonIcon, size, size, 0, 0, poisonIcon.MaterialUSize(), poisonIcon.MaterialVSize());
|
||||
}
|
||||
}
|
||||
if(niceWeap != none && niceWeap.bShowSecondaryCharge && scrnHUDInstance != none){
|
||||
|
||||
// draw bleed and poison icons for TEAMMATES
|
||||
// C.GetCAmeraLocation(CamPos, CamRot);
|
||||
// ViewDir = vector(CamRot);
|
||||
// kfHud = HUDKillingFloor(ViewportOwner.Actor.myHUD);
|
||||
// OffsetX = (36.f * kfHud.default.VeterancyMatScaleFactor * 0.6) - (kfHud.default.HealthIconSize + 2.0);
|
||||
// BarLength = FMin(kfHud.default.BarLength * (float(C.SizeX) / 1024.f), kfHud.default.BarLength);
|
||||
// BarHeight = FMin(kfHud.default.BarHeight * (float(C.SizeX) / 1024.f), kfHud.default.BarHeight);
|
||||
// for (i = 0; i < kfHUD.PlayerInfoPawns.Length; i++)
|
||||
// {
|
||||
// if (kfHUD.PlayerInfoPawns[i].Pawn != none && kfHUD.PlayerInfoPawns[i].Pawn.Health > 0 &&
|
||||
// (kfHUD.PlayerInfoPawns[i].Pawn.Location - kfHUD.PawnOwner.Location) dot ViewDir > 0.8 &&
|
||||
// kfHUD.PlayerInfoPawns[i].RendTime > ViewportOwner.Actor.Level.TimeSeconds)
|
||||
// {
|
||||
// C.StrLen(Left(kfHUD.PlayerInfoPawns[i].Pawn.PlayerReplicationInfo.PlayerName, 16), XL, YL);
|
||||
// if (kfHUD.PlayerInfoPawns[i].Pawn.ShieldStrength <= 0)
|
||||
// {
|
||||
// posY = (kfHUD.PlayerInfoPawns[i].PlayerInfoScreenPosY - YL) - 2.75 * BarHeight -
|
||||
// kfHUD.default.ArmorIconSize * 0.5;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// posY = (kfHUD.PlayerInfoPawns[i].PlayerInfoScreenPosY - YL) - 3.8 * BarHeight -
|
||||
// kfHUD.default.ArmorIconSize * 0.5;
|
||||
// }
|
||||
// offset = 0;
|
||||
|
||||
// if (bIsBleeding(ScrnHumanPawn(kfHUD.PlayerInfoPawns[i].Pawn)))
|
||||
// {
|
||||
// C.SetPos(kfHUD.PlayerInfoPawns[i].PlayerInfoScreenPosX - OffsetX - 0.15 * BarLength -
|
||||
// kfHUD.default.ArmorIconSize - 2.0, posY);
|
||||
// C.DrawTileScaled(bleedIcon, 0.1875, 0.1875);
|
||||
// }
|
||||
// if (bIsPoisoned(ScrnHumanPawn(kfHUD.PlayerInfoPawns[i].Pawn)))
|
||||
// {
|
||||
// C.SetPos(kfHUD.PlayerInfoPawns[i].PlayerInfoScreenPosX - OffsetX + 0.15 * BarLength -
|
||||
// kfHUD.default.ArmorIconSize - 2.0, posY);
|
||||
// C.DrawTileScaled(poisonIcon, 0.1875, 0.1875);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
if (niceWeap != none && niceWeap.bShowSecondaryCharge && scrnHUDInstance != none)
|
||||
{
|
||||
C.ColorModulate.X = 1;
|
||||
C.ColorModulate.Y = 1;
|
||||
C.ColorModulate.Z = 1;
|
||||
@ -77,11 +155,13 @@ function PostRender(Canvas C){
|
||||
scrnHUDInstance.SecondaryClipsDigits.value = niceWeap.secondaryCharge;
|
||||
scrnHUDInstance.DrawNumericWidget(C, scrnHUDInstance.SecondaryClipsDigits, scrnHUDInstance.DigitsSmall);
|
||||
}
|
||||
|
||||
niceMutator = class'NicePack'.static.Myself(C.ViewPort.Actor.Pawn.Level);
|
||||
if (niceMutator == none)
|
||||
return;
|
||||
//// Draw counters
|
||||
if(nicePlayer != none && nicePlayer.bFlagDisplayCounters){
|
||||
if(nicePlayer != none && nicePlayer.bFlagDisplayCounters)
|
||||
{
|
||||
x = C.ClipX * 0.5 - (64 + 2) * niceMutator.GetVisibleCountersAmount();
|
||||
y = C.ClipY * 0.01;
|
||||
for(i = 0;i < niceMutator.niceCounterSet.Length;i ++)
|
||||
@ -91,7 +171,8 @@ function PostRender(Canvas C){
|
||||
}
|
||||
}
|
||||
//// Draw weapons progress bars
|
||||
if(nicePlayer != none && nicePlayer.bFlagDisplayWeaponProgress){
|
||||
if(nicePlayer != none && nicePlayer.bFlagDisplayWeaponProgress)
|
||||
{
|
||||
x = C.ClipX - InventoryBoxWidth * C.ClipX - 5;
|
||||
y = C.ClipY * 0.5 - 0.5 * (InventoryBoxHeight * C.ClipX + 4) * niceMutator.niceWeapProgressSet.Length;
|
||||
for(i = 0;i < niceMutator.niceWeapProgressSet.Length;i ++){
|
||||
@ -102,7 +183,8 @@ function PostRender(Canvas C){
|
||||
}
|
||||
//// Draw invincibility bar
|
||||
nicePawn = NiceHumanPawn(nicePlayer.pawn);
|
||||
if(nicePawn != none && nicePawn.invincibilityTimer != 0.0){
|
||||
if(nicePawn != none && nicePawn.invincibilityTimer != 0.0)
|
||||
{
|
||||
C.SetDrawColor(255, 255, 255);
|
||||
if(nicePawn.invincibilityTimer > 0)
|
||||
barTexture = greenBar;
|
||||
@ -147,6 +229,7 @@ function PostRender(Canvas C){
|
||||
for(i = 0;i < nicePlayer.abilityManager.currentAbilitiesAmount;i ++)
|
||||
DrawAbilityCooldown(C, i);
|
||||
}
|
||||
|
||||
function DrawCounter(Canvas C, NicePack.CounterDisplay counter, int x, int y, TeamInfo team){
|
||||
local float borderSpace;
|
||||
local Texture textureToDraw;
|
||||
|
@ -8,16 +8,16 @@ function InitComponent(GUIController MyController, GUIComponent MyOwner){
|
||||
local SRMenuAddition M;
|
||||
local int indexAfterScrn;
|
||||
// Setup panel classes.
