Merge pull request 'zedtest3' (#3) from NikC-/NicePack:zedtest3 into master
Reviewed-on: https://insultplayers.ru/git/dkanus/NicePack/pulls/3
This commit is contained in:
commit
1438773ffd
54
Configs/NicePack.ini
Normal file
54
Configs/NicePack.ini
Normal file
@ -0,0 +1,54 @@
|
||||
[NicePack.NicePack]
|
||||
bScaleZedHealth=True
|
||||
bReplacePickups=True
|
||||
bInitialTrader=True
|
||||
bStillDuringInitTrader=False
|
||||
initialTraderTime=10
|
||||
bUseProgresiveCash=True
|
||||
startupCashBeg=500
|
||||
startupCashNormal=500
|
||||
startupCashHard=500
|
||||
startupCashSui=400
|
||||
startupCashHOE=400
|
||||
waveCashBeg=350
|
||||
waveCashNormal=300
|
||||
waveCashHard=200
|
||||
waveCashSui=150
|
||||
waveCashHOE=150
|
||||
bConvertExp=True
|
||||
vetFieldMedicExpCost=2.000000
|
||||
vetFieldMedicDmgExpCost=0.025000
|
||||
vetSharpHeadshotExpCost=10.000000
|
||||
vetSupportDamageExpCost=0.050000
|
||||
vetCommandoDamageExpCost=0.050000
|
||||
vetDemoDamageExpCost=0.050000
|
||||
vetZerkDamageExpCost=0.050000
|
||||
vetHeavyMGDamageExpCost=0.050000
|
||||
vetGunslingerKillExpCost=20.000000
|
||||
bAlwaysAllowSkillChange=False
|
||||
minSpawnRate=0.200000
|
||||
maxSpawnRate=0.200000
|
||||
minimalSpawnDistance=1200
|
||||
bOneFFIncOnly=False
|
||||
bNoLateFFIncrease=True
|
||||
bReplaceCrawler=True
|
||||
bReplaceStalker=True
|
||||
bReplaceClot=True
|
||||
bReplaceGorefast=True
|
||||
bReplaceBloat=True
|
||||
bReplaceSiren=True
|
||||
bReplaceHusk=True
|
||||
bReplaceScrake=True
|
||||
bReplaceFleshpound=True
|
||||
lateMultiplier=0.500000
|
||||
BigZedMinHealth=1000
|
||||
MediumZedMinHealth=500
|
||||
waveCash=800
|
||||
waveCash=750
|
||||
waveCash=600
|
||||
waveCash=500
|
||||
waveCash=450
|
||||
waveCash=350
|
||||
waveCash=250
|
||||
waveCash=100000
|
||||
|
@ -2,7 +2,7 @@
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||||
|
||||
Title=Compilation
|
||||
set PACKAGE="NicePack"
|
||||
@REM set SOURCES="C:\Users\Shtoyan\Documents\NicePack"
|
||||
@REM set SOURCES="D:\Games\SteamLibrary\steamapps\common\KillingFloor\NicePack"
|
||||
set SOURCES="C:\Users\dkanu\OneDrive\Documents\Programming projects\Killing floor\NicePack\project"
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||||
|
||||
set DIR_COMPILE="C:\Program Files (x86)\Steam\steamapps\common\KillingFloor"
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||||
|
@ -4,7 +4,11 @@ This repo contains sources for the last public NicePack release.
|
||||
|
||||
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.
|
||||
|
||||
The link to the compiled NicePack, along with all necessary files, is here: <http://www.insultplayers.ru/killingfloor/downloads/nicepack/NiceBundle.7z>
|
||||
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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||||
|
||||
## Config Files
|
||||
|
||||
Only 1 file atm: [NicePack.ini](Configs/NicePack.ini)
|
||||
|
||||
## Changelog
|
||||
|
||||
|
@ -1,23 +1,437 @@
|
||||
class NiceLobbyFooter extends ScrnLobbyFooter;
|
||||
function bool OnFooterClick(GUIComponent Sender)
|
||||
// base class, not vanilla
|
||||
class NiceLobbyFooter extends ButtonFooter;
|
||||
|
||||
|
||||
const MidGameMenuString="NicePack.NiceInvasionLoginMenu";
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||||
|
||||
var automated GUIButton b_Menu, b_MapVote, b_KickVote, b_Ready, b_ViewMap, b_Cancel;
|
||||
var string ReadyString, UnreadyString;
|
||||
|
||||
|
||||
function bool InternalOnPreDraw(Canvas C)
|
||||
{
|
||||
if (Sender == b_Perks){
|
||||
PlayerOwner().ClientOpenMenu(string(Class'NicePack.NiceInvasionLoginMenu'), false);
|
||||
