TSC removed, cya!
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08ff5df2e7
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@ -487,19 +487,19 @@ simulated function ClientChangeWeapon(NiceWeapon newWeap){
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}
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// Validate that client is not hacking.
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function bool CanBuyNow(){
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function bool CanBuyNow()
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{
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local NicePlayerController niceController;
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niceController = NicePlayerController(Controller);
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if (niceController == none)
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return false;
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if (NiceGameType(Level.Game) != none && NiceGameType(Level.Game).NicePackMutator != none
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&& NiceGameType(Level.Game).NicePackMutator.bIsPreGame)
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return true;
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if(NiceTSCGame(Level.Game) != none && NiceTSCGame(Level.Game).NicePackMutator != none
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&& NiceTSCGame(Level.Game).NicePackMutator.bIsPreGame)
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return true;
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return Super.CanBuyNow();
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}
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// Overridden to not modify dual pistols' weapon group
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function bool AddInventory(inventory NewItem){
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local KFWeapon weap;
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@ -54,7 +54,6 @@ var int deadBodyCounter;
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var ScrnBalance ScrnMut;
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var ScrnGameType ScrnGT;
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var NiceGameType NiceGT;
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var NiceTSCGame NiceTSC;
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var NicePack Mut;
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var NiceRules GameRules;
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var NiceStorageServer serverStorage;
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@ -199,7 +198,6 @@ simulated function PostBeginPlay(){
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// Find game type and ScrN mutator
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ScrnGT = ScrnGameType(Level.Game);
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NiceGT = NiceGameType(Level.Game);
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NiceTSC = NiceTSCGame(Level.Game);
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if(ScrnGT == none){
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Log("ERROR: Wrong GameType (requires at least ScrnGameType)", Class.Outer.Name);
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Destroy();
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@ -209,8 +207,6 @@ simulated function PostBeginPlay(){
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ScrnGT.LoginMenuClass = string(class'NiceInvasionLoginMenu');
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if(NiceGT != none)
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NiceGT.RegisterMutator(Self);
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if(NiceTSC != none)
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NiceTSC.RegisterMutator(Self);
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ScrnMut = ScrnGT.ScrnBalanceMut;
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if(bReplacePickups)
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ScrnMut.bReplacePickups = false;
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@ -134,16 +134,17 @@ replication{
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ServerSetHLMessages, ServerMarkSettingsLoaded, ServerStartleZeds, ServerSetDisplayCounters,
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ServerSetDisplayWeaponProgress, ActivateAbility;
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}
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// Called on server only!
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function PostLogin(){
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function PostLogin()
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{
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local NicePack.PlayerRecord record;
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local NiceGameType NiceGT;
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local NiceTSCGame TSCGT;
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local ScrnCustomPRI ScrnPRI;
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Super.PostLogin();
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// Restore data
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NiceGT = NiceGameType(Level.Game);
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TSCGT = NiceTSCGame(Level.Game);
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ScrnPRI = class'ScrnCustomPRI'.static.FindMe(PlayerReplicationInfo);
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if(ScrnPRI != none)
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SteamID64 = ScrnPRI.GetSteamID64();
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@ -167,6 +168,7 @@ function PostLogin(){
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// Spawn ability manager
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abilityManager = Spawn(class'NiceAbilityManager', self);
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}
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simulated function ClientPostLogin(){
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local int i, j, k;
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local bool bEntryExists;
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@ -1465,7 +1467,6 @@ defaultproperties
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effectsLimitSoft=100
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effectsLimitHard=200
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sirenScreamMod=1.000000
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TSCLobbyMenuClassString="NicePack.NiceTSCLobbyMenu"
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LobbyMenuClassString="NicePack.NiceLobbyMenu"
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PawnClass=class'NiceHumanPawn'
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}
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@ -1,111 +0,0 @@
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class NiceTSCGame extends TSCGame;
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// Copy-pasted from NiceGameType
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var NicePack NicePackMutator;
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function RegisterMutator(NicePack activePack){
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NicePackMutator = activePack;
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}
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function SetupWave(){
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Super.SetupWave();
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// Event call
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NicePackMutator.WaveStart();
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}
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function RestartPlayer(Controller aPlayer){
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Super.RestartPlayer(aPlayer);
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if(aPlayer.Pawn != none && NicePlayerController(aPlayer) != none)
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NicePlayerController(aPlayer).PawnSpawned();
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}
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State MatchInProgress{
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function BeginState(){
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Super(Invasion).BeginState();
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WaveNum = InitialWave;
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InvasionGameReplicationInfo(GameReplicationInfo).WaveNumber = WaveNum;
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if(NicePackMutator.bInitialTrader)
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WaveCountDown = NicePackMutator.initialTraderTime + 10;
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else
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WaveCountDown = 10;
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SetupPickups();
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// Event call
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NicePackMutator.MatchBegan();
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}
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function DoWaveEnd(){
