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6 Commits
Author | SHA1 | Date | |
---|---|---|---|
dcc35d767b | |||
c3f0a76088 | |||
989bfc7792 | |||
f331df23c5 | |||
3cf769fdfa | |||
d6662b1bc6 |
@ -107,10 +107,6 @@ function PostRender(Canvas C)
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local int x, y, center, barWidth, offset;
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local int missesWidth, missesHeight, missesSpace;
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local int missesX, missesY;
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local TeamInfo team;
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local int healthToGive, totalExpectedHealth;
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local float textWidth, textHeight;
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local string textToDraw;
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// local Vector CamPos, ViewDir;
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// local Rotator CamRot;
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// local float OffsetX, BarLength, BarHeight, XL, YL, posY;
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@ -260,47 +256,6 @@ function PostRender(Canvas C)
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}
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}
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//// Draw quad damage bar
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if (nicePawn != none && nicePawn.quadDamageRemaining > 0.0)
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{
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C.SetDrawColor(255, 255, 255);
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barTexture = redBar;
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center = C.ClipX * 0.5;
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y = C.ClipY * 0.45;
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barWidth = C.ClipX * 0.2;
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barWidth *= nicePawn.quadDamageRemaining / class'NiceSkillEnforcerBruteA'.default.maximumDamageAdded;
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x = center - (barWidth / 2);
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C.SetPos(x, y);
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Log("DRAWING" @ x @ y @ barWidth);
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C.DrawTile(barTexture, barWidth, 32, 0, 0, barTexture.MaterialUSize(), barTexture.MaterialVSize());
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}//native(466) final function DrawTile( material Mat, float XL, float YL, float U, float V, float UL, float VL );
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team = C.ViewPort.Actor.Pawn.PlayerReplicationInfo.Team;
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//// Draw health still in regen timer
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healthToGive = ScrnHumanPawn(C.ViewPort.Actor.Pawn).clientHealthToGive;
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if (healthToGive > 0) {
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totalExpectedHealth = healthToGive + C.ViewPort.Actor.Pawn.health;;
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C.Font = class'ROHUD'.Static.LoadSmallFontStatic(3);
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if (totalExpectedHealth >= C.ViewPort.Actor.Pawn.healthMax) {
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if(team.teamIndex == 0) {
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C.SetDrawColor(255, 64, 64);
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}
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else {
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C.SetDrawColor(
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team.teamColor.R,
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team.teamColor.G,
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team.teamColor.B);
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}
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}
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else {
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C.SetDrawColor(128, 128, 128);
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}
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textToDraw = "+" $ healthToGive;
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C.TextSize(textToDraw, textWidth, textHeight);
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C.SetPos(C.ClipX * 0.05, C.ClipY * 0.9);
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C.DrawText(textToDraw);
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}
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//// Draw cooldowns
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if (nicePlayer.abilityManager == none)
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return;
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@ -318,7 +273,7 @@ function PostRender(Canvas C)
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{
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if (niceMutator.niceCounterSet[i].value != 0 || niceMutator.niceCounterSet[i].bShowZeroValue)
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{
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DrawCounter(C, niceMutator.niceCounterSet[i], x, y, team);
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DrawCounter(C, niceMutator.niceCounterSet[i], x, y, C.ViewPort.Actor.Pawn.PlayerReplicationInfo.Team);
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x += 128 + 4;
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}
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}
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@ -74,8 +74,6 @@ State MatchInProgress{
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function ScoreKill(Controller Killer, Controller Other)
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{
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local NicePlayerController niceKiller;
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local NiceHumanPawn niceKillerPawn;
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local PlayerReplicationInfo OtherPRI;
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local float KillScore;
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local Controller C;
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@ -200,15 +198,7 @@ function ScoreKill(Controller Killer, Controller Other)
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}
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/* End Marco's Kill Messages */
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niceKiller = NicePlayerController(killer);
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if (niceKiller != none && niceKiller.abilityManager != none) {
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niceKillerPawn = NiceHumanPawn(niceKiller.pawn);
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niceKiller.abilityManager.AddToAllCooldowns(-1);
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}
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if ( niceKillerPawn != none && NiceBoomStick(niceKillerPawn.weapon) != none
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&& other != none && other.pawn != none && other.pawn.default.health >= 1000) {
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niceKillerPawn.invincibilityTimer += 1.0;
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}
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}
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function DramaticEvent(float BaseZedTimePossibility, optional float DesiredZedTimeDuration){
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@ -46,11 +46,10 @@ struct InvincExtentions{
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var array<InvincExtentions> zedInvExtList;
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var int headshotStack;
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var float bruteTimer;
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var float quadDamageRemaining;
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replication{
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reliable if(Role == ROLE_Authority)
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headshotStack, hmgShieldLevel, forcedZedTimeCountDown, maniacTimeout, invincibilityTimer, safeMeleeMisses, ffScale,
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currentCalibrationState, calibrationScore, gunslingerTimer, quadDamageRemaining;
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currentCalibrationState, calibrationScore, gunslingerTimer;
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reliable if(Role == ROLE_Authority)
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ClientChangeWeapon;
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reliable if(Role < ROLE_AUTHORITY)
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@ -70,7 +69,7 @@ function ReplaceRequiredEquipment()
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RequiredEquipment[0] = string(class'NiceMachete');
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RequiredEquipment[1] = string(class'Nice9mmPlus');
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RequiredEquipment[2] = string(class'ScrnFrag');
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RequiredEquipment[3] = string(class'ScrnSyringe');
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RequiredEquipment[3] = string(class'NiceSyringe');
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RequiredEquipment[4] = string(class'KFMod.Welder');
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}
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@ -737,7 +736,6 @@ simulated function TakeDamage(int Damage, Pawn InstigatedBy, Vector Hitlocation,
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local float healPotency;
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local bool bOldArmorStops;
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local float adrResistance;
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local float oldHealthToGive;
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local NicePlayerController nicePlayer;
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ApplyWeaponStats(Weapon);
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if(invincibilityTimer > 0)
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@ -768,12 +766,7 @@ simulated function TakeDamage(int Damage, Pawn InstigatedBy, Vector Hitlocation,
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damageType.default.bArmorStops = true;
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}
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lastExplosionDistance = 0.0; // hack, but scrn fucks with usotherwise
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oldHealthToGive = healthToGive; // remember this to restore this value, in case we are using safeguard skill
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super.TakeDamage(Damage, InstigatedBy, hitLocation, Momentum, damageType, HitIndex);
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if (class'NiceVeterancyTypes'.static.HasSkill(nicePlayer, class'NiceSkillHeavySafeguard')) {
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healthToGive = oldHealthToGive;
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clientHealthToGive = healthToGive;
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}
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// Commando's zed time
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if( forcedZedTimeCountDown <= 0.0
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&& health < class'NiceSkillCommandoCriticalFocus'.default.healthBoundary && KFGameType(Level.Game) != none
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@ -796,7 +789,7 @@ simulated function TakeDamage(int Damage, Pawn InstigatedBy, Vector Hitlocation,
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if(ShieldStrength < 0)
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ShieldStrength = 0;
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health += HealAmount * 0.5;
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TakeHealing(self, HealAmount * 0.5 + 1, HealPotency);
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TakeHealing(self, HealAmount * 0.5, HealPotency);
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}
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if(ShieldStrength <= 0)
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getFreeJacket();
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@ -212,6 +212,20 @@ simulated function ClientPostLogin(){
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// Change HUD parameters
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class'ScrnHUD'.default.EnemyHealthBarHeight = 4.0;
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}
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// fix crooked camera after you die with active `ViewShake`
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function StopViewShaking() {
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ShakeRotMax = vect(0, 0, 0);
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ShakeRotRate = vect(0, 0, 0);
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ShakeRotTime = vect(0, 0, 0);
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ShakeOffsetMax = vect(0, 0, 0);
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ShakeOffsetRate = vect(0, 0, 0);
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ShakeOffsetTime = vect(0, 0, 0);
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// add missing variables
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ShakeOffset = vect(0, 0, 0);
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ShakeRot = Rot(0, 0, 0);
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}
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function ShowLobbyMenu(){
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Super.ShowLobbyMenu();
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}
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@ -71,7 +71,6 @@ simulated function CalculateDamageScales( out float scale1, out float scale2,
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local Vector victimPoint1, victimPoint2;
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local float swap;
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victimPoint1 = victim.location;
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victimPoint2.z += victim.CollisionHeight * 0.25;
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victimPoint2 = victim.location;
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victimPoint2.z += victim.CollisionHeight * 0.75;
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scale1 = GetDamageScale(victim, explosionLocation, victimPoint1,
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@ -94,55 +93,40 @@ simulated function ServerExplode
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float momentum,
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Vector explLocation,
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Pawn instigator,
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optional bool allowDoubleExplosion,
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optional Actor explosionTarget,
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optional vector explosiveDirection,
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optional bool preventProximityHeadDamage
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optional vector explosiveDirection
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){
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local Actor victim;
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local int numKilled;
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local Vector dirToVictim;
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local Vector hitLocation;
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local float scale1, scale2;
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local NiceMonster niceVictim;
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if(Role < ROLE_Authority) return;
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foreach VisibleActors(class'Actor', victim, explRadius, explLocation){
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if(victim == none || victim == self) continue;
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if(victim.role < ROLE_Authority) continue;
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if(ExtendedZCollision(victim) != none) continue;
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if(Trigger(victim) != none) continue;
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niceVictim = NiceMonster(victim);
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dirToVictim = Normal(victim.location - explLocation);
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hitLocation = victim.location - 0.5 *
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(victim.collisionHeight + victim.collisionRadius) * dirToVictim;
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CalculateDamageScales( scale1, scale2,
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victim, explLocation, explRadius, explExp);
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// Deal head damage if explosion is close enough to the victim's head
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if ( niceVictim != none && !preventProximityHeadDamage
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&& niceVictim.GetDistanceToHead(explLocation) <= explRadius * 0.1)
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{
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ServerDealDamage( victim, explDamage, instigator,
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hitLocation, 0.0 * dirToVictim,
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explDmgType, 0.5);
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}
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// Deal main damage
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if(scale1 > 0 || scale2 > 0) {
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ServerDealDamage(
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victim,
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explDamage * FMax(scale1, scale2),
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instigator,
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hitLocation,
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FMax(scale1, scale2) * momentum * dirToVictim,
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if(scale1 > 0){
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ServerDealDamage( victim, explDamage * scale1, instigator,
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hitLocation, scale1 * momentum * dirToVictim,
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explDmgType);
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}
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if(niceVictim != none) {
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if (niceVictim.health <= 0) {
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numKilled += 1;
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}
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else {
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niceVictim.concussionCountdown = 10.0;
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}
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// Deal secondary damage
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if(allowDoubleExplosion && victim != none && scale2 > 0){
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ServerDealDamage( victim, explDamage * scale2, instigator,
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hitLocation, scale2 * momentum * dirToVictim,
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explDmgType);
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}
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if(NiceMonster(victim) != none && NiceMonster(victim).health <= 0)
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numKilled ++;
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}
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if(numKilled >= 4)
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KFGameType(level.game).DramaticEvent(0.05);
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@ -219,45 +203,34 @@ simulated function RemovePoisonAndBleed(NiceHumanPawn healed)
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}
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// Tells server to heal given human pawn.
