Fix incomplete revertion of weapon changes
This commit is contained in:
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d66d86b2b1
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@ -1074,7 +1074,7 @@ defaultproperties
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bNoLateFFIncrease=True
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bNoLateFFIncrease=True
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junkieNextGoal=1
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junkieNextGoal=1
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bIsPreGame=True
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bIsPreGame=True
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/*pickupReplaceArray(0)=(vanillaClass=Class'KFMod.MAC10Pickup',scrnClass=Class'ScrnBalanceSrv.ScrnMAC10Pickup',NewClass=Class'NicePack.NiceMAC10Pickup')
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pickupReplaceArray(0)=(vanillaClass=Class'KFMod.MAC10Pickup',scrnClass=Class'ScrnBalanceSrv.ScrnMAC10Pickup',NewClass=Class'NicePack.NiceMAC10Pickup')
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pickupReplaceArray(1)=(vanillaClass=Class'KFMod.WinchesterPickup',scrnClass=Class'ScrnBalanceSrv.ScrnWinchesterPickup',NewClass=Class'NicePack.NiceWinchesterPickup')
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pickupReplaceArray(1)=(vanillaClass=Class'KFMod.WinchesterPickup',scrnClass=Class'ScrnBalanceSrv.ScrnWinchesterPickup',NewClass=Class'NicePack.NiceWinchesterPickup')
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pickupReplaceArray(2)=(vanillaClass=Class'KFMod.CrossbowPickup',scrnClass=Class'ScrnBalanceSrv.ScrnCrossbowPickup',NewClass=Class'NicePack.NiceCrossbowPickup')
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pickupReplaceArray(2)=(vanillaClass=Class'KFMod.CrossbowPickup',scrnClass=Class'ScrnBalanceSrv.ScrnCrossbowPickup',NewClass=Class'NicePack.NiceCrossbowPickup')
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pickupReplaceArray(3)=(vanillaClass=Class'KFMod.SPSniperPickup',scrnClass=Class'ScrnBalanceSrv.ScrnSPSniperPickup',NewClass=Class'NicePack.NiceMaulerPickup')
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pickupReplaceArray(3)=(vanillaClass=Class'KFMod.SPSniperPickup',scrnClass=Class'ScrnBalanceSrv.ScrnSPSniperPickup',NewClass=Class'NicePack.NiceMaulerPickup')
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@ -1085,7 +1085,7 @@ defaultproperties
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pickupReplaceArray(8)=(vanillaClass=Class'KFMod.NailGunPickup',scrnClass=Class'ScrnBalanceSrv.ScrnNailGunPickup',NewClass=Class'NicePack.NiceNailGunPickup')
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pickupReplaceArray(8)=(vanillaClass=Class'KFMod.NailGunPickup',scrnClass=Class'ScrnBalanceSrv.ScrnNailGunPickup',NewClass=Class'NicePack.NiceNailGunPickup')
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pickupReplaceArray(9)=(vanillaClass=Class'KFMod.KSGPickup',scrnClass=Class'ScrnBalanceSrv.ScrnKSGPickup',NewClass=Class'NicePack.NiceKSGPickup')
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pickupReplaceArray(9)=(vanillaClass=Class'KFMod.KSGPickup',scrnClass=Class'ScrnBalanceSrv.ScrnKSGPickup',NewClass=Class'NicePack.NiceKSGPickup')
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pickupReplaceArray(10)=(vanillaClass=Class'KFMod.BenelliPickup',scrnClass=Class'ScrnBalanceSrv.ScrnBenelliPickup',NewClass=Class'NicePack.NiceBenelliPickup')
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pickupReplaceArray(10)=(vanillaClass=Class'KFMod.BenelliPickup',scrnClass=Class'ScrnBalanceSrv.ScrnBenelliPickup',NewClass=Class'NicePack.NiceBenelliPickup')
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pickupReplaceArray(11)=(vanillaClass=Class'KFMod.AA12Pickup',scrnClass=Class'ScrnBalanceSrv.ScrnAA12Pickup',NewClass=Class'NicePack.NiceAA12Pickup')*/
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pickupReplaceArray(11)=(vanillaClass=Class'KFMod.AA12Pickup',scrnClass=Class'ScrnBalanceSrv.ScrnAA12Pickup',NewClass=Class'NicePack.NiceAA12Pickup')
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NiceUniversalDescriptions(0)="Survive on %m in ScrN Balance mode"
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NiceUniversalDescriptions(0)="Survive on %m in ScrN Balance mode"
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NiceUniversalDescriptions(1)="Survive on %m in ScrN Balance mode with Hardcore Level 5+"
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NiceUniversalDescriptions(1)="Survive on %m in ScrN Balance mode with Hardcore Level 5+"
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NiceUniversalDescriptions(2)="Survive on %m in ScrN Balance mode with Hardcore Level 10+"
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NiceUniversalDescriptions(2)="Survive on %m in ScrN Balance mode with Hardcore Level 10+"
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@ -2,11 +2,10 @@ class NiceRandomItemSpawn extends ScrnRandomItemSpawn;
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defaultproperties
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defaultproperties
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{
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{
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PickupClasses(0)=Class'NicePack.NiceWinchesterPickup'
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PickupClasses(0)=Class'NicePack.NiceWinchesterPickup'
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/*PickupClasses(0)=Class'NicePack.Nice9mmPlusPickup'
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PickupClasses(1)=Class'NicePack.NiceShotgunPickup'
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PickupClasses(1)=Class'NicePack.NiceShotgunPickup'
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PickupClasses(2)=Class'NicePack.NiceBullpupPickup'
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PickupClasses(2)=Class'NicePack.NiceBullpupPickup'
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PickupClasses(3)=Class'NicePack.NiceMagnumPickup'
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PickupClasses(3)=Class'NicePack.NiceMagnumPickup'