|
||||
Panels[0].ClassName = string(Class'ScrnBalanceSrv.ScrnTab_MidGamePerks');
|
||||
Panels[0].ClassName = string(class'ScrnTab_MidGamePerks');
|
||||
Panels[1].ClassName = string(class'NicePanelSkills');
|
||||
Panels[2].ClassName = string(Class'SRTab_MidGameVoiceChat');
|
||||
Panels[3].ClassName = string(Class'SRTab_MidGameStats');
|
||||
Panels[0].Caption = Class'KFInvasionLoginMenu'.Default.Panels[1].Caption;
|
||||
Panels[2].ClassName = string(class'SRTab_MidGameVoiceChat');
|
||||
Panels[3].ClassName = string(class'SRTab_MidGameStats');
|
||||
Panels[0].Caption = class'KFInvasionLoginMenu'.Default.Panels[1].Caption;
|
||||
Panels[1].Caption = "Skills";
|
||||
Panels[2].Caption = Class'KFInvasionLoginMenu'.Default.Panels[2].Caption;
|
||||
Panels[0].Hint = Class'KFInvasionLoginMenu'.Default.Panels[1].Hint;
|
||||
Panels[2].Caption = class'KFInvasionLoginMenu'.Default.Panels[2].Caption;
|
||||
Panels[0].Hint = class'KFInvasionLoginMenu'.Default.Panels[1].Hint;
|
||||
Panels[1].Hint = "Customize your perk";
|
||||
Panels[2].Hint = Class'KFInvasionLoginMenu'.Default.Panels[2].Hint;
|
||||
Panels[2].Hint = class'KFInvasionLoginMenu'.Default.Panels[2].Hint;
|
||||
b_Spec.Caption=class'KFTab_MidGamePerks'.default.b_Spec.Caption;
|
||||
b_MatchSetup.Caption=class'KFTab_MidGamePerks'.default.b_MatchSetup.Caption;
|
||||
b_KickVote.Caption=class'KFTab_MidGamePerks'.default.b_KickVote.Caption;
|
||||
@ -28,11 +28,12 @@ function InitComponent(GUIController MyController, GUIComponent MyOwner){
|
||||
b_Settings.Caption=class'KFTab_MidGamePerks'.default.b_Settings.Caption;
|
||||
b_Browser.Caption=class'KFTab_MidGamePerks'.default.b_Browser.Caption;
|
||||
// Other panels
|
||||
Panels[4].ClassName = "ScrnBalanceSrv.ScrnTab_Achievements";
|
||||
Panels[4].ClassName = string(class'ScrnTab_Achievements');
|
||||
Panels[4].Caption = "Achievements";
|
||||
Panels[4].Hint = "ScrN server-side achievements";
|
||||
if(default.bShowScrnMenu){
|
||||
Panels[5].ClassName = "ScrnBalanceSrv.ScrnTab_UserSettings";
|
||||
if (default.bShowScrnMenu)
|
||||
{
|
||||
Panels[5].ClassName = string(class'ScrnTab_UserSettings');
|
||||
Panels[5].Caption = "ScrN Features";
|
||||
Panels[5].Hint = "ScrN Balance features, settings and info";
|
||||
indexAfterScrn = 6;
|
||||
|
@ -78,13 +78,29 @@ function InitComponent(GUIController MyC, GUIComponent MyO)
|
||||
{
|
||||
super(UT2k4MainPage).InitComponent(MyC, MyO);
|
||||
|
||||
i_Portrait.WinTop = PlayerPortraitBG.ActualTop() + 30;
|
||||
i_Portrait.WinHeight = PlayerPortraitBG.ActualHeight() - 36;
|
||||
|
||||
FixPortrait();
|
||||
t_ChatBox.FocusInstead = PerkClickLabel;
|
||||
}
|
||||
|
||||
|
||||
event ResolutionChanged(int ResX, int ResY)
|
||||
{
|
||||
super.ResolutionChanged(ResX, ResY);
|
||||
FixPortrait();
|
||||
}
|
||||
|
||||
|
||||
// FUCKING TWI, YOUR FUCKING BUGS
|
||||
final private function bool FixPortrait()
|
||||
{
|
||||
i_Portrait.WinTop = PlayerPortraitBG.RelativeTop(i_Portrait.WinTop); // ActualTop() + 30;
|
||||
i_Portrait.WinHeight = PlayerPortraitBG.RelativeHeight(i_Portrait.WinHeight); // ActualHeight() - 36;
|
||||
// log(">>> HideLobbyMenu: FixPortrait() called!!!");
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Called when the Menu Owner is opened
|
||||
event Opened(GUIComponent Sender)
|
||||
{
|
||||
|
@ -1,15 +1,36 @@
|
||||
class NicePanelSkills extends Settings_Tabs;
|
||||
class NicePanelSkills extends UT2K4TabPanel;
|
||||
|
||||
var automated NiceGUIPerkButton skillButtonA[5], skillButtonB[5];
|
||||
function ShowPanel(bool bShow){
|
||||
var automated GUISectionBackground sb_big_left, sb_big_right;
|
||||
|
||||
function ShowPanel(bool bShow)
|
||||
{
|
||||
local int i;
|
||||
local class<NiceVeterancyTypes> niceVet;
|
||||
local NicePlayerController nicePlayer;
|
||||
Super.ShowPanel(bShow);
|
||||
|
||||
super.ShowPanel(bShow);
|
||||
|
||||
// loops are for puss
|
||||
sb_big_left.ManageComponent(skillButtonA[0]);
|
||||
sb_big_left.ManageComponent(skillButtonA[1]);
|
||||
sb_big_left.ManageComponent(skillButtonA[2]);
|
||||
sb_big_left.ManageComponent(skillButtonA[3]);
|
||||
sb_big_left.ManageComponent(skillButtonA[4]);
|
||||
|
||||
sb_big_right.ManageComponent(skillButtonB[0]);
|
||||
sb_big_right.ManageComponent(skillButtonB[1]);
|
||||
sb_big_right.ManageComponent(skillButtonB[2]);
|
||||
sb_big_right.ManageComponent(skillButtonB[3]);
|
||||
sb_big_right.ManageComponent(skillButtonB[4]);
|
||||
|
||||
nicePlayer = NicePlayerController(PlayerOwner());
|
||||
if (nicePlayer != none)
|
||||
niceVet = class'NiceVeterancyTypes'.static.GetVeterancy(nicePlayer.PlayerReplicationInfo);
|
||||
if(niceVet != none){
|
||||
for(i = 0;i < 5;i ++){
|
||||
if (niceVet != none)
|
||||
{
|
||||
for (i = 0;i < 5;i ++)
|
||||
{
|
||||
skillButtonA[i].skillIndex = i;
|
||||
skillButtonB[i].skillIndex = i;
|
||||
skillButtonA[i].skillPerkIndex = niceVet.default.PerkIndex;
|
||||
@ -21,16 +42,53 @@ function ShowPanel(bool bShow){
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// size = (x=0.0125, y=0.0) ; (w=1.0, h=0.865)
|
||||
// setup caption
|
||||
defaultproperties
|
||||
{
|
||||
// BACKGROUNDS
|
||||
Begin Object Class=AltSectionBackground Name=skillbckgrndl
|
||||
Caption="LEFT SKILLS"
|
||||
// bNoCaption=true
|
||||
LeftPadding=0.000000
|
||||
RightPadding=0.030000
|
||||
TopPadding=0.000000
|
||||
BottomPadding=0.000000
|
||||
WinTop=0.000000
|
||||
WinLeft=0.000000
|
||||
WinWidth=0.500000
|
||||
WinHeight=0.87
|
||||
bBoundToParent=True
|
||||
bScaleToParent=True
|
||||
OnPreDraw=skillbckgrndl.InternalPreDraw
|
||||
End Object
|
||||
sb_big_left=skillbckgrndl
|
||||
|
||||
Begin Object Class=AltSectionBackground Name=skillbckgrndr
|
||||
Caption="OBVIOUSLY RIGHT SKILLS"
|
||||
// bNoCaption=true
|
||||
LeftPadding=0.000000
|
||||
RightPadding=0.030000
|
||||
TopPadding=0.000000
|
||||
BottomPadding=0.000000
|
||||
WinTop=0.000000
|
||||
WinLeft=0.500000
|
||||
WinWidth=0.500000
|
||||
WinHeight=0.87
|
||||
bBoundToParent=True
|
||||
bScaleToParent=True
|
||||
OnPreDraw=skillbckgrndr.InternalPreDraw
|
||||
End Object
|
||||
sb_big_right=skillbckgrndr
|
||||
|
||||
// buttons
|
||||
Begin Object Class=NiceGUIPerkButton Name=btn1A
|
||||
WinTop=0.012500
|
||||
// WinTop=0.012500
|
||||
WinWidth=0.495000
|
||||
WinHeight=0.160000
|
||||
RenderWeight=2.000000
|
||||
TabOrder=1
|
||||
// RenderWeight=2.000000
|
||||
// TabOrder=1
|
||||
bBoundToParent=True
|
||||
bScaleToParent=True
|
||||
bMouseOverSound=False
|
||||
@ -40,11 +98,11 @@ defaultproperties
|
||||
skillButtonA(0)=btn1A
|
||||
|
||||
Begin Object Class=NiceGUIPerkButton Name=btn2A
|
||||
WinTop=0.188500
|
||||
// WinTop=0.188500
|
||||
WinWidth=0.495000
|
||||
WinHeight=0.160000
|
||||
RenderWeight=2.000000
|
||||
TabOrder=3
|
||||
// RenderWeight=2.000000
|
||||