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Super.DoWaveEnd();
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// Event call
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NicePackMutator.TraderStart();
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}
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}
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function DramaticEvent(float BaseZedTimePossibility, optional float DesiredZedTimeDuration){
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local bool bWasZedTime;
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bWasZedTime = bZEDTimeActive;
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Super.DramaticEvent(BaseZedTimePossibility, DesiredZedTimeDuration);
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// Call events
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if(!bWasZedTime && bZEDTimeActive)
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NicePackMutator.ZedTimeActivated();
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}
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event Tick(float DeltaTime){
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local float TrueTimeFactor;
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local Controller C;
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if(bZEDTimeActive){
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TrueTimeFactor = 1.1 / Level.TimeDilation;
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CurrentZEDTimeDuration -= DeltaTime * TrueTimeFactor;
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if(CurrentZEDTimeDuration < (ZEDTimeDuration*0.166) && CurrentZEDTimeDuration > 0 ){
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if(!bSpeedingBackUp){
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bSpeedingBackUp = true;
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for(C = Level.ControllerList;C != none;C = C.NextController){
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if(KFPlayerController(C)!= none)
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KFPlayerController(C).ClientExitZedTime();
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}
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}
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SetGameSpeed(Lerp( (CurrentZEDTimeDuration/(ZEDTimeDuration*0.166)), 1.0, 0.2 ));
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}
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if(CurrentZEDTimeDuration <= 0){
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if(bZEDTimeActive)
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NicePackMutator.ZedTimeDeactivated();
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bZEDTimeActive = false;
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bSpeedingBackUp = false;
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SetGameSpeed(1.0);
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ZedTimeExtensionsUsed = 0;
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}
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}
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}
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function Killed(Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> dmgType){
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local KFSteamStatsAndAchievements StatsAndAchievements;
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Super.Killed(Killer, Killed, KilledPawn, dmgType);
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if(PlayerController(Killer) != none){
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if (NiceMonster(KilledPawn) != none && Killed != Killer){
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StatsAndAchievements = KFSteamStatsAndAchievements(PlayerController(Killer).SteamStatsAndAchievements);
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if(StatsAndAchievements != none){
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if(KilledPawn.IsA('NiceZombieStalker') || KilledPawn.IsA('MeanZombieStalker')){
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if(class<NiceDamTypeWinchester>(dmgType) != none)
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StatsAndAchievements.AddStalkerKillWithLAR();
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}
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else if(KilledPawn.IsA('NiceZombieClot') || KilledPawn.IsA('MeanZombieClot')){
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if(class<NiceDamTypeWinchester>(dmgType) != none)
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KFSteamStatsAndAchievements(PlayerController(Killer).SteamStatsAndAchievements).AddClotKillWithLAR();
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}
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}
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}
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}
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}
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// Reloaded to award damage
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function int ReduceDamage(int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType){
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local NiceMonster niceZed;
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local KFPlayerController PC;
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niceZed = NiceMonster(Injured);
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if(niceZed != none){
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if(instigatedBy != none){
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PC = KFPlayerController(instigatedBy.Controller);
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if(class<NiceWeaponDamageType>(damageType) != none && PC != none)
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class<NiceWeaponDamageType>(damageType).Static.AwardNiceDamage(KFSteamStatsAndAchievements(PC.SteamStatsAndAchievements), Clamp(Damage, 1, Injured.Health), niceZed.scrnRules.HardcoreLevel);
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}
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}
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return Super.ReduceDamage(Damage, injured, InstigatedBy, HitLocation, Momentum, DamageType);
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}
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defaultproperties
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{
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GameName="Nice Team Survival Competition"
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Description="Nice Edition of Team Survival Competition (TSCGame)."
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}
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@ -1,22 +0,0 @@
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class NiceTSCLobbyFooter extends NiceLobbyFooter;
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defaultproperties
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{
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Begin Object Class=GUIButton Name=ReadyButton
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Caption="Ready"
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MenuState=MSAT_Disabled
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Hint="Click to indicate you are ready to play"
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WinTop=0.966146
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WinLeft=0.280000
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WinWidth=0.120000
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WinHeight=0.033203
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RenderWeight=2.000000
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TabOrder=4
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bBoundToParent=True
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bVisible=False
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ToolTip=None
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OnClick=TSCLobbyFooter.OnFooterClick
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OnKeyEvent=ReadyButton.InternalOnKeyEvent
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End Object
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b_Ready=ReadyButton
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}
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class NiceTSCLobbyMenu extends TSCLobbyMenu;
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defaultproperties
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{
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Begin Object Class=NiceTSCLobbyFooter Name=BuyFooter
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RenderWeight=0.300000
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TabOrder=8
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bBoundToParent=False
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bScaleToParent=False
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OnPreDraw=BuyFooter.InternalOnPreDraw
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End Object
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t_Footer=BuyFooter
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}
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