return false;
|
||||
if (PlayerOwner().GameReplicationInfo != none)
|
||||
{
|
||||
// disable view map if its not a lobby state
|
||||
if (!PlayerOwner().GameReplicationInfo.bMatchHasBegun)
|
||||
b_ViewMap.EnableMe();
|
||||
else
|
||||
b_ViewMap.DisableMe();
|
||||
}
|
||||
else if(Sender == b_ViewMap){
|
||||
if(KF_StoryGRI(PlayerOwner().Level.GRI) == none){
|
||||
LobbyMenu(PageOwner).bAllowClose = true;
|
||||
PlayerOwner().ClientCloseMenu(true, false);
|
||||
LobbyMenu(PageOwner).bAllowClose = false;
|
||||
|
||||
// ready-unready text switch
|
||||
if (PlayerOwner().PlayerReplicationInfo != none && PlayerOwner().PlayerReplicationInfo.bReadyToPlay)
|
||||
b_Ready.Caption = UnreadyString;
|
||||
else
|
||||
b_Ready.Caption = ReadyString;
|
||||
|
||||
return super.InternalOnPreDraw(C);
|
||||
}
|
||||
|
||||
|
||||
// took poosh ScrnLobbyFooter as a reference
|
||||
// 1. overrided to position buttons by TabOrder
|
||||
// 2. moved some buttons to left side
|
||||
function PositionButtons(Canvas C)
|
||||
{
|
||||
local int j;
|
||||
local GUIButton b;
|
||||
local array<GUIButton> buttonsLEFT, buttonsRIGHT;
|
||||
local float x, s, m;
|
||||
|
||||
s = GetSpacer();
|
||||
m = GetMargin() / 2;
|
||||
x = ActualLeft() + ActualWidth() - m;
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||||
// position the Disconnect button on the left, others on the right
|
||||
|
||||
// right buttons
|
||||
buttonsRIGHT = GetButtons(false);
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||||
for (j = buttonsRIGHT.length - 1; j >= 0; --j)
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||||
{
|
||||
b = buttonsRIGHT[j];
|
||||
x -= b.ActualWidth();
|
||||
b.WinLeft = b.RelativeLeft(x, true);
|
||||
x -= s;
|
||||
}
|
||||
|
||||
// left buttons
|
||||
buttonsLEFT = GetButtons(true);
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||||
for (j = 0; j < buttonsLEFT.length; j++)
|
||||
{
|
||||
b = buttonsLEFT[j];
|
||||
b.WinLeft = b.RelativeLeft(m, true);
|
||||
m += b.ActualWidth();
|
||||
m += s;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
final private function array<GUIButton> GetButtons(optional bool bLEFTSIDED)
|
||||
{
|
||||
local int i, j;
|
||||
local GUIButton b;
|
||||
local array<GUIButton> buttons;
|
||||
|
||||
if (bLEFTSIDED)
|
||||
{
|
||||
for (i = 0; i < Controls.Length; ++i)
|
||||
{
|
||||
b = GUIButton(Controls[i]);
|
||||
if (b != none && bIsButtonLeft(b) && b.bVisible)
|
||||
{
|
||||
// compare tab orders and kepp the array sorted
|
||||
for (j = 0; j < buttons.length; ++j)
|
||||
{
|
||||
if (buttons[j].TabOrder >= b.TabOrder)
|
||||
break;
|
||||
}
|
||||
// fill the array
|
||||
buttons.insert(j, 1);
|
||||
buttons[j] = b;
|
||||
}
|
||||
}
|
||||
else if(Sender == b_Ready){
|
||||
return super(LobbyFooter).OnFooterClick(Sender); // bypass serverperks
|
||||
}
|
||||
else
|
||||
return super.OnFooterClick(Sender);
|
||||
{
|
||||
for (i = 0; i < Controls.Length; ++i)
|
||||
{
|
||||
b = GUIButton(Controls[i]);
|
||||
if (b != none && !bIsButtonLeft(b) && b.bVisible)
|
||||
{
|
||||
// compare tab orders and kepp the array sorted
|
||||
for (j = 0; j < buttons.length; ++j)
|
||||
{
|
||||
if (buttons[j].TabOrder >= b.TabOrder)
|
||||
break;
|
||||
}
|
||||
// fill the array
|
||||
buttons.insert(j, 1);
|
||||
buttons[j] = b;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return buttons;
|
||||
}
|
||||
|
||||
|
||||
// which buttons are left sided
|
||||
final private function bool bIsButtonLeft(GUIButton b)
|
||||
{
|
||||
// mapvote, kickvote and main menu must be on left side
|
||||
