use doors (triggers/movers) during initial wave

This commit is contained in:
Shtoyan 2022-07-19 20:06:01 +04:00
parent 46216c87f4
commit a8793a950c

View File

@ -601,23 +601,32 @@ simulated function ClientLog(String logStr){
if(bFlagDebug) if(bFlagDebug)
Log("NiceDebug:"$logStr); Log("NiceDebug:"$logStr);
} }
function ServerUse(){
function ServerUse()
{
local NiceHumanPawn myPawn; local NiceHumanPawn myPawn;
myPawn = NiceHumanPawn(Pawn); myPawn = NiceHumanPawn(Pawn);
if(myPawn == none){ if (myPawn == none)
{
super.ServerUse(); super.ServerUse();
return; return;
} }
// Handle initial shop / medic drugs // Handle initial shop / medic drugs
if(NicePackMutator != none && NicePackMutator.bIsPreGame && NicePackMutator.bInitialTrader){ if (NicePackMutator != none && NicePackMutator.bIsPreGame && NicePackMutator.bInitialTrader)
if(VSize(Pawn.Velocity) <= 0.0){ {
if (VSize(Pawn.Velocity) <= 0.0)
{
ShowBuyMenu("Initial trader", myPawn.MaxCarryWeight); ShowBuyMenu("Initial trader", myPawn.MaxCarryWeight);
bOpenedInitTrader = true; bOpenedInitTrader = true;
} }
} }
else
// call this anyways, so we can use doors!
super.ServerUse(); super.ServerUse();
} }
simulated function ClientUpdatePawnMaxHealth(NiceHumanPawn updatePawn, int newHealthMax){ simulated function ClientUpdatePawnMaxHealth(NiceHumanPawn updatePawn, int newHealthMax){
updatePawn.HealthMax = newHealthMax; updatePawn.HealthMax = newHealthMax;
} }