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PickupClasses(4)=Class'NicePack.NiceWinchesterPickup'
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PickupClasses(4)=Class'NicePack.NiceWinchesterPickup'
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PickupClasses(5)=Class'NicePack.NiceM79Pickup'
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PickupClasses(5)=Class'NicePack.NiceM79Pickup'
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PickupClasses(8)=Class'NicePack.NiceMAC10Pickup'*/
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PickupClasses(8)=Class'NicePack.NiceMAC10Pickup'
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}
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}
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@ -4,7 +4,7 @@ static function int GetStatValueInt(ClientPerkRepLink StatOther, byte ReqNum)
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{
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{
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return StatOther.RFlameThrowerDamageStat;
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return StatOther.RFlameThrowerDamageStat;
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}
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}
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/*
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static function int AddFireDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<NiceWeaponDamageType> DmgType){
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static function int AddFireDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<NiceWeaponDamageType> DmgType){
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if(class<NiceDamTypeFire>(DmgType) != none){
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if(class<NiceDamTypeFire>(DmgType) != none){
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if(GetClientVeteranSkillLevel(KFPRI) == 0)
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if(GetClientVeteranSkillLevel(KFPRI) == 0)
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@ -157,7 +157,7 @@ static function string GetCustomLevelInfo( byte Level )
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ReplaceText(S,"%m",GetPercentStr(0.6 + 0.10*BonusLevel));
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ReplaceText(S,"%m",GetPercentStr(0.6 + 0.10*BonusLevel));
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ReplaceText(S,"%d",GetPercentStr(0.7 + fmin(0.2, 0.05*BonusLevel)));
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ReplaceText(S,"%d",GetPercentStr(0.7 + fmin(0.2, 0.05*BonusLevel)));
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return S;
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return S;
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}*/
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}
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defaultproperties
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defaultproperties
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{
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{
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DefaultDamageType=Class'NicePack.NiceDamTypeFire'
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DefaultDamageType=Class'NicePack.NiceDamTypeFire'
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@ -9,7 +9,7 @@ var string FireEndSoundRef;
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var string FireEndStereoSoundRef;
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var string FireEndStereoSoundRef;
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var string AmbientFireSoundRef;
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var string AmbientFireSoundRef;
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//MEANTODO
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//MEANTODO
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/*
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static function PreloadAssets(LevelInfo LevelInfo, optional KFFire Spawned){
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static function PreloadAssets(LevelInfo LevelInfo, optional KFFire Spawned){
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super.PreloadAssets(LevelInfo, Spawned);
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super.PreloadAssets(LevelInfo, Spawned);
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if(default.FireEndSound != none && default.FireEndSoundRef != "")
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if(default.FireEndSound != none && default.FireEndSoundRef != "")
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@ -103,7 +103,7 @@ state FireLoop
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function PlayFireEnd(){
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function PlayFireEnd(){
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if(!bWaitForRelease)
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if(!bWaitForRelease)
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Super.PlayFireEnd();
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Super.PlayFireEnd();
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}*/
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}
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defaultproperties
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defaultproperties
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{
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{
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AmbientFireSoundRadius=500.000000
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AmbientFireSoundRadius=500.000000
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@ -1,7 +1,7 @@
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class NiceBallisticHarpoon extends NiceBullet;
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class NiceBallisticHarpoon extends NiceBullet;
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// Have we added this harpoon to a stuck projectiles list?
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// Have we added this harpoon to a stuck projectiles list?