if (b == b_MapVote || b == b_KickVote || b == b_Menu)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
function bool ButtonsSized(Canvas C)
|
||||
{
|
||||
local int i;
|
||||
local GUIButton b;
|
||||
local bool bResult;
|
||||
local string str;
|
||||
local float T, AH, AT;
|
||||
|
||||
if (!bPositioned)
|
||||
return false;
|
||||
|
||||
bResult = true;
|
||||
str = GetLongestCaption(C);
|
||||
|
||||
AH = ActualHeight();
|
||||
AT = ActualTop();
|
||||
|
||||
for (i = 0; i < Controls.Length; i++)
|
||||
{
|
||||
b = GUIButton(Controls[i]);
|
||||
if (b != none)
|
||||
{
|
||||
if (bAutoSize && bFixedWidth)
|
||||
{
|
||||
if (b.Caption == "")
|
||||
b.SizingCaption = Left(str, Len(str) / 2);
|
||||
else
|
||||
b.SizingCaption = str;
|
||||
}
|
||||
else
|
||||
b.SizingCaption = "";
|
||||
|
||||
bResult = bResult && b.bPositioned;
|
||||
if (bFullHeight)
|
||||
b.WinHeight = b.RelativeHeight(AH, true);
|
||||
else
|
||||
b.WinHeight = b.RelativeHeight(ActualHeight(ButtonHeight), true);
|
||||
|
||||
switch (Justification)
|
||||
{
|
||||
case TXTA_Left:
|
||||
T = ClientBounds[1];
|
||||
break;
|
||||
|
||||
case TXTA_Center:
|
||||
T = (AT + AH / 2) - (b.ActualHeight() / 2);
|
||||
break;
|
||||
|
||||
case TXTA_Right:
|
||||
T = ClientBounds[3] - b.ActualHeight();
|
||||
break;
|
||||
}
|
||||
|
||||
//b.WinTop = AT + ((AH - ActualHeight(ButtonHeight)) / 2);
|
||||
b.WinTop = b.RelativeTop(T, true) + ((WinHeight - ButtonHeight) / 2);
|
||||
}
|
||||
}
|
||||
|
||||
return bResult;
|
||||
}
|
||||
|
||||
|
||||
function float GetButtonLeft()
|
||||
{
|
||||
local int i;
|
||||
local GUIButton b;
|
||||
local float TotalWidth, AW, AL;
|
||||
local float FooterMargin;
|
||||
|
||||
AL = ActualLeft();
|
||||
AW = ActualWidth();
|
||||
FooterMargin = GetMargin();
|
||||
|
||||
for (i = 0; i < Controls.Length; i++)
|
||||
{
|
||||
b = GUIButton(Controls[i]);
|
||||
if (b != none)
|
||||
{
|
||||
if (TotalWidth > 0)
|
||||
TotalWidth += GetSpacer();
|
||||
|
||||
TotalWidth += b.ActualWidth();
|
||||
}
|
||||
}
|
||||
|
||||
if (Alignment == TXTA_Center)
|
||||
return (AL + AW) / 2 - FooterMargin / 2 - TotalWidth / 2;
|
||||
|
||||
if (Alignment == TXTA_Right)
|
||||
return (AL + AW - FooterMargin / 2) - TotalWidth;
|
||||
|
||||
return AL + (FooterMargin / 2);
|
||||
}
|
||||
|
||||
|
||||
// Finds the longest caption of all the buttons
|
||||
function string GetLongestCaption(Canvas C)
|
||||
{
|
||||
local int i;
|
||||
local float XL, YL, LongestW;
|
||||
local string str;
|
||||
local GUIButton b;
|
||||
|
||||
if (C == none)
|
||||
return "";
|
||||
|
||||
for (i = 0; i < Controls.Length; i++)
|
||||
{
|
||||
b = GUIButton(Controls[i]);
|
||||
if (b != none)
|
||||
{
|
||||
if (b.Style != none)
|
||||
b.Style.TextSize(C, b.MenuState, b.Caption, XL, YL, b.FontScale);
|
||||
else
|
||||
C.StrLen( b.Caption, XL, YL );
|
||||
|
||||
if (LongestW == 0 || XL > LongestW)
|
||||
{
|
||||
str = b.Caption;
|
||||
LongestW = XL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return str;
|
||||
}
|
||||
|
||||
|
||||
function bool OnFooterClick(GUIComponent Sender)
|
||||
{
|
||||
local GUIController C;
|
||||
local PlayerController PC;
|
||||
|
||||
PC = PlayerOwner();
|
||||
C = Controller;
|
||||
|
||||
// midgame menu
|
||||
if (Sender == b_Menu)
|
||||
{
|
||||
PC.ClientOpenMenu(MidGameMenuString, false);
|
||||
}
|
||||
// ready-unready us
|
||||
else if (Sender == b_Ready)
|
||||
{
|
||||
if (PC.Level.NetMode == NM_Standalone || !PC.PlayerReplicationInfo.bReadyToPlay)
|
||||
{
|
||||
if (KFPlayerController(PC) != none)
|
||||
KFPlayerController(PC).SendSelectedVeterancyToServer(true);
|
||||
|
||||
// Set Ready
|
||||