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simulated function ServerHealTarget(
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NiceHumanPawn healed,
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float charPotency,
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Pawn instigator
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) {
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simulated function ServerHealTarget(NiceHumanPawn healed, float charPotency,
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Pawn instigator){
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local NiceHumanPawn healer;
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local PlayerController healedPC;
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local KFPlayerReplicationInfo KFPRI;
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local NiceMedicGun healingTool;
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local float healTotal;
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local float healPotency;
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if(instigator == none || healed == none) return;
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if(healed.health <= 0 || healed.health >= healed.healthMax) return;
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KFPRI = KFPlayerReplicationInfo(instigator.PlayerReplicationInfo);
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if(KFPRI == none || KFPRI.ClientVeteranSkill == none) return;
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if(KFPRI == none || KFPRI.ClientVeteranSkill == none)
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return;
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healer = NiceHumanPawn(instigator);
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if(healer == none) return;
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healingTool = NiceMedicGun(healer.weapon);
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if(healer == none)
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return;
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healPotency = KFPRI.ClientVeteranSkill.static.GetHealPotency(KFPRI);
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healTotal = charPotency * healPotency;
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healer.AlphaAmount = 255;
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if(healingTool != none) {
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healingTool.ClientSuccessfulHeal(healer, healed);
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}
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healedPC = PlayerController(healed.controller);
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if(healedPC != none) {
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healedPC.ClientMessage(
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"You've been healed by" @ healer.GetPlayerName(),
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'CriticalEvent');
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}
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if(NiceMedicGun(healer.weapon) != none)
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NiceMedicGun(healer.weapon).ClientSuccessfulHeal(healer, healed);
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if(healed.health >= healed.healthMax){
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healed.GiveHealth(healTotal, healed.healthMax);
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return;
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}
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HandleNiceHealingMechanicsAndSkills(healer, healed, healPotency);
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if(healed.health < healed.healthMax){
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healed.TakeHealing(healed, healTotal, healPotency, healingTool);
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healed.TakeHealing( healed, healTotal, healPotency,
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KFWeapon(instigator.weapon));
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}
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RemovePoisonAndBleed(healed);
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}
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@ -288,6 +261,9 @@ simulated function HandleNiceDamageMechanicsAndSkills
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hasSkill(nicePlayer, class'NiceSkillCommandoTranquilizer');
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hasZEDFrenzy = class'NiceVeterancyTypes'.static.
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hasSkill(nicePlayer, class'NiceSkillMedicZEDFrenzy');
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// Medic's suppression
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if(hasTranquilizer)
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niceZed.mind = FMin(niceZed.mind, 0.5);
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// Medic's frenzy
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if(hasZEDFrenzy && nicePlayer.IsZedTimeActive()){
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niceZed.madnessCountDown =
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|
@ -128,7 +128,7 @@ function bool PreventDeath(Pawn Killed, Controller Killer, class<DamageType> dam
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class'NiceSkillDemoReactiveArmor'.default.explExponent,
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class'NiceDamTypeDemoSafeExplosion',
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class'NiceSkillDemoReactiveArmor'.default.explMomentum,
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killed.location, killed
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killed.location, killed, true
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);
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return true;
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}
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|
@ -29,7 +29,7 @@ struct NiceAbilityDescription{
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// Image to be used as an ability's icon
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var Texture icon;
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// Default cooldown duration
|
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var int cooldownLength;
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var float cooldownLength;
|
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// Can ability be canceled once activated?
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var bool canBeCancelled;
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};
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@ -39,7 +39,7 @@ struct NiceAbilityStatus{
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// Complete description of ability in question
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var NiceAbilityDescription description;
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// Current cooldown value
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var int cooldown;
|
||||
var float cooldown;
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// Current state of an ability
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var EAbilityState myState;
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};
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@ -65,7 +65,7 @@ function AddAbility(NiceAbilityDescription description){
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if(currentAbilities[i].description.ID ~= description.ID)
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return;
|
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newRecord.description = description;
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newRecord.cooldown = 0;
|
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newRecord.cooldown = 0.0;
|
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newRecord.myState = ASTATE_READY;
|
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currentAbilities[currentAbilitiesAmount] = newRecord;
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currentAbilitiesAmount += 1;
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@ -147,7 +147,7 @@ function SetAbilityState(int abilityIndex, EAbilityState newState){
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// Changes ability's cooldown by a given amount.
|
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// If this brings cooldown to zero or below -
|
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// resets current ability to a 'ready' (ASTATE_READY) state.
|
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function AddToCooldown(int abilityIndex, int delta){
|
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function AddToCooldown(int abilityIndex, float delta){
|
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if(abilityIndex < 0 || abilityIndex >= currentAbilitiesAmount) return;
|
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if(currentAbilities[abilityIndex].myState != ASTATE_COOLDOWN) return;
|
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currentAbilities[abilityIndex].cooldown += delta;
|
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@ -155,21 +155,12 @@ function AddToCooldown(int abilityIndex, int delta){
|
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SetAbilityState(abilityIndex, ASTATE_READY);
|
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hackCounter ++;
|
||||
}
|
||||
|
||||
function AddToAllCooldowns(int delta){
|
||||
function Tick(float deltaTime){
|
||||
local int i;
|
||||
|
||||
for (i = 0; i < currentAbilitiesAmount; i += 1) {
|
||||
if (currentAbilities[i].myState == ASTATE_COOLDOWN) {
|
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currentAbilities[i].cooldown += delta;
|
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if(currentAbilities[i].cooldown <= 0) {
|
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SetAbilityState(i, ASTATE_READY);
|
||||
if(Role != Role_AUTHORITY) return;
|
||||
for(i = 0;i < currentAbilitiesAmount;i ++)
|
||||
AddToCooldown(i, -deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
hackCounter ++;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
maxAbilitiesAmount=5
|
||||
|
@ -1,4 +1,4 @@
|
||||
class NiceDamTypeMedicDart extends NiceDamageTypeVetDemolitions
|
||||
class NiceDamTypeMedicDart extends NiceDamageTypeVetCommando
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
|
||||
|
@ -35,16 +35,6 @@ static function float GetMagCapacityMod(KFPlayerReplicationInfo KFPRI, KFWeapon
|
||||
return class'NiceSkillCommandoLargerMags'.default.sizeBonus;
|
||||
return 1.0;
|
||||
}
|
||||
// Change the cost of particular ammo
|
||||
static function float GetAmmoCostScaling(KFPlayerReplicationInfo KFPRI, class<Pickup> Item)
|
||||
{
|
||||
local class<NiceWeaponPickup> pickupClass;
|
||||
pickupClass = class<NiceWeaponPickup>(Item);
|
||||
if(IsPerkedPickup(pickupClass) && HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillCommandoLargerMags')) {
|
||||
return class'NiceSkillCommandoLargerMags'.default.sizeBonus;
|
||||
}
|
||||
return 1.0;
|
||||
}
|
||||
static function float GetSyringeChargeRate(KFPlayerReplicationInfo KFPRI){
|
||||
return 1.5;
|
||||
}
|
||||
@ -112,7 +102,7 @@ defaultproperties
|
||||
OnHUDIcons(3)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Commando_Blue',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Blue',DrawColor=(B=255,G=255,R=255,A=255))
|
||||
OnHUDIcons(4)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Commando_Purple',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Purple',DrawColor=(B=255,G=255,R=255,A=255))
|
||||
OnHUDIcons(5)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Commando_Orange',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Orange',DrawColor=(B=255,G=255,R=255,A=255))
|
||||
CustomLevelInfo="Level up by doing damage with perked weapons|15% faster reload with all weapons|10% faster movement speed|You get four additional Zed-Time Extensions|See health and cloaked zeds from 16 meters distance|Better Syringe handling"
|
||||
CustomLevelInfo="Level up by doing damage with perked weapons|15% faster reload with all weapons|10% faster movement speed|You get four additional Zed-Time Extensions|See health and cloacked zeds from 16 meters distance|Better Syringe handling"
|
||||
PerkIndex=3
|
||||
OnHUDIcon=Texture'KillingFloorHUD.Perks.Perk_Commando'
|
||||
OnHUDGoldIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Commando_Gold'
|
||||
|
@ -8,7 +8,6 @@ static function GetHitEffects(out class<xEmitter> HitEffects[4], int VictimHealt
|
||||
}
|
||||
defaultproperties
|
||||
{
|
||||
stoppingPower=0.5
|
||||
stunMultiplier=0.600000
|
||||
bIsExplosive=True
|
||||
DeathString="%o filled %k's body with shrapnel."