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var bool bAddedMyself;
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var bool bAddedMyself;
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/*simulated function Tick(float delta){
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simulated function Tick(float delta){
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local NiceSealSquealHarpoonBomber harpoonWeap;
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local NiceSealSquealHarpoonBomber harpoonWeap;
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if(bInitFinished && !bAddedMyself && bStuck && nicePlayer == localPlayer){
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if(bInitFinished && !bAddedMyself && bStuck && nicePlayer == localPlayer){
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bAddedMyself = true;
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bAddedMyself = true;
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@ -22,7 +22,7 @@ function KillBullet(){
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}
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}
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}
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}
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super.KillBullet();
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super.KillBullet();
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}*/
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}
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defaultproperties
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defaultproperties
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{
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{
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charMinExplosionDist=300.000000
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charMinExplosionDist=300.000000
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@ -1,7 +1,7 @@
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class NiceSealSquealHarpoonBomber extends NiceWeapon;
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class NiceSealSquealHarpoonBomber extends NiceWeapon;
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// Stuck projectiles, fired from this weapon
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// Stuck projectiles, fired from this weapon
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var array<int> stuckProjectiles;
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var array<int> stuckProjectiles;
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/*simulated function ExplodeAllHarpoons(){
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simulated function ExplodeAllHarpoons(){
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local int i;
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local int i;
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for(i = 0;i < stuckProjectiles.Length;i ++){
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for(i = 0;i < stuckProjectiles.Length;i ++){
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if(stuckProjectiles[i] < 0)
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if(stuckProjectiles[i] < 0)
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@ -22,7 +22,7 @@ simulated function Destroyed(){
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if(Role < ROLE_Authority)
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if(Role < ROLE_Authority)
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ExplodeAllHarpoons();
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ExplodeAllHarpoons();
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super.Destroyed();
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super.Destroyed();
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}*/
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}
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defaultproperties
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defaultproperties
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{
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{
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reloadPreEndFrame=0.195000
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reloadPreEndFrame=0.195000
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@ -1,14 +1,14 @@
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class NiceBallisticNade extends NiceBullet;
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class NiceBallisticNade extends NiceBullet;
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defaultproperties
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defaultproperties
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{
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{
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//charMinExplosionDist=250.000000
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charMinExplosionDist=250.000000
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bDisableComplexMovement=False
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bDisableComplexMovement=False
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//movementAcceleration=(Z=-490.000000)
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movementAcceleration=(Z=-490.000000)
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//movementFallTime=1.000000
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movementFallTime=1.000000
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TrailClass=Class'ROEffects.PanzerfaustTrail'
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TrailClass=Class'ROEffects.PanzerfaustTrail'
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trailXClass=None
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trailXClass=None
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explosionImpact=(bImportanEffect=True,decalClass=Class'KFMod.KFScorchMark',EmitterClass=Class'KFMod.KFNadeLExplosion',emitterShiftWall=20.000000,emitterShiftPawn=20.000000,noiseRef="KF_GrenadeSnd.Nade_Explode_1",noiseVolume=2.000000)
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explosionImpact=(bImportanEffect=True,decalClass=Class'KFMod.KFScorchMark',EmitterClass=Class'KFMod.KFNadeLExplosion',emitterShiftWall=20.000000,emitterShiftPawn=20.000000,noiseRef="KF_GrenadeSnd.Nade_Explode_1",noiseVolume=2.000000)
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disintegrationImpact=(EmitterClass=Class'KFMod.SirenNadeDeflect',noiseRef="Inf_Weapons.faust_explode_distant02",noiseVolume=2.000000)
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disintegrationImpact=(EmitterClass=Class'KFMod.SirenNadeDeflect',noiseRef="Inf_Weapons.faust_explode_distant02",noiseVolume=2.000000)
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//StaticMeshRef="kf_generic_sm.40mm_Warhead"
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StaticMeshRef="kf_generic_sm.40mm_Warhead"
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DrawScale=3.000000
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DrawScale=3.000000
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}
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}
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@ -1,6 +1,6 @@
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class NiceKnifeFire extends NiceMeleeFire;
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class NiceKnifeFire extends NiceMeleeFire;
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var name LastFireAnim;
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var name LastFireAnim;
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/*function name GetCorrectAnim(bool bLoop, bool bAimed){
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function name GetCorrectAnim(bool bLoop, bool bAimed){
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FireAnim = super.GetCorrectAnim(bLoop, bAimed);
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FireAnim = super.GetCorrectAnim(bLoop, bAimed);
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if( LastFireAnim == FireAnims[1] && FireAnim == FireAnims[2]
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if( LastFireAnim == FireAnims[1] && FireAnim == FireAnims[2]
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|| LastFireAnim == FireAnims[2] && FireAnim == FireAnims[1]
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|| LastFireAnim == FireAnims[2] && FireAnim == FireAnims[1]
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@ -8,7 +8,7 @@ var name LastFireAnim;
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FireAnim = FireAnims[0];
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FireAnim = FireAnims[0];
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LastFireAnim = FireAnim;
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LastFireAnim = FireAnim;
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return FireAnim;
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return FireAnim;
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}*/
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}
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defaultproperties
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defaultproperties
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{
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{
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damageDelay=0.450000
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damageDelay=0.450000
