Remove strict difference between mostly fire and non-fire damage sources
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db84dad047
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@ -840,7 +840,6 @@ function FireDamageEffects(out int damage,
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float headshotLevel,
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float headshotLevel,
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KFPlayerReplicationInfo KFPRI){
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KFPlayerReplicationInfo KFPRI){
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local float heatDelta, bonusFireDamage;
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local float heatDelta, bonusFireDamage;
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local bool shouldBeSetOnFire, isFireWeapon;
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damage = FMax(0.0, damage);
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damage = FMax(0.0, damage);
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iceCrustStrenght = FMax(0.0, iceCrustStrenght);
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iceCrustStrenght = FMax(0.0, iceCrustStrenght);
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if(bFrozenZed){
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if(bFrozenZed){
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@ -878,15 +877,13 @@ function FireDamageEffects(out int damage,
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burnInstigator = instigatedBy;
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burnInstigator = instigatedBy;
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}
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}
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// Double heat damage at the cost of the fuel, if zed is already on fire
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// Double heat damage at the cost of the fuel, if zed is already on fire
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isFireWeapon = (damageType.default.heatPart >= 0.75);
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if (bOnFire) {
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if (bOnFire && isFireWeapon) {
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bonusFireDamage = FMax(FMin(damage, flameFuel) * 0.25, 0);
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bonusFireDamage = FMax(FMin(damage, flameFuel), 0);
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flameFuel -= bonusFireDamage;
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flameFuel -= bonusFireDamage;
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damage += bonusFireDamage;
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damage += bonusFireDamage;
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}
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}
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// Set on fire, if necessary
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// Set on fire, if necessary
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shouldBeSetOnFire = (heat > GetIgnitionPoint()) || isFireWeapon;
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if(heat > GetIgnitionPoint() && !bOnFire && bCanBurn){
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if(shouldBeSetOnFire && !bOnFire && bCanBurn){
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bBurnified = true;
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bBurnified = true;
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bOnFire = true;
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bOnFire = true;
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burnInstigator = instigatedBy;
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burnInstigator = instigatedBy;
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@ -1026,8 +1023,8 @@ function DealHeadDamage( int damage,
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// Skull injury killed a zed
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// Skull injury killed a zed
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if(HeadHealth <= 0) return;
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if(HeadHealth <= 0) return;
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// Additional weakpoint damage to burning zeds from non-flame weapons
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// Additional weakpoint damage to burning zeds from non-flame weapons
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if (bOnFire && damageType.default.heatPart < 0.75) {
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if (bOnFire) {
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damage += 100;
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damage += 100 * (1 - damageType.default.heatPart);
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}
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}
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HeadHealth -= damage;
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HeadHealth -= damage;
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if(nicePlayer != none && IsFinisher(damage, damageType, nicePlayer, true))
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if(nicePlayer != none && IsFinisher(damage, damageType, nicePlayer, true))
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