|
||||
|
@ -39,13 +39,12 @@ static function int AddDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured,
|
||||
perkDamage = float(InDamage);
|
||||
if(DmgType == class'NiceDamTypeDemoExplosion')
|
||||
return 1.6 * perkDamage;
|
||||
if(IsPerkedPickup(pickupClass) && class<NiceDamTypeDemoExplosion>(DmgType) != none)
|
||||
if(IsPerkedPickup(pickupClass))
|
||||
perkDamage *= 1.25;
|
||||
else if( pickupClass != none && pickupClass.default.weight <= class'NiceSkillDemoOffperk'.default.weightBound
|
||||
&& HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillDemoOffperk') )
|
||||
perkDamage *= class'NiceSkillDemoOffperk'.default.damageBonus;
|
||||
if( KFPRI != none && class<NiceDamTypeDemoExplosion>(DmgType) == none
|
||||
&& IsPerkedPickup(pickupClass)
|
||||
if( KFPRI != none && class<NiceDamTypeDemoBlunt>(DmgType) != none
|
||||
&& SomeoneHasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillDemoOnperk') )
|
||||
perkDamage *= class'NiceSkillDemoOnperk'.default.damageBonus;
|
||||
return perkDamage;
|
||||
|
@ -15,6 +15,7 @@ static function AbilityActivated(
|
||||
NicePlayerController relatedPlayer)
|
||||
{
|
||||
local NiceHumanPawn nicePawn;
|
||||
local NiceMonster victim;
|
||||
|
||||
if (relatedPlayer == none) return;
|
||||
nicePawn = NiceHumanPawn(relatedPlayer.pawn);
|
||||
@ -36,23 +37,6 @@ static function AbilityActivated(
|
||||
{
|
||||
nicePawn.bruteTimer =
|
||||
class'NiceSkillEnforcerBruteA'.default.abilityDuration;
|
||||
nicePawn.quadDamageRemaining = class'NiceSkillEnforcerBruteA'.default.maximumDamageAdded;
|
||||
}
|
||||
}
|
||||
|
||||
static function ModAbilityCooldown( string abilityID,
|
||||
NicePlayerController relatedPlayer,
|
||||
out float cooldown)
|
||||
{
|
||||
local NiceHumanPawn nicePawn;
|
||||
|
||||
if (relatedPlayer == none) return;
|
||||
nicePawn = NiceHumanPawn(relatedPlayer.pawn);
|
||||
if (nicePawn == none) return;
|
||||
|
||||
if (abilityID == "brute")
|
||||
{
|
||||
nicePawn.quadDamageRemaining = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -16,15 +16,12 @@ static function array<int> GetProgressArray(byte ReqNum, optional out int Double
|
||||
// Other bonuses
|
||||
static function int AddDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<DamageType> DmgType)
|
||||
{
|
||||
local int bruteAbilityIndex;
|
||||
local float fDamage, addedDamage;
|
||||
local float fDamage;
|
||||
local NicePlayerController nicePlayer;
|
||||
local NiceHumanPawn nicePawn;
|
||||
local NiceMonster niceTarget;
|
||||
|
||||
fDamage = float(InDamage);
|
||||
nicePlayer = NicePlayerController(KFPRI.Owner);
|
||||
nicePawn = NiceHumanPawn(nicePlayer.pawn);
|
||||
niceTarget = NiceMonster(injured);
|
||||
if ( niceTarget != none
|
||||
&& niceTarget.bFrozenZed
|
||||
@ -34,20 +31,9 @@ static function int AddDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured,
|
||||
(1 + class'NiceSkillEnforcerFinisherRounds'.default.damageBonus);
|
||||
}
|
||||
if( nicePlayer != none && nicePlayer.abilityManager != none
|
||||
&& nicePawn != none && nicePawn.quadDamageRemaining > 0
|
||||
&& nicePlayer.abilityManager.IsAbilityActive(class'NiceSkillEnforcerBruteA'.default.abilityID))
|
||||
{
|
||||
addedDamage = fDamage * class'NiceSkillEnforcerBruteA'.default.damageMult - fDamage;
|
||||
if (addedDamage >= nicePawn.quadDamageRemaining) {
|
||||
addedDamage = nicePawn.quadDamageRemaining;
|
||||
nicePawn.quadDamageRemaining = 0.0;
|
||||
bruteAbilityIndex = nicePlayer.abilityManager.GetAbilityIndex(class'NiceSkillEnforcerBruteA'.default.abilityID);
|
||||
nicePlayer.abilityManager.SetAbilityState(bruteAbilityIndex, ASTATE_COOLDOWN);
|
||||
}
|
||||
else {
|
||||
nicePawn.quadDamageRemaining -= addedDamage;
|
||||
}
|
||||
fDamage += addedDamage;
|
||||
fDamage *= class'NiceSkillEnforcerBruteA'.default.damageMult;
|
||||
}
|
||||
return int(fDamage);
|
||||
}
|
||||
@ -78,6 +64,15 @@ static function class<Grenade> GetNadeType(KFPlayerReplicationInfo KFPRI){
|
||||
return class'NiceCryoNade';
|
||||
}
|
||||
|
||||
static function float AddExtraAmmoFor(KFPlayerReplicationInfo KFPRI, Class<Ammunition> AmmoType){
|
||||
local float bonusNades;
|
||||
// Default bonus
|
||||
bonusNades = 2;
|
||||
if(AmmoType == class'FragAmmo')
|
||||
return 1.0 + 0.2 * bonusNades;
|
||||
return 1.0;
|
||||
}
|
||||
|
||||
static function int ReduceDamage(KFPlayerReplicationInfo KFPRI, KFPawn Injured, Pawn Instigator, int InDamage, class<DamageType> DmgType){
|
||||
local float fDamage;
|
||||
fDamage = float(inDamage);
|
||||
@ -185,7 +180,7 @@ defaultproperties
|
||||
SkillGroupA(4)=class'NiceSkillEnforcerZEDBarrage'
|
||||
SkillGroupB(0)=class'NiceSkillEnforcerUnkillable'
|
||||
SkillGroupB(1)=class'NiceSkillEnforcerMultitasker'
|
||||
SkillGroupB(2)=class'NiceSkillHeavySafeguard'
|
||||
SkillGroupB(2)=class'NiceSkillEnforcerFinisherRounds'
|
||||
SkillGroupB(3)=class'NiceSkillEnforcerBruteA'
|
||||
SkillGroupB(4)=class'NiceSkillEnforcerZEDIceGiant'
|
||||
progressArray0(0)=100
|
||||
|
@ -7,5 +7,5 @@ defaultproperties
|
||||
stunMult=3.000000
|
||||
spreadMult=0.500000
|
||||
SkillName="Bombard"
|
||||
SkillEffects="Your perked weapons are 3 times as good at stunning and have omly half as much spread."
|
||||
SkillEffects="Your perked weapons are 3 times as good at stunning."
|
||||
}
|
||||
|
@ -5,7 +5,6 @@ var string abilityID;
|
||||
var float coolDown;
|
||||
var float abilityDuration;
|
||||
var float damageMult;
|
||||
var float maximumDamageAdded;
|
||||
|
||||
function static SkillSelected(NicePlayerController nicePlayer)
|
||||
{
|
||||
@ -30,7 +29,6 @@ function static SkillDeSelected(NicePlayerController nicePlayer)
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
maximumDamageAdded=10000
|
||||
abilityID="brute"
|
||||
cooldown=60.000000
|
||||
abilityDuration=5.0
|
||||
|
@ -219,6 +219,8 @@ static function int AddRegDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injure
|
||||
}
|
||||
// Allows to buff only fire component of damage.
|
||||
static function int AddFireDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<NiceWeaponDamageType> DmgType){
|
||||
if(DmgType != none)
|
||||
return InDamage * DmgType.default.heatPart;
|
||||
return InDamage;
|
||||
}
|
||||
static function float stunDurationMult(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, class<NiceWeaponDamageType> DmgType){
|
||||
|
@ -3,5 +3,4 @@ class NiceHeavyFire extends NiceFire;
|
||||
defaultproperties
|
||||
{
|
||||
maxBonusContLenght=3
|
||||
aimingSpreadReductionCoefficient = 0.0
|
||||
}
|
||||
|
@ -66,19 +66,15 @@ simulated function WeaponTick(float dt){
|
||||
}
|
||||
super.WeaponTick(dt);
|
||||
}
|
||||
|
||||
simulated function ClientSuccessfulHeal(
|
||||
NiceHumanPawn healer,
|
||||
NiceHumanPawn healed
|
||||
){
|
||||
if(healed == none) {
|
||||
simulated function ClientSuccessfulHeal(NiceHumanPawn healer, NiceHumanPawn healed){
|
||||
if(healed == none)
|
||||
return;
|
||||
}
|
||||
if(instigator != none && PlayerController(instigator.controller) != none) {
|
||||
PlayerController(instigator.controller).ClientMessage(
|
||||
"You've healed" @ healed.GetPlayerName(),
|
||||
'CriticalEvent');
|
||||
}
|
||||
if(instigator != none && PlayerController(instigator.controller) != none)
|
||||
PlayerController(instigator.controller).