// TabOrder=3
|
||||
bBoundToParent=True
|
||||
bScaleToParent=True
|
||||
bMouseOverSound=False
|
||||
@ -54,11 +112,11 @@ defaultproperties
|
||||
skillButtonA(1)=btn2A
|
||||
|
||||
Begin Object Class=NiceGUIPerkButton Name=btn3A
|
||||
WinTop=0.364500
|
||||
// WinTop=0.364500
|
||||
WinWidth=0.495000
|
||||
WinHeight=0.160000
|
||||
RenderWeight=2.000000
|
||||
TabOrder=5
|
||||
// RenderWeight=2.000000
|
||||
// TabOrder=5
|
||||
bBoundToParent=True
|
||||
bScaleToParent=True
|
||||
bMouseOverSound=False
|
||||
@ -68,11 +126,11 @@ defaultproperties
|
||||
skillButtonA(2)=btn3A
|
||||
|
||||
Begin Object Class=NiceGUIPerkButton Name=btn4A
|
||||
WinTop=0.540500
|
||||
// WinTop=0.540500
|
||||
WinWidth=0.495000
|
||||
WinHeight=0.160000
|
||||
RenderWeight=2.000000
|
||||
TabOrder=7
|
||||
// RenderWeight=2.000000
|
||||
// TabOrder=7
|
||||
bBoundToParent=True
|
||||
bScaleToParent=True
|
||||
bMouseOverSound=False
|
||||
@ -82,11 +140,11 @@ defaultproperties
|
||||
skillButtonA(3)=btn4A
|
||||
|
||||
Begin Object Class=NiceGUIPerkButton Name=btn5A
|
||||
WinTop=0.716500
|
||||
// WinTop=0.716500
|
||||
WinWidth=0.495000
|
||||
WinHeight=0.160000
|
||||
RenderWeight=2.000000
|
||||
TabOrder=9
|
||||
// RenderWeight=2.000000
|
||||
// TabOrder=9
|
||||
bBoundToParent=True
|
||||
bScaleToParent=True
|
||||
bMouseOverSound=False
|
||||
|
@ -67,8 +67,8 @@ function ReplaceRequiredEquipment(){
|
||||
Super.ReplaceRequiredEquipment();
|
||||
RequiredEquipment[0] = String(class'NiceMachete');
|
||||
RequiredEquipment[1] = String(class'Nice9mmPlus');
|
||||
RequiredEquipment[2] = String(class'ScrnBalanceSrv.ScrnFrag');
|
||||
RequiredEquipment[3] = String(class'ScrnBalanceSrv.ScrnSyringe');
|
||||
RequiredEquipment[2] = String(class'ScrnFrag');
|
||||
RequiredEquipment[3] = String(class'ScrnSyringe');
|
||||
RequiredEquipment[4] = String(class'KFMod.Welder');
|
||||
}
|
||||
simulated function int CalculateCalibrationScore(){
|
||||
@ -510,7 +510,7 @@ function bool AddInventory(inventory NewItem){
|
||||
if((DualDeagle(weap) != none || Dual44Magnum(weap) != none || DualMK23Pistol(weap) != none)
|
||||
&& weap.InventoryGroup != 4 ) {
|
||||
if(KFPRI != none &&
|
||||
ClassIsChildOf(KFPRI.ClientVeteranSkill, class'ScrnBalanceSrv.ScrnVetGunslinger'))
|
||||
ClassIsChildOf(KFPRI.ClientVeteranSkill, class'ScrnVetGunslinger'))
|
||||
weap.InventoryGroup = 3;
|
||||
else
|
||||
weap.InventoryGroup = 2;
|
||||
@ -555,16 +555,21 @@ simulated function CookGrenade(){
|
||||
niceWeap.ClientGrenadeState = GN_TempDown;
|
||||
niceWeap.PutDown();
|
||||
}
|
||||
simulated function ThrowGrenade(){
|
||||
simulated function ThrowGrenade()
|
||||
{
|
||||
local NiceWeapon niceWeap;
|
||||
niceWeap = NiceWeapon(Weapon);
|
||||
if(niceWeap != none)
|
||||
niceWeap.ClientForceInterruptReload(CANCEL_NADE);
|
||||
if(bThrowingNade || SecondaryItem != none)
|
||||
return;
|
||||
if( niceWeap == none
|
||||
|| (niceWeap.bIsReloading && !niceWeap.InterruptReload()))
|
||||
|
||||
if(niceWeap == none || (niceWeap.bIsReloading && !niceWeap.InterruptReload()))
|
||||
{
|
||||
super.ThrowGrenade();
|
||||
return;
|
||||
}
|
||||
|
||||
if(playerGrenade == none)
|
||||
playerGrenade = FindPlayerGrenade();
|
||||
if(playerGrenade != none && playerGrenade.HasAmmo()){
|
||||
@ -863,6 +868,40 @@ simulated function AltFire(optional float F){
|
||||
super.AltFire(F);
|
||||
}
|
||||
|
||||
// added copy-cated function to disable some log
|
||||
simulated function Setup(xUtil.PlayerRecord rec, optional bool bLoadNow)
|
||||
{
|
||||
local ScrnPlayerController PC;
|
||||
local string CN;
|
||||
|
||||
PC = ScrnPlayerController(Controller);
|
||||
if ( PC != none && IsLocallyControlled() )
|
||||
{
|
||||
// check this only on player side, because it stores
|
||||
// RedCharacter & BlueCharacter in the config
|
||||
CN = rec.DefaultName;
|
||||
if ( !PC.ValidateCharacter(CN) ) {
|
||||
// character invalid, change it valid one, which was set up in ValidateCharacter()
|
||||
rec = class'xUtil'.static.FindPlayerRecord(CN);
|
||||
PC.ChangeCharacter(CN);
|
||||
}
|
||||
}
|
||||
|
||||
super(KFPawn).Setup(rec, bLoadNow);
|
||||
|
||||
if( class<SoldierSpeciesRobot>(Species) != none )
|
||||
{
|
||||
BreathingSound = class'KFDARSoundGroup'.default.BreathingSound;
|
||||
}
|
||||
else if( class<AshHardingSpecies>(Species) != none )
|
||||
{
|
||||
BreathingSound = class'KFFemaleSoundGroup'.default.BreathingSound;
|
||||
}
|
||||
// disable the log!!!
|
||||
// log(BreathingSound);
|
||||
}
|
||||
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
defaultInvincibilityDuration=2.000000
|
||||
|
@ -176,14 +176,14 @@ simulated function PostBeginPlay(){
|
||||
class'ScrnHorzineVestPickup'.default.cost = 750;
|
||||
class'NicePack'.default.Mut = self;
|
||||
// Gun skins
|
||||
class'NiceMaulerPickup'.default.VariantClasses[class'NiceMaulerPickup'.default.VariantClasses.length] = class'ScrnBalanceSrv.ScrnSPSniperPickup';
|
||||
class'NiceMaulerPickup'.default.VariantClasses[class'NiceMaulerPickup'.default.VariantClasses.length] = class'ScrnSPSniperPickup';
|
||||
class'NiceDeaglePickup'.default.VariantClasses[class'NiceDeaglePickup'.default.VariantClasses.length] = class'SkinExecutionerPickup';
|
||||
class'NiceDualDeaglePickup'.default.VariantClasses[class'NiceDualDeaglePickup'.default.VariantClasses.length] = class'SkinDualExecutionerPickup';
|
||||
class'NiceMagnumPickup'.default.VariantClasses[class'NiceMagnumPickup'.default.VariantClasses.length] = class'SkinCowboyMagnumPickup';
|
||||
class'NiceDualMagnumPickup'.default.VariantClasses[class'NiceDualMagnumPickup'.default.VariantClasses.length] = class'SkinDualCowboyMagnumPickup';
|
||||
class'NiceWinchesterPickup'.default.VariantClasses[class'NiceWinchesterPickup'.default.VariantClasses.length] = class'SkinRetroLARPickup';
|
||||
class'NiceM14EBRPickup'.default.VariantClasses[class'NiceM14EBRPickup'.default.VariantClasses.length] = class'SkinM14EBR2ProPickup';
|
||||
class'ScrnBalanceSrv.ScrnKrissMPickup'.default.VariantClasses[class'ScrnBalanceSrv.ScrnKrissMPickup'.default.VariantClasses.length] = class'SkinGoldenKrissPickup';
|
||||
class'ScrnKrissMPickup'.default.VariantClasses[class'ScrnKrissMPickup'.default.VariantClasses.length] = class'SkinGoldenKrissPickup';
|
||||
class'NiceSCARMK17Pickup'.default.VariantClasses[class'NiceSCARMK17Pickup'.default.VariantClasses.length] = class'SkinCamoSCARMK17Pickup';
|
||||
// Abilities
|
||||
class'NiceAbilityManager'.default.events.static.AddAdapter(class'NiceSharpshooterAbilitiesAdapter', level);
|
||||
@ -468,14 +468,13 @@ simulated function bool CheckReplacement(Actor Other, out byte bSuperRelevant){
|
||||
local NicePlayerController playerContr;
|
||||
local NiceRepInfoRemoteData remoteRI;
|
||||
local NiceReplicationInfo niceRI;
|
||||
local MeanReplicationInfo meanRI;