PC.ServerRestartPlayer();
|
||||
PC.PlayerReplicationInfo.bReadyToPlay = True;
|
||||
if (PC.Level.GRI.bMatchHasBegun)
|
||||
PC.ClientCloseMenu(true, false);
|
||||
|
||||
b_Ready.Caption = UnreadyString;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (KFPlayerController(PC) != none)
|
||||
{
|
||||
KFPlayerController(PC).ServerUnreadyPlayer();
|
||||
PC.PlayerReplicationInfo.bReadyToPlay = false;
|
||||
b_Ready.Caption = ReadyString;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Kill Window and exit game / disconnect from server
|
||||
else if (Sender == b_Cancel)
|
||||
{
|
||||
// change class to ours
|
||||
NiceLobbyMenu(PageOwner).bAllowClose = true;
|
||||
C.ViewportOwner.Console.ConsoleCommand("DISCONNECT");
|
||||
// Marco SP
|
||||
PC.ClientCloseMenu(true, false);
|
||||
C.AutoLoadMenus();
|
||||
}
|
||||
// Spectate map while waiting for players to get ready
|
||||
else if (Sender == b_ViewMap)
|
||||
{
|
||||
// change class to ours
|
||||
NiceLobbyMenu(PageOwner).bAllowClose = true;
|
||||
PC.ClientCloseMenu(true, false);
|
||||
}
|
||||
// open kick vote
|
||||
else if (Sender == b_KickVote)
|
||||
{
|
||||
Controller.OpenMenu(Controller.KickVotingMenu);
|
||||
}
|
||||
// open map vote
|
||||
else if (Sender == b_MapVote)
|
||||
{
|
||||
PC.ShowVoteMenu();
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
function OnSteamStatsAndAchievementsReady()
|
||||
{
|
||||
PlayerOwner().ClientOpenMenu("KFGUI.KFProfilePage", false);
|
||||
}
|
||||
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ReadyString="Ready"
|
||||
UnreadyString="Unready"
|
||||
OnPreDraw=NiceLobbyFooter.InternalOnPreDraw
|
||||
|
||||
// LEFT buttons
|
||||
Begin Object Class=GUIButton Name=MenuButton
|
||||
Caption="Main Menu"
|
||||
Hint="Open midgame menu."
|
||||
WinTop=0.966146
|
||||
WinLeft=0.280000
|
||||
WinWidth=0.120000
|
||||
WinHeight=0.033203
|
||||
RenderWeight=2.000000
|
||||
TabOrder=0
|
||||
bBoundToParent=true
|
||||
ToolTip=none
|
||||
OnClick=NiceLobbyFooter.OnFooterClick
|
||||
OnKeyEvent=Cancel.InternalOnKeyEvent
|
||||
End Object
|
||||
b_Menu=MenuButton
|
||||
|
||||
Begin Object Class=GUIButton Name=MapVote
|
||||
Caption="Map Vote"
|
||||
Hint="Shortcut to map vote."
|
||||
WinTop=0.966146
|
||||
WinLeft=1.500000 //-0.500000
|
||||
WinWidth=0.120000
|
||||
WinHeight=0.033203
|
||||
RenderWeight=2.000000
|
||||
TabOrder=1
|
||||
bBoundToParent=true
|
||||
ToolTip=none
|
||||
OnClick=NiceLobbyFooter.OnFooterClick
|
||||
OnKeyEvent=Cancel.InternalOnKeyEvent
|
||||
End Object
|
||||
b_MapVote=MapVote
|
||||
|
||||
Begin Object Class=GUIButton Name=KickVote
|
||||
Caption="Kick Vote"
|
||||
Hint="Shortcut to kick vote."
|
||||
WinTop=0.966146
|
||||
WinLeft=-0.500000
|
||||
WinWidth=0.120000
|
||||
WinHeight=0.033203
|
||||
RenderWeight=2.000000
|
||||
TabOrder=2
|
||||
bBoundToParent=true
|
||||
ToolTip=none
|
||||
OnClick=NiceLobbyFooter.OnFooterClick
|
||||
OnKeyEvent=Cancel.InternalOnKeyEvent
|
||||
End Object
|
||||
b_KickVote=KickVote
|
||||
|
||||
// RIGHT buttons
|
||||
Begin Object Class=GUIButton Name=ReadyButton
|
||||
Caption="Ready"
|
||||
Hint="Click to indicate you are ready to play"
|
||||
WinTop=0.966146
|
||||
WinLeft=0.280000
|
||||
WinWidth=0.120000
|
||||
WinHeight=0.033203
|
||||
RenderWeight=2.000000
|
||||
TabOrder=3
|
||||
bBoundToParent=true
|
||||
ToolTip=none
|
||||
OnClick=NiceLobbyFooter.OnFooterClick
|
||||
OnKeyEvent=ReadyButton.InternalOnKeyEvent
|
||||
End Object
|
||||
b_Ready=ReadyButton
|
||||
|
||||
Begin Object Class=GUIButton Name=ViewMap
|
||||
Caption="View Map"
|
||||
Hint="Hover around while other players afk to death."