|
||||
ClientMessage("You've healed"@healed.GetPlayerName(), 'CriticalEvent');
|
||||
if(NiceHumanPawn(instigator) != none && PlayerController(healed.controller) != none)
|
||||
PlayerController(healed.controller).
|
||||
ClientMessage("You've been healed by"@healer.GetPlayerName(), 'CriticalEvent');
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
|
@ -18,47 +18,31 @@ var Shader ScopeScriptedShader; // The shader that combi
|
||||
var Material ScriptedTextureFallback; // The texture to render if the users system doesn't support shaders
|
||||
// new scope vars
|
||||
var Combiner ScriptedScopeCombiner;
|
||||
var Material TexturedScopeTexture;
|
||||
var texture TexturedScopeTexture;
|
||||
var bool bInitializedScope; // Set to true when the scope has been initialized
|
||||
var string ZoomMatRef;
|
||||
var string ScriptedTextureFallbackRef;
|
||||
var Material CrosshairTex;
|
||||
var texture CrosshairTex;
|
||||
var string CrosshairTexRef;
|
||||
|
||||
static function Material PreloadUnknownMaterial(string reference) {
|
||||
local Material result;
|
||||
|
||||
// Try to load as various types of materials
|
||||
result = FinalBlend(DynamicLoadObject(reference, class'FinalBlend', true));
|
||||
if(result != none) {
|
||||
return result;
|
||||
}
|
||||
result = Combiner(DynamicLoadObject(reference, class'Combiner', true));
|
||||
if(result != none) {
|
||||
return result;
|
||||
}
|
||||
result = Shader(DynamicLoadObject(reference, class'Shader', true));
|
||||
if(result != none) {
|
||||
return result;
|
||||
}
|
||||
result = Texture(DynamicLoadObject(reference, class'Texture', true));
|
||||
if(result != none) {
|
||||
return result;
|
||||
}
|
||||
result = Material(DynamicLoadObject(reference, class'Material'));
|
||||
return result;
|
||||
}
|
||||
|
||||
static function PreloadAssets(Inventory Inv, optional bool bSkipRefCount){
|
||||
local NiceScopedWeapon W;
|
||||
super.PreloadAssets(Inv, bSkipRefCount);
|
||||
if(default.ZoomMat == none && default.ZoomMatRef != ""){
|
||||
default.ZoomMat = PreloadUnknownMaterial(default.ZoomMatRef);
|
||||
// Try to load as various types of materials
|
||||
default.ZoomMat = FinalBlend(DynamicLoadObject(default.ZoomMatRef, class'FinalBlend', true));
|
||||
if(default.ZoomMat == none)
|
||||
default.ZoomMat = Combiner(DynamicLoadObject(default.ZoomMatRef, class'Combiner', true));
|
||||
if(default.ZoomMat == none)
|
||||
default.ZoomMat = Shader(DynamicLoadObject(default.ZoomMatRef, class'Shader', true));
|
||||
if(default.ZoomMat == none)
|
||||
default.ZoomMat = Texture(DynamicLoadObject(default.ZoomMatRef, class'Texture', true));
|
||||
if(default.ZoomMat == none)
|
||||
default.ZoomMat = Material(DynamicLoadObject(default.ZoomMatRef, class'Material'));
|
||||
}
|
||||
if(default.ScriptedTextureFallback == none && default.ScriptedTextureFallbackRef != "")
|
||||
default.ScriptedTextureFallback = PreloadUnknownMaterial(default.ScriptedTextureFallbackRef);
|
||||
default.ScriptedTextureFallback = texture(DynamicLoadObject(default.ScriptedTextureFallbackRef, class'texture'));
|
||||
if(default.CrosshairTex == none && default.CrosshairTexRef != "")
|
||||
default.CrosshairTex = PreloadUnknownMaterial(default.CrosshairTexRef);
|
||||
default.CrosshairTex = Texture(DynamicLoadObject(default.CrosshairTexRef, class'texture'));
|
||||
W = NiceScopedWeapon(Inv);
|
||||
if(W != none){
|
||||
W.ZoomMat = default.ZoomMat;
|
||||
|
@ -14,7 +14,6 @@ var float prReqPrecise; // How precise must head-shot be
|
||||
var float lockonTime;
|
||||
var float flinchMultiplier; // How effective is weapon for flinching zeds
|
||||
var float stunMultiplier; // How effective is weapon for stunning zeds
|
||||
var float stunLengthMultiplier; // For how long is weapon going to stun zeds
|
||||
var float heatPart; // How much of this damage should be a heat component?
|
||||
var float freezePower; // How good is weapon at freezing?
|
||||
var float bodyDestructionMult; // How much more damage do to body on a head-shot?
|
||||
@ -28,7 +27,6 @@ var const int MediumZedMinHealth; // If zed's base Health >= this
|
||||
var float PenDmgReduction; // Penetration damage reduction after hitting small zed
|
||||
var float penDecapReduction; // Penetration decapitaion effectiveness reduction after hitting small zed
|
||||
var float penIncapReduction; // Penetration incapacitation (flinch or stun) effectiveness reduction after hitting small zed
|
||||
var float stoppingPower; // How much stopping power the gun has - % amount zeds will be made to slow down when shot
|
||||
var bool bIsProjectile; // If original damage type's version was derived from 'KFProjectileWeaponDamageType', then set this to true
|
||||
// Scales exp gain according to given HardcoreLevel
|
||||
static function float getScale(int HL){
|
||||
@ -85,13 +83,11 @@ defaultproperties
|
||||
prReqPrecise=0.750000
|
||||
flinchMultiplier=1.000000
|
||||
stunMultiplier=1.000000
|
||||
stunLengthMultiplier=1.000000
|
||||
bodyDestructionMult=1.000000
|
||||
headSizeModifier=1.000000
|
||||
BigZedPenDmgReduction=0.500000
|
||||
BigZedMinHealth=1000
|
||||
MediumZedPenDmgReduction=0.750000
|
||||
stoppingPower=0.0
|
||||
MediumZedMinHealth=500
|
||||
PenDmgReduction=0.700000
|
||||
PawnDamageEmitter=None
|
||||
|
@ -12,7 +12,6 @@
|
||||
// E-mail: dkanus@gmail.com
|
||||
//======================================================================================================================
|
||||
class NiceBullet extends Actor;
|
||||
|
||||
// Link to interaction with the server
|
||||
var NiceReplicationInfo niceRI;
|
||||
// Controller of our instigator
|
||||
@ -21,6 +20,7 @@ var NicePlayerController nicePlayer;
|
||||
var NicePlayerController localPlayer;
|
||||
// Link to our mutator
|
||||
var NicePack niceMutator;
|
||||
|
||||
//======================================================================================================================
|
||||
// Battle bullet characteristic
|
||||
var float charOrigDamage;
|
||||
@ -180,29 +180,22 @@ var string ambientSoundRef;
|
||||
//======================================================================================================================
|
||||
// Functions
|
||||
static function PreloadAssets(){
|
||||
if (default.ambientSound == none && default.ambientSoundRef != "") {
|
||||
if(default.ambientSound == none && default.ambientSoundRef != "")
|
||||
default.ambientSound = sound(DynamicLoadObject(default.ambientSoundRef, class'Sound', true));
|
||||
}
|
||||
if (default.staticMesh == none && default.staticMeshRef != "") {
|
||||
if(default.staticMesh == none && default.staticMeshRef != "")
|
||||
UpdateDefaultStaticMesh(StaticMesh(DynamicLoadObject(default.staticMeshRef, class'StaticMesh', true)));
|
||||
}
|
||||
if (default.mesh == none && default.meshRef != "") {
|
||||
if(default.mesh == none && default.meshRef != "")
|
||||
UpdateDefaultMesh(Mesh(DynamicLoadObject(default.meshRef, class'Mesh', true)));
|
||||
}
|
||||
if (default.regularImpact.noise == none && default.regularImpact.noiseRef != "") {
|
||||
if(default.regularImpact.noise == none && default.regularImpact.noiseRef != "")
|
||||
default.regularImpact.noise =
|
||||
sound(DynamicLoadObject(default.regularImpact.noiseRef, class'Sound', true));
|
||||
}
|
||||
if (default.explosionImpact.noise == none && default.explosionImpact.noiseRef != "") {
|
||||
if(default.explosionImpact.noise == none && default.explosionImpact.noiseRef != "")
|
||||
default.explosionImpact.noise =
|
||||
sound(DynamicLoadObject(default.explosionImpact.noiseRef, class'Sound', true));
|
||||
}
|
||||
if (default.disintegrationImpact.noise == none && default.disintegrationImpact.noiseRef != "") {
|
||||
if(default.disintegrationImpact.noise == none && default.disintegrationImpact.noiseRef != "")
|
||||
default.disintegrationImpact.noise =
|
||||
sound(DynamicLoadObject(default.disintegrationImpact.noiseRef, class'Sound', true));
|
||||
}
|
||||
}
|
||||
|
||||
static function bool UnloadAssets(){
|
||||
default.AmbientSound = none;
|
||||
UpdateDefaultStaticMesh(none);
|
||||
@ -212,26 +205,20 @@ static function bool UnloadAssets() {
|
||||
default.disintegrationImpact.noise = none;
|
||||
return true;
|
||||
}
|
||||
|
||||
function PostBeginPlay(){
|
||||
super.PostBeginPlay();
|
||||
bounceHeadMod = 1.0;
|
||||
}
|
||||
|
||||
function UpdateTrails(){
|
||||
local Actor trailBase;
|
||||
|
||||
// Do nothing on dedicated server
|
||||
if (Level.NetMode == NM_DedicatedServer) {
|
||||
if(Level.NetMode == NM_DedicatedServer)
|
||||
return;
|
||||
}
|
||||
// Spawn necessary trails first
|
||||
if (trailClass != none && bulletTrail == none) {
|
||||
if(trailClass != none && bulletTrail == none)
|
||||
bulletTrail = Spawn(trailClass, self);
|
||||
}
|
||||
if (trailXClass != none && bulletXTrail == none) {
|
||||
if(trailXClass != none && bulletXTrail == none)
|
||||
bulletXTrail = Spawn(trailXClass, self);
|
||||
}
|
||||
// Handle positioning differently for stuck and regular projectiles
|
||||
if(bStuck && base != none){
|
||||
if(bUseBone){
|
||||
@ -248,30 +235,25 @@ function UpdateTrails() {
|
||||
bulletXTrail.SetRelativeRotation(relativeRotation);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
trailBase = self;
|
||||
}
|
||||
|
||||
else
|
||||
trailBase = self;
|
||||
// Update lifetime and base (latter is for non-bone attachments only)
|
||||
if(bulletTrail != none){
|
||||
if (trailBase != none) {
|
||||
if(trailBase != none)
|
||||
bulletTrail.SetBase(trailBase);
|
||||
}
|
||||
bulletTrail.lifespan = lifeSpan;
|
||||
}
|
||||
if(bulletXTrail != none){
|
||||
if (trailBase != none) {
|
||||
if(trailBase != none)
|
||||
bulletXTrail.SetBase(trailBase);
|
||||
}
|
||||
bulletXTrail.lifespan = lifeSpan;
|
||||
}
|
||||
}
|
||||
|
||||
function ResetPathBuilding(){
|
||||
finishedSegmentPart = -1.0;
|
||||
shiftPoint = location;
|
||||
}
|
||||
|
||||
// Resets default values for this bullet.