|
||||
local PlayerReplicationInfo pri;
|
||||
// Replace loot on levels
|
||||
if(Other.class == class'KFRandomItemSpawn' || Other.class == class'ScrnBalanceSrv.ScrnRandomItemSpawn'){
|
||||
if(Other.class == class'KFRandomItemSpawn' || Other.class == class'ScrnRandomItemSpawn'){
|
||||
ReplaceWith(Other, string(class'NiceRandomItemSpawn'));
|
||||
return false;
|
||||
}
|
||||
else if(Other.class == class'KFAmmoPickup' || Other.class == class'ScrnBalanceSrv.ScrnAmmoPickup') {
|
||||
else if(Other.class == class'KFAmmoPickup' || Other.class == class'ScrnAmmoPickup') {
|
||||
ReplaceWith(Other, string(class'NiceAmmoPickup'));
|
||||
return false;
|
||||
}
|
||||
@ -493,8 +492,6 @@ simulated function bool CheckReplacement(Actor Other, out byte bSuperRelevant){
|
||||
niceRI = spawn(class'NiceReplicationInfo', pri.Owner);
|
||||
niceRI.Mut = self;
|
||||
remoteRI = spawn(class'NiceRepInfoRemoteData', pri.Owner);
|
||||
meanRI = spawn(class'MeanReplicationInfo', pri.Owner);
|
||||
meanRI.ownerPRI = pri;
|
||||
playerContr = NicePlayerController(PlayerReplicationInfo(Other).Owner);
|
||||
playerContr.niceRI = niceRI;
|
||||
playerContr.remoteRI = remoteRI;
|
||||
@ -1067,18 +1064,20 @@ defaultproperties
|
||||
bNoLateFFIncrease=True
|
||||
junkieNextGoal=1
|
||||
bIsPreGame=True
|
||||
pickupReplaceArray(0)=(vanillaClass=Class'KFMod.MAC10Pickup',scrnClass=Class'ScrnBalanceSrv.ScrnMAC10Pickup',NewClass=class'NiceMAC10Pickup')
|
||||
pickupReplaceArray(1)=(vanillaClass=Class'KFMod.WinchesterPickup',scrnClass=Class'ScrnBalanceSrv.ScrnWinchesterPickup',NewClass=class'NiceWinchesterPickup')
|
||||
pickupReplaceArray(2)=(vanillaClass=Class'KFMod.CrossbowPickup',scrnClass=Class'ScrnBalanceSrv.ScrnCrossbowPickup',NewClass=class'NiceCrossbowPickup')
|
||||
pickupReplaceArray(3)=(vanillaClass=Class'KFMod.SPSniperPickup',scrnClass=Class'ScrnBalanceSrv.ScrnSPSniperPickup',NewClass=class'NiceMaulerPickup')
|
||||
pickupReplaceArray(4)=(vanillaClass=Class'KFMod.M14EBRPickup',scrnClass=Class'ScrnBalanceSrv.ScrnM14EBRPickup',NewClass=class'NiceM14EBRPickup')
|
||||
pickupReplaceArray(5)=(vanillaClass=Class'KFMod.M99Pickup',scrnClass=Class'ScrnBalanceSrv.ScrnM99Pickup',NewClass=class'NiceM99Pickup')
|
||||
pickupReplaceArray(6)=(vanillaClass=Class'KFMod.ShotgunPickup',scrnClass=Class'ScrnBalanceSrv.ScrnShotgunPickup',NewClass=class'NiceShotgunPickup')
|
||||
pickupReplaceArray(7)=(vanillaClass=Class'KFMod.BoomStickPickup',scrnClass=Class'ScrnBalanceSrv.ScrnBoomStickPickup',NewClass=class'NiceBoomStickPickup')
|
||||
pickupReplaceArray(8)=(vanillaClass=Class'KFMod.NailGunPickup',scrnClass=Class'ScrnBalanceSrv.ScrnNailGunPickup',NewClass=class'NiceNailGunPickup')
|
||||
pickupReplaceArray(9)=(vanillaClass=Class'KFMod.KSGPickup',scrnClass=Class'ScrnBalanceSrv.ScrnKSGPickup',NewClass=class'NiceKSGPickup')
|
||||
pickupReplaceArray(10)=(vanillaClass=Class'KFMod.BenelliPickup',scrnClass=Class'ScrnBalanceSrv.ScrnBenelliPickup',NewClass=class'NiceBenelliPickup')
|
||||
pickupReplaceArray(11)=(vanillaClass=Class'KFMod.AA12Pickup',scrnClass=Class'ScrnBalanceSrv.ScrnAA12Pickup',NewClass=class'NiceAA12Pickup')
|
||||
pickupReplaceArray(0)=(vanillaClass=Class'KFMod.MAC10Pickup',scrnClass=Class'ScrnMAC10Pickup',NewClass=class'NiceMAC10Pickup')
|
||||
pickupReplaceArray(1)=(vanillaClass=Class'KFMod.WinchesterPickup',scrnClass=Class'ScrnWinchesterPickup',NewClass=class'NiceWinchesterPickup')
|
||||
pickupReplaceArray(2)=(vanillaClass=Class'KFMod.CrossbowPickup',scrnClass=Class'ScrnCrossbowPickup',NewClass=class'NiceCrossbowPickup')
|
||||
pickupReplaceArray(3)=(vanillaClass=Class'KFMod.SPSniperPickup',scrnClass=Class'ScrnSPSniperPickup',NewClass=class'NiceMaulerPickup')
|
||||
pickupReplaceArray(4)=(vanillaClass=Class'KFMod.M14EBRPickup',scrnClass=Class'ScrnM14EBRPickup',NewClass=class'NiceM14EBRPickup')
|
||||
pickupReplaceArray(5)=(vanillaClass=Class'KFMod.M99Pickup',scrnClass=Class'ScrnM99Pickup',NewClass=class'NiceM99Pickup')
|
||||
pickupReplaceArray(6)=(vanillaClass=Class'KFMod.ShotgunPickup',scrnClass=Class'ScrnShotgunPickup',NewClass=class'NiceShotgunPickup')
|
||||
pickupReplaceArray(7)=(vanillaClass=Class'KFMod.BoomStickPickup',scrnClass=Class'ScrnBoomStickPickup',NewClass=class'NiceBoomStickPickup')
|
||||
pickupReplaceArray(8)=(vanillaClass=Class'KFMod.NailGunPickup',scrnClass=Class'ScrnNailGunPickup',NewClass=class'NiceNailGunPickup')
|
||||
pickupReplaceArray(9)=(vanillaClass=Class'KFMod.KSGPickup',scrnClass=Class'ScrnKSGPickup',NewClass=class'NiceKSGPickup')
|
||||
pickupReplaceArray(10)=(vanillaClass=Class'KFMod.BenelliPickup',scrnClass=Class'ScrnBenelliPickup',NewClass=class'NiceBenelliPickup')
|
||||
pickupReplaceArray(11)=(vanillaClass=Class'KFMod.AA12Pickup',scrnClass=Class'ScrnAA12Pickup',NewClass=class'NiceAA12Pickup')
|
||||
pickupReplaceArray(12)=(vanillaClass=Class'KFMod.MachetePickup',scrnClass=Class'ScrnMachetePickup',NewClass=class'NiceMachetePickup')
|
||||
|
||||
NiceUniversalDescriptions(0)="Survive on %m in ScrN Balance mode"
|
||||
NiceUniversalDescriptions(1)="Survive on %m in ScrN Balance mode with Hardcore Level 5+"
|
||||
NiceUniversalDescriptions(2)="Survive on %m in ScrN Balance mode with Hardcore Level 10+"
|
||||
|
@ -2,6 +2,8 @@ class NicePlayerController extends ScrnPlayerController
|
||||
config(NiceUser)
|
||||
dependson(NicePack)
|
||||
dependson(NiceFire);
|
||||
|
||||
var globalconfig int ZedHPBarStyle; // 0 - big zeds, 1 - all, 2 - disabled
|
||||
var globalconfig int nicePlayerInfoVersionNumber;
|
||||
// These are values stored in a settings file
|
||||
var globalconfig bool bDebug;
|
||||
@ -403,12 +405,12 @@ simulated event Destroyed(){
|
||||
// Screw that
|
||||
simulated function ClientWeaponDestroyed(class<Weapon> WClass){}
|
||||
// This event is generated when new pawn spawns
|
||||
function PawnSpawned(){
|
||||
function PawnSpawned()
|
||||
{
|
||||
local bool bFoundExp;
|
||||
local float convertedExp;
|
||||
local ClientPerkRepLink R;
|
||||
local SRCustomProgress exp;
|
||||
local MeanReplicationInfo meanRI;
|
||||
local NicePack.PlayerRecord record;
|
||||
//local NiceHumanPawn nicePawn;
|
||||
// Make sure our health is at it's top
|
||||
@ -496,10 +498,6 @@ function PawnSpawned(){
|
||||
exp.IncrementProgress(convertedExp);
|
||||
}
|
||||
}
|
||||
// Stop after-death bleeding
|
||||
meanRI = class'MeanReplicationInfo'.static.findSZri(PlayerReplicationInfo);
|
||||
if(meanRI != none)
|
||||
meanRI.stopBleeding();
|
||||
// Give necessary dosh to the player
|
||||
if(NicePackMutator != none)
|
||||
NicePackMutator.GiveProgressiveDosh(self);
|
||||
@ -1442,6 +1440,101 @@ exec simulated function Siren(float value)
|
||||
sirenScreamMod = value;
|
||||
}
|
||||
|
||||
|
||||
// copy-cat to fix MyTrader accessed none log spam
|
||||
function ClientLocationalVoiceMessage(PlayerReplicationInfo Sender,