|
||||
WinTop=0.966146
|
||||
WinLeft=-0.500000
|
||||
WinWidth=0.120000
|
||||
WinHeight=0.033203
|
||||
RenderWeight=2.000000
|
||||
TabOrder=4
|
||||
bBoundToParent=true
|
||||
ToolTip=none
|
||||
OnClick=NiceLobbyFooter.OnFooterClick
|
||||
OnKeyEvent=Cancel.InternalOnKeyEvent
|
||||
End Object
|
||||
b_ViewMap=ViewMap
|
||||
|
||||
Begin Object Class=GUIButton Name=Cancel
|
||||
Caption="Disconnect"
|
||||
Hint="Disconnect From This Server"
|
||||
WinTop=0.966146
|
||||
WinLeft=-0.500000
|
||||
WinWidth=0.120000
|
||||
WinHeight=0.033203
|
||||
RenderWeight=2.000000
|
||||
TabOrder=5
|
||||
bBoundToParent=true
|
||||
ToolTip=none
|
||||
OnClick=NiceLobbyFooter.OnFooterClick
|
||||
OnKeyEvent=Cancel.InternalOnKeyEvent
|
||||
End Object
|
||||
b_Cancel=Cancel
|
||||
}
|
@ -182,21 +182,32 @@ simulated function HandleNiceHealingMechanicsAndSkills
|
||||
healed.bZedTimeInvincible = true;
|
||||
}
|
||||
}
|
||||
simulated function RemovePoisonAndBleed(NiceHumanPawn healed){
|
||||
|
||||
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)
|
||||
if (MRI != none)
|
||||
MRI.stopBleeding();
|
||||
// No poison
|
||||
if(healed.inventory == none) return;
|
||||
for(I = healed.inventory; I != none; I = I.inventory){
|
||||
if(MeanPoisonInventory(I) != none)
|
||||
if (healed.inventory == none)
|
||||
return;
|
||||
|
||||
for (I = healed.inventory; I != none; I = I.inventory)
|
||||
{
|
||||
if (MeanPoisonInventory(I) != none)
|
||||
I.Destroy();
|
||||
}
|
||||
}
|
||||
|
||||
// Tells server to heal given human pawn.
|
||||
simulated function ServerHealTarget(NiceHumanPawn healed, float charPotency,
|
||||
Pawn instigator){
|
||||
|
@ -50,24 +50,35 @@ static function bool HasSkill(NicePlayerController nicePlayer, class<NiceSkill>
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
static function bool SomeoneHasSkill(NicePlayerController player, class<NiceSkill> skill){
|
||||
|
||||
static function bool SomeoneHasSkill(NicePlayerController player, class<NiceSkill> skill)
|
||||
{
|
||||
local int i;
|
||||
local Controller P;
|
||||
local NicePlayerController nicePlayer;
|
||||
if(player == none)
|
||||
|
||||
if (player == none)
|
||||
return false;
|
||||
if(player.Pawn.Role == ROLE_Authority)
|
||||
for(P = player.Level.ControllerList; P != none; P = P.nextController){
|
||||
// added pawn check coz of log spam
|
||||
if (player.Pawn != none && player.Pawn.Role == ROLE_Authority)
|
||||
{
|
||||
for(P = player.Level.ControllerList; P != none; P = P.nextController)
|
||||
{
|
||||
nicePlayer = NicePlayerController(P);
|
||||
if(nicePlayer != none && HasSkill(nicePlayer, skill) && nicePlayer.Pawn.Health > 0 && !nicePlayer.Pawn.bPendingDelete
|
||||
if (nicePlayer != none && HasSkill(nicePlayer, skill) && nicePlayer.Pawn.Health > 0 && !nicePlayer.Pawn.bPendingDelete
|
||||
&& nicePlayer.PlayerReplicationInfo.Team == player.PlayerReplicationInfo.Team)
|
||||
return true;
|
||||
}
|
||||
else for(i = 0;i < player.broadcastedSkills.Length;i ++)
|
||||
if(player.broadcastedSkills[i] == skill)
|
||||
}
|
||||
else
|
||||
{
|
||||
for (i = 0;i < player.broadcastedSkills.Length;i ++)
|
||||
if (player.broadcastedSkills[i] == skill)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Checks if player will automatically chose given skill at the next opportunity
|
||||
static function bool IsSkillPending(NicePlayerController nicePlayer, class<NiceSkill> skill){
|
||||
local int i;
|
||||
|
@ -42,10 +42,11 @@ defaultproperties
|
||||
FireCrouchAltAnims(1)="CHFire_M14"
|
||||
FireCrouchAltAnims(2)="CHFire_M14"
|
||||
FireCrouchAltAnims(3)="CHFire_M14"
|
||||
HitAnims(0)="HitF_M14"
|
||||
HitAnims(1)="HitB_M14"
|
||||
HitAnims(2)="HitL_M14"
|
||||
HitAnims(3)="HitR_M14"
|
||||
// was "HitF_M14" and was log spamming like hell
|
||||
HitAnims(0)="HitR_M14_EBR"
|
||||
HitAnims(1)="HitR_M14_EBR"
|
||||
HitAnims(2)="HitR_M14_EBR"
|
||||
HitAnims(3)="HitR_M14_EBR"
|
||||
PostFireBlendStandAnim="Blend_M14"
|
||||