|
||||
// Must be called before each new use of a bullet.
|
||||
function Renew(){
|
||||
@ -284,129 +266,98 @@ function Renew() {
|
||||
ResetIgnoreList();
|
||||
ResetPathBuilding();
|
||||
}
|
||||
|
||||
simulated function Tick(float delta){
|
||||
super.Tick(delta);
|
||||
|
||||
if (localPlayer == none) {
|
||||
if(localPlayer == none)
|
||||
localPlayer = NicePlayerController(Level.GetLocalPlayerController());
|
||||
}
|
||||
|
||||
if(charFuseTime > 0){
|
||||
charFuseTime -= delta;
|
||||
if(charFuseTime < 0){
|
||||
if(charExplodeOnFuse && !charIsDud){
|
||||
GenerateImpactEffects(explosionImpact, location, movementDirection);
|
||||
if (bStuck) {
|
||||
if(bStuck)
|
||||
class'NiceBulletAdapter'.static.Explode(self, niceRI, location, base);
|
||||
} else {
|
||||
else
|
||||
class'NiceBulletAdapter'.static.Explode(self, niceRI, location);
|
||||
}
|
||||
}
|
||||
if (!charExplodeOnFuse) {
|
||||
if(!charExplodeOnFuse)
|
||||
GenerateImpactEffects(disintegrationImpact, location, movementDirection);
|
||||
}
|
||||
KillBullet();
|
||||
}
|
||||
}
|
||||
|
||||
if(bInitFinished && !bInitFinishDetected){
|
||||
bInitFinishDetected = true;
|
||||
UpdateTrails();
|
||||
}
|
||||
if (bInitFinished && !bBulletDead && !bStuck) {
|
||||
if(bInitFinished && !bBulletDead && !bStuck)
|
||||
DoProcessMovement(delta);
|
||||
}
|
||||
if(bInitFinished && bStuck){
|
||||
if (base == none || (KFMonster(base) != none && KFMonster(base).health <= 0)) {
|
||||
if(base == none || (KFMonster(base) != none && KFMonster(base).health <= 0))
|
||||
nicePlayer.ExplodeStuckBullet(stuckID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Extracts pawn actor from it's auxiliary collision
|
||||
// @param other Actor we collided with
|
||||
// @return Pawn we're interested in
|
||||
function Actor GetMainActor(Actor other){
|
||||
if (other == none) {
|
||||
if(other == none)
|
||||
return none;
|
||||
}
|
||||
|
||||
if (!other.IsA('KFPawn') && !other.IsA('KFMonster')) {
|
||||
// Try owner
|
||||
if (other.owner.IsA('KFPawn') || other.owner.IsA('KFMonster')) {
|
||||
return other.owner;
|
||||
}
|
||||
if( KFPawn(other) == none && KFMonster(other) == none
|
||||
&& (KFPawn(other.owner) != none || KFMonster(other.owner) != none) )
|
||||
other = other.owner;
|
||||
// Try base
|
||||
if (other.base.IsA('KFPawn') || other.base.IsA('KFMonster')) {
|
||||
return other.base;
|
||||
}
|
||||
}
|
||||
|
||||
if( KFPawn(other) == none && KFMonster(other) == none
|
||||
&& (KFPawn(other.base) != none || KFMonster(other.base) != none) )
|
||||
other = other.base;
|
||||
return other;
|
||||
}
|
||||
|
||||
// Returns 'true' if passed actor is either world geometry, 'Level' itself or nothing ('none')
|
||||
// Neither of these related to pawn damage dealing
|
||||
function bool IsLevelActor(Actor other){
|
||||
if (other == none) {
|
||||
if(other == none)
|
||||
return true;
|
||||
}
|
||||
return (other.bWorldGeometry || other == Level);
|
||||
}
|
||||
|
||||
// Adds given actor and every colliding object connected to it to ignore list
|
||||
// Removes their collision in case ignore is active (see 'bIgnoreIsActive')
|
||||
function TotalIgnore(Actor other){
|
||||
// These mark what objects, associated with 'other' we also need to ignore
|
||||
local KFPawn pawnOther;
|
||||
local KFMonster zedOther;
|
||||
|
||||
if (other == none) {
|
||||
if(other == none)
|
||||
return;
|
||||
}
|
||||
// Try to find main actor as KFPawn
|
||||
pawnOther = KFPawn(other);
|
||||
if (pawnOther == none) {
|
||||
if(pawnOther == none)
|
||||
pawnOther = KFPawn(other.base);
|
||||
}
|
||||
if (pawnOther == none) {
|
||||
if(pawnOther == none)
|
||||
pawnOther = KFPawn(other.owner);
|
||||
}
|
||||
// Try to find main actor as KFMonster
|
||||
zedOther = KFMonster(other);
|
||||
if (zedOther == none) {
|
||||
if(zedOther == none)
|
||||
zedOther = KFMonster(other.base);
|
||||
}
|
||||
if (zedOther == none) {
|
||||
if(zedOther == none)
|
||||
zedOther = KFMonster(other.owner);
|
||||
}
|
||||
// Ignore everything that's associated with this actor and can have collision
|
||||
IgnoreActor(other);
|
||||
IgnoreActor(other.base);
|
||||
IgnoreActor(other.owner);
|
||||
if (pawnOther != none) {
|
||||
if(pawnOther != none)
|
||||
IgnoreActor(pawnOther.AuxCollisionCylinder);
|
||||
}
|
||||
if (zedOther != none) {
|
||||
if(zedOther != none)
|
||||
IgnoreActor(zedOther.MyExtCollision);
|
||||
}
|
||||
}
|
||||
|
||||
// Adds a given actor to ignore list and removes it's collision in case ignore is active (see 'bIgnoreIsActive')
|
||||
function IgnoreActor(Actor other){
|
||||
local int i;
|
||||
local IgnoreEntry newIgnoredEntry;
|
||||
|
||||
// Check if that's a non-level actor and not already on the list
|
||||
if (IsLevelActor(other)) {
|
||||
if(IsLevelActor(other))
|
||||
return;
|
||||
}
|
||||
for (i = 0; i < ignoredActors.Length; i ++) {
|
||||
if (ignoredActors[i].ignored == other) {
|
||||
for(i = 0;i < ignoredActors.Length;i ++)
|
||||
if(ignoredActors[i].ignored == other)
|
||||
return;
|
||||
}
|
||||
}
|
||||
// Add actor to the ignore list & disable collision if needed
|
||||
if(other != none){
|
||||
// Make entry
|
||||
@ -414,63 +365,47 @@ function IgnoreActor(Actor other) {
|
||||
newIgnoredEntry.bExtDisabled = !other.bCollideActors;
|
||||
// Add and activate it
|
||||
ignoredActors[ignoredActors.Length] = newIgnoredEntry;
|
||||
if (bIgnoreIsActive) {
|
||||
if(bIgnoreIsActive)
|
||||
other.SetCollision(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Restores ignored state of the actors and zeroes our ignored arrays
|
||||
function ResetIgnoreList(){
|
||||
SetIgnoreActive(false);
|
||||
ignoredActors.Length = 0;
|
||||
}
|
||||
|
||||
// Activates/deactivates ignore for actors on the ignore list.