|
||||
PlayerReplicationInfo Recipient,
|
||||
name MessageType, byte MessageID,
|
||||
optional Pawn SenderPawn, optional vector SenderLocation)
|
||||
{
|
||||
local VoicePack Voice;
|
||||
local ShopVolume Shop;
|
||||
|
||||
if (Sender == none || Sender.VoiceType == none || Player.Console == none || Level.NetMode == NM_DedicatedServer)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Voice = Spawn(Sender.VoiceType, self);
|
||||
if (KFVoicePack(Voice) != none)
|
||||
{
|
||||
if (MessageType == 'TRADER')
|
||||
{
|
||||
if (Pawn != none && MessageID >= 4)
|
||||
{
|
||||
foreach Pawn.TouchingActors(class'ShopVolume', Shop)
|
||||
{
|
||||
// fix this
|
||||
if (Shop.MyTrader != none)
|
||||
SenderLocation = Shop.MyTrader.Location;
|
||||
else
|
||||
SenderLocation = Shop.Location;
|
||||
|
||||
// Only play the 30 Seconds remaining messages come across as Locational Speech if we're in the Shop
|
||||
if (MessageID == 4)
|
||||
{
|
||||
return;
|
||||
}
|
||||
else if (MessageID == 5)
|
||||
{
|
||||
MessageID = 999;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Only play the 10 Seconds remaining message if we are in the Shop
|
||||
// and only play the 30 seconds remaning message if we haven't been to the Shop
|
||||
if (MessageID == 5 || (MessageID == 4 && bHasHeardTraderWelcomeMessage))
|
||||
{
|
||||
return;
|
||||
}
|
||||
else if (MessageID == 999)
|
||||
{
|
||||
MessageID = 5;
|
||||
}
|
||||
|
||||
// Store the fact that we've heard the Trader's Welcome message on the client
|
||||
if (MessageID == 7)
|
||||
{
|
||||
bHasHeardTraderWelcomeMessage = true;
|
||||
}
|
||||
// If we're hearing the Shop's Closed Message, reset the Trader's Welcome message flag
|
||||
else if (MessageID == 6)
|
||||
{
|
||||
bHasHeardTraderWelcomeMessage = false;
|
||||
}
|
||||
|
||||
KFVoicePack(Voice).ClientInitializeLocational(Sender, Recipient, MessageType, MessageID, SenderPawn, SenderLocation);
|
||||
|
||||
if (MessageID > 6 /*&& bBuyMenuIsOpen*/)
|
||||
{
|
||||
// TODO: Show KFVoicePack(Voice).GetClientParsedMessage() in the Buy Menu
|
||||
}
|
||||
else if (KFVoicePack(Voice).GetClientParsedMessage() != "")
|
||||
{
|
||||
// Radio commands print to Text
|
||||
TeamMessage(Sender, KFVoicePack(Voice).GetClientParsedMessage(), 'Trader');
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
KFVoicePack(Voice).ClientInitializeLocational(Sender, Recipient, MessageType, MessageID, SenderPawn, SenderLocation);
|
||||
|
||||
if (KFVoicePack(Voice).GetClientParsedMessage() != "")
|
||||
{
|
||||
TeamMessage(Sender, KFVoicePack(Voice).GetClientParsedMessage(), 'Voice');
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (Voice != none)
|
||||
{
|
||||
Voice.ClientInitialize(Sender, Recipient, MessageType, MessageID);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
nicePlayerInfoVersionNumber=1
|
||||
|
@ -1,11 +1,14 @@
|
||||
class NiceRandomItemSpawn extends ScrnRandomItemSpawn;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
PickupClasses(0)=class'NiceWinchesterPickup'
|
||||
PickupClasses(1)=class'NiceShotgunPickup'
|
||||
PickupClasses(2)=class'NiceBullpupPickup'
|
||||
PickupClasses(3)=class'NiceMagnumPickup'
|
||||
PickupClasses(4)=class'NiceWinchesterPickup'
|
||||
PickupClasses(5)=class'NiceM79Pickup'
|
||||
PickupClasses(0)=Class'NiceWinchesterPickup'
|
||||
PickupClasses(1)=Class'NiceShotgunPickup'
|
||||
PickupClasses(2)=Class'NiceBullpupPickup'
|
||||
PickupClasses(3)=Class'NiceMagnumPickup'
|
||||
PickupClasses(4)=Class'NiceWinchesterPickup'
|
||||
PickupClasses(5)=Class'NiceM79Pickup'
|
||||
PickupClasses(6)=Class'NiceAxePickup'
|
||||
PickupClasses(7)=Class'ScrnVestPickup'
|
||||
PickupClasses(8)=class'NiceMAC10Pickup'
|
||||
}
|
@ -186,24 +186,18 @@ simulated function HandleNiceHealingMechanicsAndSkills
|
||||
simulated function RemovePoisonAndBleed(NiceHumanPawn healed)
|
||||
{
|
||||
local Inventory I;
|
||||
local MeanReplicationInfo MRI;
|
||||
|
||||
// log spam fix
|
||||
if (healed == none)
|
||||
return;
|
||||
|
||||
// No bleeding
|
||||
MRI = class'MeanReplicationInfo'.static.
|
||||
findSZri(healed.PlayerReplicationInfo);
|
||||
if (MRI != none)
|
||||
MRI.stopBleeding();
|
||||
// No poison
|
||||
// No poison and bleed
|
||||
if (healed.inventory == none)
|
||||
return;
|
||||
|
||||
for (I = healed.inventory; I != none; I = I.inventory)
|
||||
{
|
||||
if (MeanPoisonInventory(I) != none)
|
||||
if (MeanPoisonInventory(I) != none || MeanBleedInventory(I) != none)
|
||||
I.Destroy();
|
||||
}
|
||||
}
|
||||
|
@ -96,7 +96,7 @@ static function class<Grenade> GetNadeType(KFPlayerReplicationInfo KFPRI)
|
||||
//can't cook fire nades
|
||||
static function bool CanCookNade(KFPlayerReplicationInfo KFPRI, Weapon Weap)
|
||||
{
|
||||
return GetNadeType(KFPRI) != class'ScrnBalanceSrv.ScrnFlameNade';
|
||||
return GetNadeType(KFPRI) != class'ScrnFlameNade';
|
||||
}
|
||||
//v2.60: +60% faster charge with Husk Gun
|
||||
static function float GetReloadSpeedModifierStatic(KFPlayerReplicationInfo KFPRI, class<KFWeapon> Other)
|
||||
|
@ -285,20 +285,39 @@ static function int GetInvincibilityDuration(KFPlayerReplicationInfo KFPRI){
|
||||
static function int GetInvincibilitySafeMisses(KFPlayerReplicationInfo KFPRI){
|
||||
return 0;
|
||||
}
|
||||
static function SpecialHUDInfo(KFPlayerReplicationInfo KFPRI, Canvas C){
|
||||
|
||||
static function SpecialHUDInfo(KFPlayerReplicationInfo KFPRI, Canvas C)
|
||||
{
|
||||
local KFMonster KFEnemy;
|
||||
local HUDKillingFloor HKF;
|
||||
local int i, hp;
|
||||
local float MaxDistanceSquared;
|
||||
|
||||
MaxDistanceSquared = 640000;
|
||||
MaxDistanceSquared *= GetHealthBarsDistanceMulti(KFPRI)**2;
|
||||
HKF = HUDKillingFloor(C.ViewPort.Actor.myHUD);
|
||||
if (HKF == none || C.ViewPort.Actor.Pawn == none || MaxDistanceSquared <= 0)
|
||||
return;
|
||||
foreach C.ViewPort.Actor.DynamicActors(class'KFMonster', KFEnemy){
|
||||
if(KFEnemy.Health > 0 && (!KFEnemy.Cloaked() || KFEnemy.bZapped || KFEnemy.bSpotted) && VSizeSquared(KFEnemy.Location - C.ViewPort.Actor.Pawn.Location) < MaxDistanceSquared)
|
||||
|
||||
// read and use player settings
|
||||
// 0 - big zeds, 1 - all, 2 - disabled
|
||||
i = NicePlayerController(C.ViewPort.actor).ZedHPBarStyle;
|
||||
|
||||
if (i == 2)
|
||||
return;
|
||||
else if (i == 1)
|
||||
hp = 0;
|
||||
else
|
||||
hp = 1000;
|
||||
|
||||
foreach C.ViewPort.Actor.DynamicActors(class'KFMonster', KFEnemy)
|
||||
{
|
||||
// check with stopwatch
|
||||
if (KFEnemy.Health > hp && (!KFEnemy.Cloaked() || KFEnemy.bZapped || KFEnemy.bSpotted) && VSizeSquared(KFEnemy.Location - C.ViewPort.Actor.Pawn.Location) < MaxDistanceSquared)
|
||||
HKF.DrawHealthBar(C, KFEnemy, KFEnemy.Health, KFEnemy.HealthMax , 50.0);
|
||||
}
|
||||
}
|
||||
|
||||
// Is player standing still?