PostFireBlendCrouchAnim="CHBlend_M14"
|
||||
MeshRef="KF_Weapons3rd2_Trip.M14_EBR_3rd"
|
||||
|
@ -23,12 +23,19 @@ simulated function Tick(float DeltaTime) {
|
||||
}
|
||||
}
|
||||
}
|
||||
function Touch(Actor Other) {
|
||||
|
||||
function Touch(Actor Other)
|
||||
{
|
||||
if (Other == none)
|
||||
return;
|
||||
|
||||
super.Touch(Other);
|
||||
if (Other.IsA('ShotgunBullet')) {
|
||||
if (Other.IsA('ShotgunBullet'))
|
||||
{
|
||||
ShotgunBullet(Other).Damage = 0;
|
||||
}
|
||||
}
|
||||
|
||||
function RangedAttack(Actor A) {
|
||||
local int LastFireTime;
|
||||
if ( bShotAnim )
|
||||
|
@ -77,13 +77,14 @@ simulated function CloakStalker()
|
||||
SetOverlayMaterial(Material'KFX.FBDecloakShader', 0.25, true);
|
||||
}
|
||||
}
|
||||
|
||||
simulated function UnCloakStalker()
|
||||
{
|
||||
if( bZapped )
|
||||
if (bZapped)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if( !bCrispified )
|
||||
if (!bCrispified)
|
||||
{
|
||||
LastUncloakTime = Level.TimeSeconds;
|
||||
|
||||
@ -92,8 +93,9 @@ simulated function UnCloakStalker()
|
||||
bUnlit = false;
|
||||
|
||||
// 25% chance of our Enemy saying something about us being invisible
|
||||
if( Level.NetMode!=NM_Client && !KFGameType(Level.Game).bDidStalkerInvisibleMessage && FRand()<0.25 && Controller.Enemy!=none &&
|
||||
PlayerController(Controller.Enemy.Controller)!=none )
|
||||
// added Controller check here
|
||||
if (Level.NetMode!=NM_Client && !KFGameType(Level.Game).bDidStalkerInvisibleMessage && FRand()<0.25 && Controller != none && Controller.Enemy!=none &&
|
||||
PlayerController(Controller.Enemy.Controller)!=none)
|
||||
{
|
||||
PlayerController(Controller.Enemy.Controller).Speech('AUTO', 17, "");
|
||||
KFGameType(Level.Game).bDidStalkerInvisibleMessage = true;
|
||||
@ -115,6 +117,7 @@ simulated function UnCloakStalker()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
simulated function SetZappedBehavior()
|
||||
{
|
||||
super(NiceMonster).SetZappedBehavior();
|
||||
@ -173,25 +176,34 @@ simulated function int AttackAndMoveDoAnimAction( name AnimName ) {
|
||||
}
|
||||
return super.DoAnimAction( AnimName );
|
||||
}
|
||||
function bool MeleeDamageTarget(int hitdamage, vector pushdir) {
|
||||
|
||||
function bool MeleeDamageTarget(int hitdamage, vector pushdir)
|
||||
{
|
||||
local bool result;
|
||||
local float effectStrenght;
|
||||
local NiceHumanPawn targetPawn;
|
||||
result = Super(NiceMonster).MeleeDamageTarget(hitdamage, pushdir);
|
||||
|
||||
result = super(NiceMonster).MeleeDamageTarget(hitdamage, pushdir);
|
||||
// if true means we checked ctlr and ctrl.target != none
|
||||
if (result)
|
||||
targetPawn = NiceHumanPawn(Controller.Target);
|
||||
if(result && targetPawn != none){
|
||||
if(targetPawn.ShieldStrength > 100)
|
||||
|
||||
if (result && targetPawn != none)
|
||||
{
|
||||
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);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
function RemoveHead()
|
||||
{
|
||||
Super(NiceMonster).RemoveHead();
|
||||
|
@ -232,6 +232,7 @@ function ClawDamageTarget()
|
||||
PlaySound(MeleeAttackHitSound, SLOT_Interact, 1.25);
|
||||
}
|
||||
}
|
||||
|
||||
function bool ClawDamageSingleTarget(float UsedMeleeDamage, Actor ThisTarget)
|
||||
{
|
||||
local Pawn HumanTarget;
|
||||
@ -239,6 +240,11 @@ function bool ClawDamageSingleTarget(float UsedMeleeDamage, Actor ThisTarget)
|
||||
local bool bHitSomeone;
|
||||
local float EnemyAngle;
|
||||
local vector PushForceVar;
|
||||
|
||||
// fix log spam
|
||||
if (Controller == none || ThisTarget == none)
|
||||
return false;
|
||||
|
||||
EnemyAngle = Normal(ThisTarget.Location - Location) dot vector(Rotation);
|
||||
if (EnemyAngle > 0)
|
||||
{
|
||||
@ -272,6 +278,7 @@ function bool ClawDamageSingleTarget(float UsedMeleeDamage, Actor ThisTarget)
|
||||
}
|
||||
return bHitSomeone;
|
||||
}
|
||||
|
||||
function StartCharging()
|
||||
{
|
||||
// How many times should we hit before we cool down?