|
||||
// Ignore deactivation doesn't restore collision if actor was set to not collide prior most recent ignore activation.
|
||||
// Activating ignore when it's already active does nothing; same with deactivation.
|
||||
// Ignore deactivation is supposed to be used in the same function call in which activation took place before.
|
||||
function SetIgnoreActive(bool bActive){
|
||||
local int i;
|
||||
|
||||
// Do nothing if we're already in a correct state
|
||||
if (bActive == bIgnoreIsActive) {
|
||||
if(bActive == bIgnoreIsActive)
|
||||
return;
|
||||
}
|
||||
// Change ignore state & disable collision for ignored actors
|
||||
bIgnoreIsActive = bActive;
|
||||
for (i = 0; i < ignoredActors.Length; i ++) {
|
||||
for(i = 0;i < ignoredActors.Length;i ++)
|
||||
if(ignoredActors[i].ignored != none){
|
||||
// Mark actors that were set to not collide before activation
|
||||
if (bActive && !ignoredActors[i].ignored.bCollideActors) {
|
||||
if(bActive && !ignoredActors[i].ignored.bCollideActors)
|
||||
ignoredActors[i].bExtDisabled = true;
|
||||
}
|
||||
// Change collision for actors that weren't externally modified
|
||||
if (!ignoredActors[i].bExtDisabled) {
|
||||
if(!ignoredActors[i].bExtDisabled)
|
||||
ignoredActors[i].ignored.SetCollision(!bActive);
|
||||
}
|
||||
// After we deactivated our rules - forget about external modifications
|
||||
if (!bActive) {
|
||||
if(!bActive)
|
||||
ignoredActors[i].bExtDisabled = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function SetHumanPawnCollision(bool bEnable){
|
||||
local int i;
|
||||
|
||||
if (niceMutator == none) {
|
||||
if(niceMutator == none)
|
||||
niceMutator = class'NicePack'.static.Myself(Level);
|
||||
}
|
||||
|
||||
for (i = 0; i < niceMutator.recordedHumanPawns.Length; i ++) {
|
||||
if (niceMutator.recordedHumanPawns[i] != none) {
|
||||
for(i = 0;i < niceMutator.recordedHumanPawns.Length;i ++)
|
||||
if(niceMutator.recordedHumanPawns[i] != none)
|
||||
niceMutator.recordedHumanPawns[i].bBlockHitPointTraces = bEnable;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function float CheckHeadshot(KFMonster kfZed, Vector hitLocation, Vector hitDirection){
|
||||
local float hsMod;
|
||||
local float precision;
|
||||
@ -478,7 +413,6 @@ function float CheckHeadshot(KFMonster kfZed, Vector hitLocation, Vector hitDire
|
||||
local NiceMonster niceZed;
|
||||
local KFPlayerReplicationInfo KFPRI;
|
||||
local class<NiceVeterancyTypes> niceVet;
|
||||
|
||||
niceZed = NiceMonster(kfZed);
|
||||
hitDirection = Normal(hitDirection);
|
||||
bIsShotgunBullet = ClassIsChildOf(charDamageType, class'NiceDamageTypeVetEnforcer');
|
||||
@ -486,36 +420,27 @@ function float CheckHeadshot(KFMonster kfZed, Vector hitLocation, Vector hitDire
|
||||
hsMod = bounceHeadMod; // NICETODO: Add bounce and perk and damage type head-shot zones bonuses
|
||||
hsMod *= charDamageType.default.headSizeModifier;
|
||||
hsMod *= bounceHeadMod;
|
||||
if (nicePlayer != none) {
|
||||
if(nicePlayer != none)
|
||||
KFPRI = KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo);
|
||||
}
|
||||
if (KFPRI != none) {
|
||||
if(KFPRI != none)
|
||||
niceVet = class<NiceVeterancyTypes>(KFPRI.ClientVeteranSkill);
|
||||
}
|
||||
if (niceVet != none) {
|
||||
if(niceVet != none)
|
||||
hsMod *= niceVet.static.GetHeadshotCheckMultiplier(KFPRI, charDamageType);
|
||||
}
|
||||
precision = niceZed.IsHeadshotClient(hitLocation, hitDirection, niceZed.clientHeadshotScale * hsMod);
|
||||
if (
|
||||
precision <= 0.0 &&
|
||||
bIsShotgunBullet &&
|
||||
nicePlayer != none &&
|
||||
class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillSupportGraze')
|
||||
) {
|
||||
if(precision <= 0.0 && bIsShotgunBullet && nicePlayer != none && class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillSupportGraze')){
|
||||
bGrazing = true;
|
||||
hsMod *= class'NiceSkillSupportGraze'.default.hsBonusZoneMult;
|
||||
precision = niceZed.IsHeadshotClient(hitLocation, hitDirection, niceZed.clientHeadshotScale * hsMod);
|
||||
}
|
||||
return precision;
|
||||
} else {
|
||||
if (kfZed.IsHeadShot(hitLocation, hitDirection, 1.0)) {
|
||||
}
|
||||
else{
|
||||
if(kfZed.IsHeadShot(hitLocation, hitDirection, 1.0))
|
||||
return 1.0;
|
||||
} else {
|
||||
else
|
||||
return 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Makes bullet trace a directed line segment given by start and end points.
|
||||
// All traced actors and geometry are then properly affected by corresponding 'HandleHitPawn', 'HandleHitZed' and
|
||||
// 'HandleHitWall' functions.
|
||||
@ -532,7 +457,6 @@ function DoTraceLine(Vector lineStart, Vector lineEnd) {
|
||||
local array<int> hitPoints;
|
||||
local KFMonster tracedZed;
|
||||
local KFPawn tracedPawn;
|
||||
|
||||
lineDirection = (lineEnd - lineStart);
|
||||
lineDirection = (lineDirection) / VSize(lineDirection);
|
||||
// Do not trace for disabled bullets and prevent infinite loops
|
||||
@ -540,79 +464,64 @@ function DoTraceLine(Vector lineStart, Vector lineEnd) {
|
||||
iterationCount ++;
|
||||
// Trace next object
|
||||
if(!bGhost || localPlayer == none || localPlayer.tracesThisTick <= localPlayer.tracesPerTickLimit){
|
||||
if (Instigator != none) {
|
||||
if(Instigator != none)
|
||||
tracedActor = Instigator.Trace(hitLocation, hitNormal, lineEnd, lineStart, true);
|
||||
} else {
|
||||
else
|
||||
tracedActor = none;
|
||||
}
|
||||
localPlayer.tracesThisTick ++;
|
||||
} else {
|
||||
}
|
||||
else
|
||||
tracedActor = none;
|
||||
}
|
||||
if (
|
||||
charAffectedByScream &&
|
||||
!charIsDud &&
|
||||
localPlayer != none &&
|
||||
localPlayer.localCollisionManager != none &&
|
||||
localPlayer.localCollisionManager.IsCollidingWithAnything(lineStart, lineEnd)
|
||||
) {
|
||||
if(charAffectedByScream && !charIsDud && localPlayer != none && localPlayer.localCollisionManager != none && localPlayer.localCollisionManager.IsCollidingWithAnything(lineStart, lineEnd))
|
||||
HandleScream(lineStart, lineDirection);
|
||||
}
|
||||
if(tracedActor != none && IsLevelActor(tracedActor)){
|
||||
HandleHitWall(tracedActor, hitLocation, hitNormal);
|
||||
break;
|
||||
} else {
|
||||
}
|
||||
else{
|
||||
TotalIgnore(tracedActor);
|
||||
tracedActor = GetMainActor(tracedActor);
|
||||
}
|
||||
|
||||
// If tracing between current trace points haven't found anything and tracing step is less than segment's length
|
||||
// -- shift tracing bounds
|
||||
if (tracedActor == none) {
|
||||
if(tracedActor == none)
|
||||
return;
|
||||
}
|
||||
|
||||
// First, try to handle pawn like a zed; if fails, - try to handle it like 'KFPawn'
|
||||
tracedZed = KFMonster(tracedActor);
|
||||
tracedPawn = KFPawn(tracedActor);
|
||||
if (
|
||||
tracedPawn != none &&
|
||||
NiceHumanPawn(instigator) != none &&
|
||||
(NiceHumanPawn(instigator).ffScale <= 0 && NiceMedicProjectile(self) == none)
|
||||
) {
|
||||
if(tracedPawn != none && NiceHumanPawn(instigator) != none &&
|
||||
(NiceHumanPawn(instigator).ffScale <= 0 && NiceMedicProjectile(self) == none) )
|
||||
continue;
|
||||
}
|
||||
if(tracedZed != none){
|
||||
if(tracedZed.Health > 0){
|
||||
headshotLevel = CheckHeadshot(tracedZed, hitLocation, lineDirection);
|
||||
HandleHitZed(tracedZed, hitLocation, lineDirection, headshotLevel);
|
||||
}
|
||||
} else if (tracedPawn != none && tracedPawn.Health > 0) {
|
||||
if (tracedPawn.Health > 0) {
|
||||
}
|
||||
else if(tracedPawn != none && tracedPawn.Health > 0){
|
||||
if(tracedPawn.Health > 0)
|
||||
HandleHitPawn(tracedPawn, hitLocation, lineDirection, hitPoints);
|
||||
}
|
||||
} else {
|
||||
else
|
||||
HandleHitWall(tracedActor, hitLocation, hitNormal);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Replaces current path segment with the next one.