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@ -1,6 +1,6 @@
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class NiceMacheteFire extends NiceMeleeFire;
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class NiceMacheteFire extends NiceMeleeFire;
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var name LastFireAnim;
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var name LastFireAnim;
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/*function name GetCorrectAnim(bool bLoop, bool bAimed){
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function name GetCorrectAnim(bool bLoop, bool bAimed){
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FireAnim = super.GetCorrectAnim(bLoop, bAimed);
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FireAnim = super.GetCorrectAnim(bLoop, bAimed);
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if( LastFireAnim == FireAnims[1] && FireAnim == FireAnims[2]
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if( LastFireAnim == FireAnims[1] && FireAnim == FireAnims[2]
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|| LastFireAnim == FireAnims[2] && FireAnim == FireAnims[1]
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|| LastFireAnim == FireAnims[2] && FireAnim == FireAnims[1]
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@ -8,7 +8,7 @@ var name LastFireAnim;
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FireAnim = FireAnims[0];
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FireAnim = FireAnims[0];
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LastFireAnim = FireAnim;
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LastFireAnim = FireAnim;
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return FireAnim;
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return FireAnim;
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}*/
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}
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defaultproperties
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defaultproperties
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{
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{
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weaponRange=95.000000
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weaponRange=95.000000
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@ -1,7 +1,7 @@
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class NiceBoomStickAltFire extends NiceBoomStickFire;
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class NiceBoomStickAltFire extends NiceBoomStickFire;
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// Overload to force last shot to have a different animation with reload
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// Overload to force last shot to have a different animation with reload
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// NICETODO: uncomment this
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// NICETODO: uncomment this
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/*function name GetCorrectAnim(bool bLoop, bool bAimed){
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function name GetCorrectAnim(bool bLoop, bool bAimed){
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if(currentContext.sourceWeapon != none && currentContext.sourceWeapon.MagAmmoRemainingClient > 0)
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if(currentContext.sourceWeapon != none && currentContext.sourceWeapon.MagAmmoRemainingClient > 0)
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return super.GetCorrectAnim(bLoop, bAimed);
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return super.GetCorrectAnim(bLoop, bAimed);
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if(bAimed)
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if(bAimed)
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@ -9,7 +9,7 @@ class NiceBoomStickAltFire extends NiceBoomStickFire;
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else
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else
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return 'Fire_Last';
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return 'Fire_Last';
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return FireAnim;
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return FireAnim;
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}*/
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}
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defaultproperties
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defaultproperties
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{
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{
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KickMomentum=(X=-50.000000,Z=22.000000)
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KickMomentum=(X=-50.000000,Z=22.000000)
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@ -21,7 +21,7 @@ simulated function DestroyEffects(){
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if(Flash2Emitter != none)
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if(Flash2Emitter != none)
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Flash2Emitter.Destroy();
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Flash2Emitter.Destroy();
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}//MEANTODO
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}//MEANTODO
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/*function FlashMuzzleFlash(){
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function FlashMuzzleFlash(){
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if(currentContext.sourceWeapon == none)
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if(currentContext.sourceWeapon == none)
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return;
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return;
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if(currentContext.sourceWeapon.MagAmmoRemainingClient == 2){
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if(currentContext.sourceWeapon.MagAmmoRemainingClient == 2){
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@ -30,7 +30,7 @@ simulated function DestroyEffects(){
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}
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}
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else if(FlashEmitter != none)
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else if(FlashEmitter != none)
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FlashEmitter.Trigger(Weapon, Instigator);
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FlashEmitter.Trigger(Weapon, Instigator);
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}*/
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}
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defaultproperties
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defaultproperties
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{
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{
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MuzzleBoneLeft="Tip_Left"
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MuzzleBoneLeft="Tip_Left"
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@ -4,9 +4,9 @@ simulated function fillSubReloadStages(){
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// Loading 8 shells during 173 frames tops, with first shell loaded at frame 15, with 18 frames between load moments
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// Loading 8 shells during 173 frames tops, with first shell loaded at frame 15, with 18 frames between load moments
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generateReloadStages(8, 173, 15, 18);
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generateReloadStages(8, 173, 15, 18);
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// Make corrections, based on notify sound positioning
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// Make corrections, based on notify sound positioning
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/*reloadStages[0] = 16.0 / 173.0;
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reloadStages[0] = 16.0 / 173.0;
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reloadStages[2] = 50.0 / 173.0;
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reloadStages[2] = 50.0 / 173.0;
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reloadStages[7] = 140.0 / 173.0;*/
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reloadStages[7] = 140.0 / 173.0;
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}
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}
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defaultproperties
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defaultproperties
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@ -89,16 +89,16 @@ function ModDamage(out int Damage, Pawn instigatedBy, Vector hitLocation, Vector
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}//MEANTODO
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}//MEANTODO
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// He takes less damage to small arms fire (non explosives)
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// He takes less damage to small arms fire (non explosives)
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// Frags and LAW rockets will bring him down way faster than bullets and shells.