|
||||
static function bool IsStandingStill(KFPlayerReplicationInfo KFPRI){
|
||||
if(KFPRI != none && PlayerController(KFPRI.Owner) != none && PlayerController(KFPRI.Owner).Pawn != none && VSize(PlayerController(KFPRI.Owner).Pawn.Velocity) > 0.0)
|
||||
|
@ -1626,8 +1626,8 @@ defaultproperties
|
||||
{
|
||||
recordedZoomTime=-1.000000
|
||||
SecondaryCharge=1
|
||||
LaserAttachmentClass=Class'ScrnBalanceSrv.ScrnLaserAttachmentFirstPerson'
|
||||
LaserDotClass=Class'ScrnBalanceSrv.ScrnLocalLaserDot'
|
||||
LaserAttachmentClass=Class'ScrnLaserAttachmentFirstPerson'
|
||||
LaserDotClass=Class'ScrnLocalLaserDot'
|
||||
LaserAttachmentBone="LightBone"
|
||||
MagazineBone="Magazine"
|
||||
bHasChargePhase=True
|
||||
|
@ -135,7 +135,7 @@ simulated function HurtRadius( float DamageAmount, float DamageRadius, class<Dam
|
||||
if( Role == ROLE_Authority )
|
||||
{
|
||||
if ( bBlewInHands && NumKilled >= 5 && Stats != none )
|
||||
class'ScrnBalanceSrv.ScrnAchievements'.static.ProgressAchievementByID(Stats.Rep, 'SuicideBomber', 1);
|
||||
class'ScrnAchievements'.static.ProgressAchievementByID(Stats.Rep, 'SuicideBomber', 1);
|
||||
|
||||
if ( NumKilled >= 4 )
|
||||
{
|
||||
|
@ -11,7 +11,7 @@ function Timer()
|
||||
// if (AmmoInCharge == MaxChargeAmmo) {
|
||||
// Player = Level.GetLocalPlayerController();
|
||||
// if (Player != none)
|
||||
// Player.ReceiveLocalizedMessage(class'ScrnBalanceSrv.ScrnPlayerMessage',0);
|
||||
// Player.ReceiveLocalizedMessage(class'ScrnPlayerMessage',0);
|
||||
// }
|
||||
}
|
||||
super.Timer();
|
||||
|
67
sources/Zeds/Mean/MeanBleedInventory.uc
Normal file
67
sources/Zeds/Mean/MeanBleedInventory.uc
Normal file
@ -0,0 +1,67 @@
|
||||
class MeanBleedInventory extends Inventory;
|
||||
|
||||
|
||||
const dmtype_bleed=class'NiceDamTypeStalkerBleed';
|
||||
var int maxBleedCount;
|
||||
var private float fBleedPeriod;
|
||||
|
||||
var int bleedLevel;
|
||||
var MeanZombieCrawler stalker;
|
||||
|
||||
|
||||
event PostBeginPlay()
|
||||
{
|
||||
super.PostBeginPlay();
|
||||
// start the timer
|
||||
SetTimer(fBleedPeriod, true);
|
||||
}
|
||||
|
||||
|
||||
event Timer()
|
||||
{
|
||||
local pawn locpawn;
|
||||
local bool amAlive;
|
||||
local int bleedDamage;
|
||||
|
||||
locpawn = Pawn(Owner);
|
||||
amAlive = locpawn != none && locpawn.Health > 0;
|
||||
|
||||
bleedDamage = bleedLevel * 7;
|
||||
// if pawn owner is dead or bleed count is done - destroy
|
||||
if (!amAlive || maxBleedCount < 0 || bleedDamage < 1.0)
|
||||
{
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
|
||||
maxBleedCount--;
|
||||
|
||||
if (stalker != none)
|
||||
locpawn.TakeDamage(bleedDamage, stalker, locpawn.Location,
|
||||
vect(0, 0, 0), dmtype_bleed);
|
||||
else
|
||||
locpawn.TakeDamage(bleedDamage, locpawn, locpawn.Location,
|
||||
vect(0, 0, 0), dmtype_bleed);
|
||||
|
||||
if (locpawn.isA('KFPawn'))
|
||||
{
|
||||
KFPawn(locpawn).HealthToGive -= 2 * bleedLevel;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// cleanup
|
||||
function Destroyed()
|
||||
{
|
||||
if (stalker != none)
|
||||
stalker = none;
|
||||
|
||||
super.Destroyed();
|
||||
}
|
||||
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
maxBleedCount=7
|
||||
fBleedPeriod=1.500000
|
||||
}
|
@ -192,18 +192,47 @@ function bool MeleeDamageTarget(int hitdamage, vector pushdir)
|
||||
{
|
||||
if (targetPawn.ShieldStrength > 100)
|
||||
return result;
|
||||
else if (targetPawn.ShieldStrength < 0)
|
||||
else if (targetPawn.ShieldStrength <= 0)
|
||||
effectStrenght = 1.0;
|
||||
else
|
||||
effectStrenght = (100 - targetPawn.ShieldStrength) * 0.01;
|
||||
|
||||
class'MeanReplicationInfo'.static
|
||||
.findSZri(targetPawn.PlayerReplicationInfo)
|
||||
.setBleeding(Self, effectStrenght);
|
||||
MakeBleed(targetPawn, effectStrenght);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
final private function MakeBleed(NiceHumanPawn poorpawn, coerce int effectStrenght)
|
||||
{
|
||||
local Inventory I;
|
||||
local MeanBleedInventory bleedinv;
|
||||
local bool bFoundPoison;
|
||||
|
||||
if (poorpawn.Inventory != none)
|
||||
{
|
||||
for (I = poorpawn.Inventory; I != none; I = I.Inventory)
|
||||
{
|
||||
if (MeanBleedInventory(I) != none)
|
||||
{
|
||||
bleedinv = MeanBleedInventory(I);
|
||||
bFoundPoison = true;
|
||||
bleedinv.stalker = self;
|
||||
bleedinv.bleedLevel = effectStrenght;
|
||||
// reset bleed count
|
||||
bleedinv.maxBleedCount = bleedinv.default.maxBleedCount;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!bFoundPoison)
|
||||
{
|
||||
I = Controller.Spawn(class<Inventory>(DynamicLoadObject(string(class'MeanBleedInventory'), class'Class')));
|
||||
bleedinv = MeanBleedInventory(I);
|
||||
bleedinv.stalker = self;
|
||||
bleedinv.bleedLevel = effectStrenght;
|
||||
bleedinv.GiveTo(poorpawn);
|
||||
}
|
||||
}
|
||||
|
||||
function RemoveHead()
|
||||
{
|
||||
Super(NiceMonster).RemoveHead();
|
||||
|
@ -1,82 +1,4 @@
|
||||
// Copy pasted from super zombies mutator with small alterations
|
||||
// no use atm
|
||||
class MeanReplicationInfo extends ReplicationInfo;
|
||||
struct BleedingState {
|
||||
var float nextBleedTime;
|
||||
var Pawn instigator;
|
||||
var int count;
|
||||
};
|
||||
var PlayerReplicationInfo ownerPRI;
|
||||
var bool isBleeding;
|
||||
var int maxBleedCount;
|
||||
var BleedingState bleedState;
|
||||
var float bleedPeriod;
|
||||
var float bleedLevel;
|
||||
replication {
|
||||
reliable if (bNetDirty && Role == ROLE_Authority)
|
||||
isBleeding, ownerPRI;
|
||||
}
|
||||
// Returns bleed damage, corresponding to given bleed level and damage scale.
|
||||
// Rand(7) should be used as a scale.
|
||||
// Separate function created to allow for lowest/highest damage value computing.
|
||||
function int calcBleedDamage(float level, int scale){
|
||||
return level * (3 + scale);
|
||||
}
|
||||
function Tick(float DeltaTime) {
|
||||
local PlayerController ownerCtrllr;
|
||||
local bool amAlive;
|
||||
local float bleedDamage;
|
||||
ownerCtrllr = PlayerController(Owner);
|
||||
amAlive = ownerCtrllr != none && ownerCtrllr.Pawn != none && ownerCtrllr.Pawn.Health > 0;
|
||||
if(amAlive && bleedState.count > 0) {
|
||||
if(bleedState.nextBleedTime < Level.TimeSeconds) {
|
||||
bleedState.count--;
|
||||
bleedState.nextBleedTime+= bleedPeriod;
|
||||
// Fix bleeding when stalker dies
|
||||
bleedDamage = calcBleedDamage(bleedLevel, rand(7));
|
||||
if(bleedDamage < 1.0)
|
||||
stopBleeding();
|
||||
if(bleedState.instigator != none)
|
||||
ownerCtrllr.Pawn.TakeDamage(bleedDamage, bleedState.instigator, ownerCtrllr.Pawn.Location,
|
||||
vect(0, 0, 0), class'NiceDamTypeStalkerBleed');
|
||||
else
|
||||
ownerCtrllr.Pawn.TakeDamage(bleedDamage, ownerCtrllr.Pawn, ownerCtrllr.Pawn.Location,
|
||||
vect(0, 0, 0), class'NiceDamTypeStalkerBleed');
|
||||
if (ownerCtrllr.Pawn.isA('KFPawn')) {
|
||||
KFPawn(ownerCtrllr.Pawn).HealthToGive -= 2 * bleedLevel;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
isBleeding= false;
|
||||
}
|
||||
}
|
||||
function stopBleeding(){
|
||||
isBleeding = false;
|
||||
bleedState.count = 0;
|
||||
}
|
||||
function setBleeding(Pawn instigator, float effectStrenght) {
|
||||
// Can max possible damage do anything? If no, then don't even bother.