|
||||
|
@ -156,16 +156,31 @@ defaultproperties
|
||||
WalkAnims(1)="ZombieScuttleB"
|
||||
WalkAnims(2)="ZombieScuttleL"
|
||||
WalkAnims(3)="ZombieScuttleR"
|
||||
AirAnims(0)="ZombieSpring"
|
||||
AirAnims(1)="ZombieSpring"
|
||||
AirAnims(2)="ZombieSpring"
|
||||
AirAnims(3)="ZombieSpring"
|
||||
// steves dont have "jump" animation
|
||||
// https://github.com/poosh/KF-ScrnZedPack/blob/master/Classes/ZedBaseCrawler.uc
|
||||
AirAnims(0)="ZombieLeapIdle"
|
||||
AirAnims(1)="ZombieLeapIdle"
|
||||
AirAnims(2)="ZombieLeapIdle"
|
||||
AirAnims(3)="ZombieLeapIdle"
|
||||
TakeoffAnims(0)="ZombieSpring"
|
||||
TakeoffAnims(1)="ZombieSpring"
|
||||
TakeoffAnims(2)="ZombieSpring"
|
||||
TakeoffAnims(3)="ZombieSpring"
|
||||
AirStillAnim="ZombieSpring"
|
||||
TakeoffStillAnim="ZombieLeapIdle"
|
||||
LandAnims(0)="Landed"
|
||||
LandAnims(1)="Landed"
|
||||
LandAnims(2)="Landed"
|
||||
LandAnims(3)="Landed"
|
||||
// these should not use but just in case
|
||||
DoubleJumpAnims(0)="ZombieSpring"
|
||||
DoubleJumpAnims(1)="ZombieSpring"
|
||||
DoubleJumpAnims(2)="ZombieSpring"
|
||||
DoubleJumpAnims(3)="ZombieSpring"
|
||||
DodgeAnims(0)="ZombieSpring"
|
||||
DodgeAnims(1)="ZombieSpring"
|
||||
DodgeAnims(2)="ZombieSpring"
|
||||
DodgeAnims(3)="ZombieSpring"
|
||||
AirStillAnim="Jump2"
|
||||
TakeoffStillAnim="ZombieSpring"
|
||||
IdleCrouchAnim="ZombieLeapIdle"
|
||||
IdleWeaponAnim="ZombieLeapIdle"
|
||||
IdleRestAnim="ZombieLeapIdle"
|
||||
|
@ -445,6 +445,32 @@ static simulated function PreCacheMaterials(LevelInfo myLevel)
|
||||
myLevel.AddPrecacheMaterial(Texture'KF_Specimens_Trip_T.siren_hair');
|
||||
myLevel.AddPrecacheMaterial(Material'KF_Specimens_Trip_T.siren_hair_fb');
|
||||
}
|
||||
|
||||
|
||||
// DEAD sirens can NOT spawn scream emitter
|
||||
simulated function PlayDying(class<DamageType> DamageType, vector HitLoc)
|
||||
{
|
||||
super.PlayDying(DamageType, HitLoc);
|
||||
|
||||
// yea, stop all animations on dead zed
|
||||
StopAnimating();
|
||||
}
|
||||
|
||||
|
||||
state ZombieDying
|
||||
{
|
||||
ignores AnimEnd, Trigger, Bump, HitWall, HeadVolumeChange, PhysicsVolumeChange, Falling, BreathTimer, Died, RangedAttack;
|
||||
|
||||
simulated function BeginState()
|
||||
{
|
||||
// yea, stop all animations on dead zed
|
||||
StopAnimating();
|
||||
|
||||
super.BeginState();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
screamTimings(0)=0.420000
|
||||
|
@ -115,13 +115,14 @@ simulated function CloakStalker()
|
||||
SetOverlayMaterial(Material'KFX.FBDecloakShader', 0.25, true);
|
||||
}
|
||||
}
|
||||
|
||||
simulated function UnCloakStalker()
|
||||
{
|
||||
if( bZapped )
|
||||
if (bZapped)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if( !bCrispified )
|
||||
if (!bCrispified)
|
||||
{
|
||||
LastUncloakTime = Level.TimeSeconds;
|
||||
|
||||
@ -130,8 +131,9 @@ simulated function UnCloakStalker()
|
||||
bUnlit = false;
|
||||
|
||||
// 25% chance of our Enemy saying something about us being invisible
|
||||
if( Level.NetMode!=NM_Client && !KFGameType(Level.Game).bDidStalkerInvisibleMessage && FRand()<0.25 && Controller.Enemy!=none &&
|
||||
PlayerController(Controller.Enemy.Controller)!=none )
|
||||
// added Controller check here
|
||||
if (Level.NetMode!=NM_Client && !KFGameType(Level.Game).bDidStalkerInvisibleMessage && FRand()<0.25 && Controller != none && Controller.Enemy!=none &&
|
||||
