multitasker fix part 1
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@ -170,17 +170,22 @@ function PostRender(Canvas C)
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x += 128 + 4;
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x += 128 + 4;
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}
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}
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}
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}
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//// Draw weapons progress bars
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//// Draw weapons progress bars
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if(nicePlayer != none && nicePlayer.bFlagDisplayWeaponProgress)
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if (class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillEnforcerMultitasker')
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&& nicePlayer.bFlagDisplayWeaponProgress)
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{
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{
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x = C.ClipX - InventoryBoxWidth * C.ClipX - 5;
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x = C.ClipX - InventoryBoxWidth * C.ClipX - 5;
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y = C.ClipY * 0.5 - 0.5 * (InventoryBoxHeight * C.ClipX + 4) * niceMutator.niceWeapProgressSet.Length;
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y = C.ClipY * 0.5 - 0.5 * (InventoryBoxHeight * C.ClipX + 4) * niceMutator.niceWeapProgressSet.Length;
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for(i = 0;i < niceMutator.niceWeapProgressSet.Length;i ++){
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for (i = 0;i < niceMutator.niceWeapProgressSet.Length;i ++)
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DrawWeaponProgress(C, niceMutator.niceWeapProgressSet[i], x, y,
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{
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C.ViewPort.Actor.Pawn.PlayerReplicationInfo.Team);
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DrawWeaponProgress(C, niceMutator.niceWeapProgressSet[i], x, y,
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y += (InventoryBoxHeight * C.ClipX + 4);
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C.ViewPort.Actor.Pawn.PlayerReplicationInfo.Team);
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}
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y += (InventoryBoxHeight * C.ClipX + 4);
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}
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}
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}
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//// Draw invincibility bar
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//// Draw invincibility bar
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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if(nicePawn != none && nicePawn.invincibilityTimer != 0.0)
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if(nicePawn != none && nicePawn.invincibilityTimer != 0.0)
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