|
||||
// Doesn't check whether or not we've finished with the current segment.
|
||||
function BuildNextPathSegment(){
|
||||
// Only set start point to our location when we build path segment for the first time
|
||||
// After that we can't even assume that bullet is exactly in the 'pathSegmentE' point
|
||||
if (finishedSegmentPart < 0.0) {
|
||||
if(finishedSegmentPart < 0.0)
|
||||
pathSegmentS = Location;
|
||||
} else {
|
||||
else
|
||||
pathSegmentS = pathSegmentE;
|
||||
}
|
||||
movementDirection += (movementAcceleration * trajUpdFreq) / movementSpeed;
|
||||
pathSegmentE = pathSegmentS + movementDirection * movementSpeed * trajUpdFreq;
|
||||
finishedSegmentPart = 0.0;
|
||||
shiftPoint = pathSegmentS;
|
||||
}
|
||||
|
||||
// Updates 'shiftPoint' to the next bullet position in current segment.
|
||||
// Does nothing if current segment is finished or no segment was built at all.
|
||||
// @param delta Amount of time bullet has to move through the segment.
|
||||
@ -622,11 +531,9 @@ function float ShiftInSegment(float delta) {
|
||||
local float remainingTime;
|
||||
// Part of segment we can pass in a given time
|
||||
local float segmentPartWeCanPass;
|
||||
|
||||
// Exit if there's no segment in progress
|
||||
if (finishedSegmentPart < 0.0 || finishedSegmentPart > 1.0) {
|
||||
if(finishedSegmentPart < 0.0 || finishedSegmentPart > 1.0)
|
||||
return delta;
|
||||
}
|
||||
// [movementSpeed * delta] / [movementSpeed * trajUpdFreq] = [delta / trajUpdFreq]
|
||||
segmentPartWeCanPass = delta / trajUpdFreq;
|
||||
// If we can move through the rest of the segment - move to end point and mark it finished
|
||||
@ -634,20 +541,19 @@ function float ShiftInSegment(float delta) {
|
||||
remainingTime = delta - (1.0 - finishedSegmentPart) * trajUpdFreq;
|
||||
finishedSegmentPart = 1.1;
|
||||
shiftPoint = pathSegmentE;
|
||||
} else {
|
||||
}
|
||||
// Otherwise compute new 'shiftPoint' normally
|
||||
else{
|
||||
remainingTime = 0.0;
|
||||
finishedSegmentPart += (delta / trajUpdFreq);
|
||||
shiftPoint = pathSegmentS + movementDirection * movementSpeed * trajUpdFreq * finishedSegmentPart;
|
||||
}
|
||||
return remainingTime;
|
||||
}
|
||||
|
||||
// Moves bullet according to settings and decides when and how much tracing should it do.
|
||||
// @param delta Amount of time passed after previous bullet movement
|
||||
function DoProcessMovement(float delta){
|
||||
local Vector tempVect;
|
||||
|
||||
SetIgnoreActive(true);
|
||||
//SetHumanPawnCollision(true);
|
||||
// Simple linear movement
|
||||
@ -661,12 +567,12 @@ function DoProcessMovement(float delta) {
|
||||
// If in future complex movement would be re-enabled, - we want to set first point of the path to
|
||||
// the location of bullet at a time and not use outdated information.
|
||||
finishedSegmentPart = -1.0;
|
||||
} else {
|
||||
// Non-linear movement support
|
||||
while(delta > 0.0) {
|
||||
if (finishedSegmentPart < 0.0 || finishedSegmentPart > 1.0) {
|
||||
BuildNextPathSegment();
|
||||
}
|
||||
// Non-linear movement support
|
||||
else{
|
||||
while(delta > 0.0){
|
||||
if(finishedSegmentPart < 0.0 || finishedSegmentPart > 1.0)
|
||||
BuildNextPathSegment();
|
||||
// Remember current 'shiftPoint'. That's where we stopped tracing last time and where we must resume.
|
||||
tempVect = shiftPoint;
|
||||
// Update 'shiftPoint' (bullet position)
|
||||
@ -679,27 +585,20 @@ function DoProcessMovement(float delta) {
|
||||
Move(shiftPoint - location);
|
||||
}
|
||||
SetRotation(Rotator(movementDirection));
|
||||
if (charMinExplosionDist > 0) {
|
||||
if(charMinExplosionDist > 0)
|
||||
charMinExplosionDist -= VSize(tempVect);
|
||||
}
|
||||
SetIgnoreActive(false);
|
||||
//SetHumanPawnCollision(false);
|
||||
}
|
||||
|
||||
function Stick(Actor target, Vector hitLocation){
|
||||
local Vector boneStrickOrig;
|
||||
local ExplosionData expData;
|
||||
local Actor resultTarget;
|
||||
local NiceMonster targetZed;
|
||||
local name boneStick;
|
||||
local float distToBone, t;
|
||||
|
||||
if (bGhost) {
|
||||
local float distToBone;
|
||||
local float t;
|
||||
local Vector boneStrickOrig;
|
||||
local ExplosionData expData;
|
||||
if(bGhost)
|
||||
return;
|
||||
}
|
||||
expData.instigator = instigator;
|
||||
expData.sourceWeapon = sourceWeapon;
|
||||
expData.bulletClass = class;
|
||||
expData.explosionDamageType = charExplosionDamageType;
|
||||
expData.explosionDamage = charExplosionDamage;
|
||||
expData.explosionRadius = charExplosionRadius;
|
||||
@ -708,20 +607,24 @@ function Stick(Actor target, Vector hitLocation) {
|
||||
expData.fuseTime = charFuseTime;
|
||||
expData.explodeOnFuse = charExplodeOnFuse;
|
||||
expData.affectedByScream = charAffectedByScream;
|
||||
|
||||
if (!target.IsA('NiceMonster')) {
|
||||
hitLocation = (hitLocation - target.location) << target.rotation;
|
||||
boneStick = 'None';
|
||||
resultTarget = target;
|
||||
} else {
|
||||
expData.sourceWeapon = sourceWeapon;
|
||||
targetZed = NiceMonster(target);
|
||||
if(targetZed == none){
|
||||
expData.bulletClass = class;
|
||||
expData.instigator = instigator;
|
||||
niceRI.ServerStickProjectile(KFHumanPawn(instigator), target, 'None', hitLocation - target.location,
|
||||
Rotator(movementDirection), expData);
|
||||
class'NiceProjectileSpawner'.static.StickProjectile(KFHumanPawn(instigator), target, 'None',
|
||||
hitLocation - target.location, Rotator(movementDirection), expData);
|
||||
}
|
||||
else{
|
||||
expData.bulletClass = class;
|
||||
expData.instigator = instigator;
|
||||
boneStick = targetZed.GetClosestBone(hitLocation, movementDirection, distToBone);
|
||||
if (CheckHeadshot(targetZed, hitLocation, movementDirection) > 0.0) {
|
||||
if(CheckHeadshot(targetZed, hitLocation, movementDirection) > 0.0)
|
||||
boneStick = targetZed.HeadBone;
|
||||
}
|
||||
if (boneStick == targetZed.HeadBone) {
|
||||
if(boneStick == targetZed.HeadBone)
|
||||
expData.stuckToHead = true;
|
||||
}
|
||||
boneStrickOrig = targetZed.GetBoneCoords(boneStick).origin;
|
||||
t = movementDirection.x * (boneStrickOrig.x - hitLocation.x) +
|
||||
movementDirection.y * (boneStrickOrig.y - hitLocation.y) +
|
||||
@ -729,60 +632,37 @@ function Stick(Actor target, Vector hitLocation) {
|
||||
t /= VSizeSquared(movementDirection);
|
||||
t *= 0.5;
|
||||
hitLocation = hitLocation + t * movementDirection;
|
||||
hitLocation -= boneStrickOrig;
|
||||
resultTarget = targetZed;
|
||||
niceRI.ServerStickProjectile(KFHumanPawn(instigator), targetZed, boneStick,
|
||||
hitLocation - boneStrickOrig, Rotator(movementDirection), expData);
|
||||
class'NiceProjectileSpawner'.static.StickProjectile(KFHumanPawn(instigator), targetZed, boneStick,
|
||||
hitLocation - boneStrickOrig, Rotator(movementDirection), expData);
|
||||
}
|
||||
|
||||
niceRI.ServerStickProjectile(
|
||||
KFHumanPawn(instigator),
|
||||
resultTarget,
|
||||
boneStick,
|
||||
hitLocation,
|
||||
Rotator(movementDirection),
|
||||
expData
|
||||
);
|
||||
class'NiceProjectileSpawner'.static.StickProjectile(
|
||||
KFHumanPawn(instigator),
|
||||
resultTarget,
|
||||
boneStick,
|
||||
hitLocation,
|
||||
Rotator(movementDirection),
|
||||
expData
|
||||
);
|
||||
|
||||
KillBullet();
|
||||
}
|
||||
|
||||
function DoExplode(Vector explLocation, Vector impactNormal){