|
||||
if(calcBleedDamage(effectStrenght, 7) < 1.0)
|
||||
return;
|
||||
bleedState.instigator = instigator;
|
||||
bleedState.count = maxBleedCount;
|
||||
bleedLevel = effectStrenght;
|
||||
if(!isBleeding){
|
||||
bleedState.nextBleedTime = Level.TimeSeconds;
|
||||
isBleeding = true;
|
||||
}
|
||||
}
|
||||
static function MeanReplicationInfo findSZri(PlayerReplicationInfo pri) {
|
||||
local MeanReplicationInfo repInfo;
|
||||
if(pri == none)
|
||||
return none;
|
||||
foreach pri.DynamicActors(Class'MeanReplicationInfo', repInfo)
|
||||
if(repInfo.ownerPRI == pri)
|
||||
return repInfo;
|
||||
|
||||
return none;
|
||||
}
|
||||
defaultproperties
|
||||
{
|
||||
maxBleedCount=7
|
||||
bleedPeriod=1.500000
|
||||
}
|
||||
defaultproperties{}
|
@ -158,7 +158,12 @@ function SpawnTwoShots()
|
||||
{
|
||||
local vector X,Y,Z, FireStart;
|
||||
local rotator FireRotation;
|
||||
if( Controller!=none && KFDoorMover(Controller.Target)!=none )
|
||||
|
||||
// check this from the very start to prevent any log spam
|
||||
if (Controller == none || IsInState('ZombieDying'))
|
||||
return;
|
||||
|
||||
if (KFDoorMover(Controller.Target)!=none )
|
||||
{
|
||||
Controller.Target.TakeDamage(22,Self,Location,vect(0,0,0),Class'DamTypeVomit');
|
||||
return;
|
||||
@ -195,7 +200,10 @@ simulated function Tick(float deltatime)
|
||||
{
|
||||
local vector BileExplosionLoc;
|
||||
local FleshHitEmitter GibBileExplosion;
|
||||
|
||||
Super.tick(deltatime);
|
||||
|
||||
|
||||
if( Role == ROLE_Authority && bMovingPukeAttack )
|
||||
{
|
||||
// Keep moving toward the target until the timer runs out (anim finishes)
|
||||
@ -238,7 +246,8 @@ simulated function Tick(float deltatime)
|
||||
{
|
||||
if ( !class'GameInfo'.static.UseLowGore() )
|
||||
{
|
||||
BileExplosionLoc = self.Location;
|
||||
// remove self.
|
||||
BileExplosionLoc = Location;
|
||||
BileExplosionLoc.z += (CollisionHeight - (CollisionHeight * 0.5));
|
||||
|
||||
if (bDecapitated)
|
||||
@ -253,7 +262,7 @@ simulated function Tick(float deltatime)
|
||||
}
|
||||
else
|
||||
{
|
||||
BileExplosionLoc = self.Location;
|
||||
BileExplosionLoc = Location;
|
||||
BileExplosionLoc.z += (CollisionHeight - (CollisionHeight * 0.5));
|
||||
|
||||
GibBileExplosion = Spawn(class'LowGoreBileExplosion',self,, BileExplosionLoc );
|
||||
|
@ -1,14 +1,17 @@
|
||||
// Zombie Monster for KF Invasion gametype
|
||||
class NiceZombieClot extends NiceZombieClotBase;
|
||||
|
||||
#exec OBJ LOAD FILE=KF_Freaks_Trip.ukx
|
||||
#exec OBJ LOAD FILE=KF_Specimens_Trip_T.utx
|
||||
#exec OBJ LOAD FILE=MeanZedSkins.utx
|
||||
|
||||
function ClawDamageTarget()
|
||||
{
|
||||
local vector PushDir;
|
||||
local KFPawn KFP;
|
||||
local float UsedMeleeDamage;
|
||||
|
||||
// TODO Controller fix
|
||||
if( MeleeDamage > 1 )
|
||||
{
|
||||
UsedMeleeDamage = (MeleeDamage - (MeleeDamage * 0.05)) + (MeleeDamage * (FRand() * 0.1));
|
||||
@ -40,6 +43,7 @@ function ClawDamageTarget()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function RangedAttack(Actor A)
|
||||
{
|
||||
if ( bShotAnim || Physics == PHYS_Swimming)
|
||||
|
@ -69,6 +69,7 @@ simulated function int DoAnimAction( name AnimName )
|
||||
}
|
||||
return Super.DoAnimAction(AnimName);
|
||||
}
|
||||
|
||||
simulated event SetAnimAction(name NewAction)
|
||||
{
|
||||
local int meleeAnimIndex;
|
||||
|
@ -1,7 +1,7 @@
|
||||
// Zombie Monster for KF Invasion gametype
|
||||
class NiceZombieCrawlerBase extends NiceMonster
|
||||
abstract;
|
||||
#exec OBJ LOAD FILE=
|
||||
// #exec OBJ LOAD FILE=
|
||||
var() float PounceSpeed;
|
||||
var bool bPouncing;
|
||||
var(Anims) name MeleeAirAnims[3]; // Attack anims for when flying through the air
|
||||
@ -9,101 +9,7 @@ var(Anims) name MeleeAirAnims[3]; // Attack anims for when flying through th
|
||||
// NOTE: All Code resides in the child class(this class was only created to
|
||||
// eliminate hitching caused by loading default properties during play)
|
||||
//-------------------------------------------------------------------------------
|
||||
function bool DoPounce()
|
||||
{
|
||||
if ( bZapped || bIsCrouched || bWantsToCrouch || (Physics != PHYS_Walking) || VSize(Location - Controller.Target.Location) > (MeleeRange * 5) )
|
||||
return false;
|
||||
Velocity = Normal(Controller.Target.Location-Location)*PounceSpeed;
|
||||
Velocity.Z = JumpZ;
|
||||
SetPhysics(PHYS_Falling);
|
||||
ZombieSpringAnim();
|
||||
bPouncing=true;
|
||||
return true;
|
||||
}
|
||||
simulated function ZombieSpringAnim()
|
||||
{
|
||||
SetAnimAction('ZombieSpring');
|
||||
}
|
||||
event Landed(vector HitNormal)
|
||||
{
|
||||
bPouncing=false;
|
||||
super.Landed(HitNormal);
|
||||
}
|
||||
event Bump(actor Other)
|
||||
{
|
||||
// TODO: is there a better way
|
||||
if(bPouncing && KFHumanPawn(Other)!=none )
|
||||
{
|
||||
KFHumanPawn(Other).TakeDamage(((MeleeDamage - (MeleeDamage * 0.05)) + (MeleeDamage * (FRand() * 0.1))), self ,self.Location,self.velocity, class'NiceZedMeleeDamageType');
|
||||
if (KFHumanPawn(Other).Health <=0)
|
||||
{
|
||||
//TODO - move this to humanpawn.takedamage? Also see KFMonster.MeleeDamageTarget
|
||||
KFHumanPawn(Other).SpawnGibs(self.rotation, 1);
|
||||
}
|
||||
//After impact, there'll be no momentum for further bumps
|
||||
bPouncing=false;
|
||||
}
|
||||
}
|
||||
// Blend his attacks so he can hit you in mid air.