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// Frags and LAW rockets will bring him down way faster than bullets and shells.
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if (true/* DamageType != class 'DamTypeFrag' && DamageType != class 'DamTypePipeBomb'
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if (DamageType != class 'DamTypeFrag' && DamageType != class 'DamTypePipeBomb'
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&& DamageType!=class'NiceDamTypeM41AGrenade' && DamageType != class'NiceDamTypeRocket'
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&& DamageType!=class'NiceDamTypeM41AGrenade' && DamageType != class'NiceDamTypeRocket'
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&& (DamageType == none || !DamageType.default.bIsExplosive)*/)
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&& (DamageType == none || !DamageType.default.bIsExplosive))
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{
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{
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// Don't reduce the damage so much if it's a headshot
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// Don't reduce the damage so much if it's a headshot
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if(headshotLevel > 0.0){
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if(headshotLevel > 0.0){
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/*if(DamageType!= none && DamageType.default.HeadShotDamageMult >= 1.5)
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if(DamageType!= none && DamageType.default.HeadShotDamageMult >= 1.5)
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Damage *= 0.75;
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Damage *= 0.75;
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else
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else
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Damage *= 0.5;*/
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Damage *= 0.5;
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Damage *= 0.75;
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Damage *= 0.75;
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}
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}
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else
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else
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@ -110,8 +110,8 @@ function ModDamage(out int Damage, Pawn instigatedBy, Vector hitLocation, Vector
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}
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}
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// A little extra damage from the grenade launchers, they are HE not shrapnel,
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// A little extra damage from the grenade launchers, they are HE not shrapnel,
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// and its shrapnel that REALLY hurts the FP ;)//MEANTODO
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// and its shrapnel that REALLY hurts the FP ;)//MEANTODO
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else if(/* DamageType == class'NiceDamTypeM41AGrenade'
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else if(DamageType == class'NiceDamTypeM41AGrenade'
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||*/ (DamageType != none && DamageType.default.bIsExplosive))
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|| (DamageType != none && DamageType.default.bIsExplosive))
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Damage *= 1.25;
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Damage *= 1.25;
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if(AnimAction == 'PoundBlock')
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if(AnimAction == 'PoundBlock')
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Damage *= BlockDamageReduction;
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Damage *= BlockDamageReduction;
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@ -341,7 +341,7 @@ simulated function ProcessHitFX()
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}
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}
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function bool CheckStun(int stunScore, Pawn instigatedBy, Vector hitLocation, Vector momentum, class<NiceWeaponDamageType> damageType, float headshotLevel, KFPlayerReplicationInfo KFPRI){
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function bool CheckStun(int stunScore, Pawn instigatedBy, Vector hitLocation, Vector momentum, class<NiceWeaponDamageType> damageType, float headshotLevel, KFPlayerReplicationInfo KFPRI){
|
||||||
if(Health > 0 && damageType != none && damageType.default.HeadShotDamageMult >= 1.2
|
if(Health > 0 && damageType != none && damageType.default.HeadShotDamageMult >= 1.2
|
||||||
&& stunScore >= 250 && ( /*(DamageType != class'NiceDamTypeMagnumPistol') ||*/ headshotLevel > 0.0) )//MEANTODO
|
&& stunScore >= 250 && ( headshotLevel > 0.0) )//MEANTODO
|
||||||
return true;
|
return true;
|
||||||
return super.CheckStun(stunScore, instigatedBy, hitLocation, momentum, damageType, headshotLevel, KFPRI);
|
return super.CheckStun(stunScore, instigatedBy, hitLocation, momentum, damageType, headshotLevel, KFPRI);
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user