PlayerController(Controller.Enemy.Controller) != none )
|
||||
{
|
||||
PlayerController(Controller.Enemy.Controller).Speech('AUTO', 17, "");
|
||||
KFGameType(Level.Game).bDidStalkerInvisibleMessage = true;
|
||||
@ -153,6 +155,7 @@ simulated function UnCloakStalker()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Set the zed to the zapped behavior
|
||||
simulated function SetZappedBehavior()
|
||||
{
|
||||
|
@ -536,16 +536,23 @@ simulated function NonRelevantSpeedupTick(float deltaTime){
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
}
|
||||
}
|
||||
|
||||
// Kill zed if it has been bleeding long enough
|
||||
simulated function BleedOutTick(float deltaTick){
|
||||
if(Role < ROLE_Authority || !bDecapitated) return;
|
||||
if(BleedOutTime <= 0 || Level.TimeSeconds < BleedOutTime) return;
|
||||
if(LastDamagedBy != none)
|
||||
simulated function BleedOutTick(float deltaTick)
|
||||
{
|
||||
if (Role < ROLE_Authority || !bDecapitated)
|
||||
return;
|
||||
if (BleedOutTime <= 0 || Level.TimeSeconds < BleedOutTime)
|
||||
return;
|
||||
if (LastDamagedBy != none)
|
||||
Died(LastDamagedBy.Controller, class'DamTypeBleedOut', Location);
|
||||
// else we can say we killed ourselves, none -> controller (self)
|
||||
// P.S. we really need to use Suicide here D:
|
||||
else
|
||||
Died(none, class'DamTypeBleedOut', Location);
|
||||
Died(controller, class'DamTypeBleedOut', Location);
|
||||
BleedOutTime = 0;
|
||||
}
|
||||
|
||||
// FX-stuff TWI did in the tick, unchanged
|
||||
simulated function TWIFXTick(float deltaTime){
|
||||
if(Level.netMode == NM_DedicatedServer) return;
|
||||
@ -1077,19 +1084,27 @@ function DealBodyDamage(int damage,
|
||||
damageType, headshotLevel);
|
||||
MakeNoise(1.0);
|
||||
}
|
||||
|
||||
function Died( Controller killer,
|
||||
class<DamageType> damageType,
|
||||
vector HitLocation){
|
||||
vector HitLocation)
|
||||
{
|
||||
local bool bHasManiac;
|
||||
local NiceHumanPawn nicePawn;
|
||||
|
||||
if (killer != none || (Controller != none && killer != Controller))
|
||||
{
|
||||
bHasManiac = class'NiceVeterancyTypes'.static.
|
||||
HasSkill(NicePlayerController(killer), class'NiceSkillDemoManiac');
|
||||
nicePawn = NiceHumanPawn(killer.pawn);
|
||||
if(bHasManiac && nicePawn != none)
|
||||
if (bHasManiac && nicePawn != none)
|
||||
nicePawn.maniacTimeout =
|
||||
class'NiceSkillDemoManiac'.default.reloadBoostTime;
|
||||
}
|
||||
|
||||
super.Died(killer, damageType, HitLocation);
|
||||
}
|
||||
|
||||
simulated function SetTearOffMomemtum(vector NewMomentum){
|
||||
TearOffMomentum = NewMomentum;
|
||||
TearOffMomentumX = NewMomentum.X;
|
||||
@ -2130,6 +2145,27 @@ simulated function DisableCollisions()
|
||||
}
|
||||
|
||||
|
||||
// Setters for extra collision cylinders
|
||||
simulated function ToggleAuxCollision(bool newbCollision)
|
||||
{
|
||||
if (MyExtCollision == none)
|
||||
{
|
||||
log(">> NiceMonster -> ToggleAuxCollision(" $ newbCollision $ ") -> MyExtCollision was none!!!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!newbCollision)
|
||||
{
|
||||
SavedExtCollision = MyExtCollision.bCollideActors;
|
||||
MyExtCollision.SetCollision(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
MyExtCollision.SetCollision(SavedExtCollision);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
stunDurationMultiplier=0.5
|
||||
|
Loading…
Reference in New Issue
Block a user