|
||||
simulated function int DoAnimAction( name AnimName )
|
||||
{
|
||||
if( AnimName=='InAir_Attack1' || AnimName=='InAir_Attack2' )
|
||||
{
|
||||
AnimBlendParams(1, 1.0, 0.0,, FireRootBone);
|
||||
PlayAnim(AnimName,, 0.0, 1);
|
||||
return 1;
|
||||
}
|
||||
if( AnimName=='HitF' )
|
||||
{
|
||||
AnimBlendParams(1, 1.0, 0.0,, NeckBone);
|
||||
PlayAnim(AnimName,, 0.0, 1);
|
||||
return 1;
|
||||
}
|
||||
if( AnimName=='ZombieSpring' )
|
||||
{
|
||||
PlayAnim(AnimName,,0.02);
|
||||
return 0;
|
||||
}
|
||||
return Super.DoAnimAction(AnimName);
|
||||
}
|
||||
simulated event SetAnimAction(name NewAction)
|
||||
{
|
||||
local int meleeAnimIndex;
|
||||
if( NewAction=='' )
|
||||
Return;
|
||||
if(NewAction == 'Claw')
|
||||
{
|
||||
meleeAnimIndex = Rand(2);
|
||||
if( Physics == PHYS_Falling )
|
||||
{
|
||||
NewAction = MeleeAirAnims[meleeAnimIndex];
|
||||
}
|
||||
else
|
||||
{
|
||||
NewAction = meleeAnims[meleeAnimIndex];
|
||||
}
|
||||
}
|
||||
ExpectingChannel = DoAnimAction(NewAction);
|
||||
if( AnimNeedsWait(NewAction) )
|
||||
{
|
||||
bWaitForAnim = true;
|
||||
}
|
||||
if( Level.NetMode!=NM_Client )
|
||||
{
|
||||
AnimAction = NewAction;
|
||||
bResetAnimAct = True;
|
||||
ResetAnimActTime = Level.TimeSeconds+0.3;
|
||||
}
|
||||
}
|
||||
// The animation is full body and should set the bWaitForAnim flag
|
||||
simulated function bool AnimNeedsWait(name TestAnim)
|
||||
{
|
||||
if( TestAnim == 'ZombieSpring' || TestAnim == 'DoorBash' )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
PounceSpeed=330.000000
|
||||
|
@ -2,7 +2,7 @@
|
||||
// He's not quite as speedy as the other Zombies, But his attacks are TRULY damaging.
|
||||
class NiceZombieScrakeBase extends NiceMonster
|
||||
abstract;
|
||||
#exec OBJ LOAD FILE=
|
||||
// #exec OBJ LOAD FILE=
|
||||
var(Sounds) sound SawAttackLoopSound; // THe sound for the saw revved up, looping
|
||||
var(Sounds) sound ChainSawOffSound; //The sound of this zombie dieing without a head
|
||||
var bool bCharging; // Scrake charges when his health gets low
|
||||
|
@ -77,13 +77,16 @@ function DiscardCurrentScreamBall(){
|
||||
currScreamTiming = -1;
|
||||
}
|
||||
}
|
||||
|
||||
function RangedAttack(Actor A)
|
||||
{
|
||||
local int LastFireTime;
|
||||
local float Dist;
|
||||
|
||||
if (bShotAnim)
|
||||
return;
|
||||
Dist = VSize(A.Location - Location);
|
||||
|
||||
if (Physics == PHYS_Swimming)
|
||||
{
|
||||
SetAnimAction('Claw');
|
||||
@ -98,7 +101,8 @@ function RangedAttack(Actor A)
|
||||
Controller.bPreparingMove = true;
|
||||
Acceleration = vect(0,0,0);
|
||||
}
|
||||
else if( Dist <= ScreamRadius && !bDecapitated && !bZapped )
|
||||
// ok se we DO NOT want to scream at other nice zeds
|
||||
else if (!bNotAHuman() && Dist <= ScreamRadius && !bDecapitated && !bZapped)
|
||||
{
|
||||
bShotAnim = true;
|
||||
SetAnimAction('Siren_Scream');
|
||||
@ -119,6 +123,16 @@ function RangedAttack(Actor A)
|
||||
Acceleration.Z = FMin(Acceleration.Z, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
final private function bool bNotAHuman()
|
||||
{
|
||||
if (Controller == none || Controller.Enemy == none)
|
||||
return false;
|
||||
|
||||
// log("Zed enemy classname was " $ Controller.Enemy.class);
|
||||
return ClassIsChildOf(Controller.Enemy.class, class'NiceMonster');
|
||||
}
|
||||
|
||||
simulated function int DoAnimAction( name AnimName )
|
||||
{
|
||||
if( AnimName=='Siren_Scream' || AnimName=='Siren_Bite' || AnimName=='Siren_Bite2' )
|
||||
|
@ -1,7 +1,7 @@
|
||||
// Zombie Monster for KF Invasion gametype
|
||||
class NiceZombieStalkerBase extends NiceMonster
|
||||
abstract;
|
||||
#exec OBJ LOAD FILE=
|
||||
// #exec OBJ LOAD FILE=
|
||||
#exec OBJ LOAD FILE=KFX.utx
|
||||
#exec OBJ LOAD FILE=KF_BaseStalker.uax
|
||||
var float NextCheckTime;
|
||||
|
@ -899,18 +899,24 @@ function BileDamageEffect( int damage,
|
||||
NextBileTime = Level.TimeSeconds + BileFrequency;
|
||||
}
|
||||
}
|
||||
|
||||
function float GetDecapDamageModifier( class<NiceWeaponDamageType> damageType,
|
||||
NicePlayerController nicePlayer,
|
||||
KFPlayerReplicationInfo KFPRI){
|
||||
KFPlayerReplicationInfo KFPRI)
|
||||
{
|
||||
local float damageMod;
|
||||
local bool shouldDoGoodDecap;
|
||||
local bool hasTrashCleaner;
|
||||
local bool isPerkedPickup;
|
||||
local class<NiceWeaponPickup> pickupClass;
|
||||
local class<NiceVeterancyTypes> niceVet;
|
||||
|
||||
// KFPRI accessed none fix
|
||||
if (KFPRI != none)
|
||||
niceVet = class<NiceVeterancyTypes>(KFPRI.ClientVeteranSkill);
|
||||
isPerkedPickup = false;
|
||||
if(niceVet != none){
|
||||
if (niceVet != none)
|
||||
{
|
||||
pickupClass = niceVet.static.GetPickupFromDamageType(damageType);
|
||||
if (pickupClass != none)
|
||||
isPerkedPickup = niceVet.static.IsPerkedPickup(pickupClass);
|
||||
@ -926,15 +932,13 @@ function float GetDecapDamageModifier( class<NiceWeaponDamageType> damageType,
|
||||
if (nicePlayer != none)
|
||||
hasTrashCleaner = class'NiceVeterancyTypes'.static.
|
||||
hasSkill(nicePlayer, class'NiceSkillCommandoTrashCleaner');
|
||||
if(hasTrashCleaner){
|
||||
damageMod = FMin(
|
||||
damageMod,
|
||||
class'NiceSkillCommandoTrashCleaner'.default.
|
||||
decapitationMultiLimit
|
||||
);
|
||||
if (hasTrashCleaner)
|
||||
{
|
||||
damageMod = FMin(damageMod, class'NiceSkillCommandoTrashCleaner'.default.decapitationMultiLimit);
|
||||
}
|
||||
return damageMod;
|
||||
}
|
||||
|
||||
function DealDecapDamage( int damage,
|
||||
Pawn instigatedBy,
|
||||
Vector hitLocation,
|
||||
|
@ -414,36 +414,47 @@ Begin:
|
||||
}
|
||||
WhatToDoNext(99);
|
||||
}
|
||||
|
||||
function bool SetEnemy( pawn newEnemy,
|
||||
optional bool bHateMonster,
|
||||
optional float MonsterHateChanceOverride){
|
||||
optional float MonsterHateChanceOverride)
|
||||
{
|
||||
local NiceMonster niceZed;
|
||||
local NiceZombieFleshpound niceFP;
|
||||
local bool bCanForceFight;
|
||||
|
||||
// Can we fight anything?
|
||||
niceZed = NiceMonster(pawn);
|
||||
niceFP = NiceZombieFleshpound(niceZed);
|
||||
|
||||
if (niceZed != none)
|
||||
{
|
||||
bCanForceFight =
|
||||
KFMonster(pawn).HeadHealth <= 0
|
||||
|| KFMonster(pawn).bDecapitated
|
||||
|| newEnemy.Health <= 15;
|
||||
|| (newEnemy != none && newEnemy.Health <= 15);
|
||||
}
|
||||
|
||||
if (niceFP != none && niceFP.IsInState('RageCharging'))
|
||||
bCanForceFight = false;
|
||||
|
||||
if (newEnemy != none)
|
||||
bCanForceFight = bCanForceFight
|
||||
&& newEnemy.Health > 0 && newEnemy != enemy;
|
||||
bCanForceFight = bCanForceFight && newEnemy.Health > 0 && newEnemy != enemy;
|
||||
else
|
||||
bCanForceFight = false;
|
||||
|
||||
// Do fight if we can
|
||||
if(bCanForceFight){
|
||||
if(bCanForceFight)
|
||||
{
|
||||
ChangeEnemy(newEnemy, true);
|
||||
FightEnemy(false);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Otherwise - do the usual stupid stuff
|
||||
return super.SetEnemy(newEnemy, bHateMonster, monsterHateChanceOverride);
|
||||
}
|
||||
|
||||
simulated function AddKillAssistant(Controller PC, float damage){
|
||||
local bool bIsalreadyAssistant;
|
||||
local int i;
|
||||
|
Loading…
Reference in New Issue
Block a user