|
||||
if (charIsDud) {
|
||||
if(charIsDud)
|
||||
return;
|
||||
}
|
||||
if (bStuck) {
|
||||
if(bStuck)
|
||||
class'NiceBulletAdapter'.static.Explode(self, niceRI, explLocation, base);
|
||||
} else {
|
||||
else
|
||||
class'NiceBulletAdapter'.static.Explode(self, niceRI, explLocation);
|
||||
}
|
||||
GenerateImpactEffects(explosionImpact, explLocation, impactNormal, true, true);
|
||||
if (bShakeViewOnExplosion) {
|
||||
if(bShakeViewOnExplosion)
|
||||
ShakeView(explLocation);
|
||||
}
|
||||
KillBullet();
|
||||
}
|
||||
|
||||
function HandleHitWall(Actor wall, Vector hitLocation, Vector hitNormal){
|
||||
local bool bBulletTooWeak;
|
||||
|
||||
if(charExplodeOnWallHit && !charIsDud && charMinExplosionDist <= 0.0){
|
||||
DoExplode(hitLocation, hitNormal);
|
||||
return;
|
||||
} else {
|
||||
}
|
||||
else{
|
||||
class'NiceBulletAdapter'.static.HitWall(self, niceRI, wall, hitLocation, hitNormal);
|
||||
GenerateImpactEffects(regularImpact, hitLocation, hitNormal, true, true);
|
||||
if (charIsSticky) {
|
||||
if(charIsSticky)
|
||||
Stick(wall, hitLocation);
|
||||
}
|
||||
}
|
||||
|
||||
if(bShouldBounce && !bDisableComplexMovement){
|
||||
movementDirection = (movementDirection - 2.0 * hitNormal * (movementDirection dot hitNormal));
|
||||
bBulletTooWeak = !class'NiceBulletAdapter'.static.ZedPenetration(charDamage, self, none, false, false);
|
||||
@ -790,133 +670,97 @@ function HandleHitWall(Actor wall, Vector hitLocation, Vector hitNormal) {
|
||||
ResetPathBuilding();
|
||||
ResetIgnoreList();
|
||||
bounceHeadMod *= 2;
|
||||
} else if (movementFallTime > 0.0) {
|
||||
}
|
||||
else if(movementFallTime > 0.0){
|
||||
charIsDud = true;
|
||||
lifeSpan = movementFallTime;
|
||||
movementFallTime = 0.0;
|
||||
movementDirection = vect(0,0,0);
|
||||
ResetPathBuilding();
|
||||
ResetIgnoreList();
|
||||
} else {
|
||||
bBulletTooWeak = true;
|
||||
}
|
||||
|
||||
if (bBulletTooWeak) {
|
||||
else
|
||||
bBulletTooWeak = true;
|
||||
if(bBulletTooWeak)
|
||||
KillBullet();
|
||||
}
|
||||
}
|
||||
|
||||
function HandleHitPawn(KFPawn hitPawn, Vector hitLocation, Vector hitDirection, array<int> hitPoints){
|
||||
if(charExplodeOnPawnHit && !charIsDud && charMinExplosionDist <= 0.0){
|
||||
DoExplode(hitLocation, hitDirection);
|
||||
GenerateImpactEffects(explosionImpact, hitLocation, hitDirection);
|
||||
return;
|
||||
} else {
|
||||
class'NiceBulletAdapter'.static.HitPawn(self, niceRI, hitPawn, hitLocation, hitDirection, hitPoints);
|
||||
if (bGenRegEffectOnPawn) {
|
||||
GenerateImpactEffects(regularImpact, hitLocation, hitDirection, false, false);
|
||||
}
|
||||
else{
|
||||
class'NiceBulletAdapter'.static.HitPawn(self, niceRI, hitPawn, hitLocation, hitDirection, hitPoints);
|
||||
if(bGenRegEffectOnPawn)
|
||||
GenerateImpactEffects(regularImpact, hitLocation, hitDirection, false, false);
|
||||
}
|
||||
if(!class'NiceBulletAdapter'.static.ZedPenetration(charDamage, self, none, false, false)){
|
||||
charPenetrationCount += 1;
|
||||
KillBullet();
|
||||
}
|
||||
}
|
||||
|
||||
function HandleHitZed(KFMonster targetZed, Vector hitLocation, Vector hitDirection, float headshotLevel){
|
||||
local bool bHitZedCalled;
|
||||
|
||||
if(class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillDemoDirectApproach')){
|
||||
class'NiceBulletAdapter'.static.HitZed(self, niceRI, targetZed, hitLocation, hitDirection, headshotLevel);
|
||||
if (bGenRegEffectOnPawn) {
|
||||
if(bGenRegEffectOnPawn)
|
||||
GenerateImpactEffects(regularImpact, hitLocation, hitDirection, false, false);
|
||||
}
|
||||
bHitZedCalled = true;
|
||||
}
|
||||
|
||||
if(charExplodeOnPawnHit && !charIsDud && charMinExplosionDist <= 0.0){
|
||||
class'NiceBulletAdapter'.static.Explode(self, niceRI, hitLocation, targetZed);
|
||||
GenerateImpactEffects(explosionImpact, hitLocation, hitDirection);
|
||||
if (bShakeViewOnExplosion) {
|
||||
if(bShakeViewOnExplosion)
|
||||
ShakeView(hitLocation);
|
||||
}
|
||||
KillBullet();
|
||||
return;
|
||||
} else {
|
||||
if (!bHitZedCalled) {
|
||||
class'NiceBulletAdapter'.static.HitZed(
|
||||
self,
|
||||
niceRI,
|
||||
targetZed,
|
||||
hitLocation,
|
||||
hitDirection,
|
||||
headshotLevel
|
||||
);
|
||||
if (bGenRegEffectOnPawn) {
|
||||
GenerateImpactEffects(regularImpact, hitLocation, hitDirection, false, false);
|
||||
}
|
||||
else{
|
||||
if(!bHitZedCalled){
|
||||
class'NiceBulletAdapter'.static.HitZed(self, niceRI, targetZed, hitLocation, hitDirection, headshotLevel);
|
||||
if(bGenRegEffectOnPawn)
|
||||
GenerateImpactEffects(regularImpact, hitLocation, hitDirection, false, false);
|
||||
}
|
||||
bHitZedCalled = true;
|
||||
if(!bGhost && !bAlreadyHitZed){
|
||||
bAlreadyHitZed = true;
|
||||
if (nicePlayer != none && niceRI != none) {
|
||||
if(nicePlayer != none && niceRI != none)
|
||||
niceRI.ServerJunkieExtension(nicePlayer, headshotLevel > 0.0);
|
||||
}
|
||||
}
|
||||
if (charIsSticky) {
|
||||
if(charIsSticky)
|
||||
Stick(targetZed, hitLocation);
|
||||
}
|
||||
}
|
||||
if (!class'NiceBulletAdapter'.static.ZedPenetration(
|
||||
charDamage,
|
||||
self,
|
||||
targetZed,
|
||||
(headshotLevel > 0.0),
|
||||
(headshotLevel > charDamageType.default.prReqPrecise)
|
||||
)
|
||||
) {
|
||||
if(!class'NiceBulletAdapter'.static.ZedPenetration(charDamage, self, targetZed, (headshotLevel > 0.0), (headshotLevel > charDamageType.default.prReqPrecise))){
|
||||
charPenetrationCount += 1;
|
||||
KillBullet();
|
||||
}
|
||||
}
|
||||
|
||||
function HandleScream(Vector disintegrationLocation, Vector entryDirection){
|
||||
if (!charIsDud) {
|
||||
if(!charIsDud)
|
||||
GenerateImpactEffects(disintegrationImpact, disintegrationLocation, entryDirection);
|
||||
}
|
||||
class'NiceBulletAdapter'.static.HandleScream(self, niceRI, disintegrationLocation, entryDirection);
|
||||
}
|
||||
|
||||
function GenerateImpactEffects(
|
||||
ImpactEffect effect,
|
||||
Vector hitLocation,
|
||||
Vector hitNormal,
|
||||
optional bool bWallImpact,
|
||||
optional bool bGenerateDecal
|
||||
) {
|
||||
function GenerateImpactEffects(ImpactEffect effect, Vector hitLocation, Vector hitNormal,
|
||||
optional bool bWallImpact, optional bool bGenerateDecal){
|
||||
local float actualCullDistance;
|
||||
local float actualImpactShift;
|
||||
local bool generatedEffect;
|
||||
|
||||
// No need to play visuals on a server, for a dead bullets or in case there's no local player at all
|
||||
if (Level.NetMode == NM_DedicatedServer || bBulletDead || localPlayer == none) {
|
||||
if(Level.NetMode == NM_DedicatedServer || bBulletDead || localPlayer == none)
|
||||
return;
|
||||
}
|
||||
if (!localPlayer.CanSpawnEffect(bGhost) && !effect.bImportanEffect) {
|
||||
if(!localPlayer.CanSpawnEffect(bGhost) && !effect.bImportanEffect)
|
||||
return;
|
||||
}
|
||||
// -- Classic effect
|
||||
if (effect.bPlayROEffect && !bBulletDead) {
|
||||
if(effect.bPlayROEffect && !bBulletDead)
|
||||
Spawn(class'ROBulletHitEffect',,, hitLocation, rotator(-hitNormal));
|
||||
}
|
||||
// -- Generate decal
|
||||
if(bGenerateDecal && effect.decalClass != none){
|
||||
// Find appropriate cull distance for this decal
|
||||
actualCullDistance = effect.decalClass.default.cullDistance;
|
||||
// Double cull distance if local player is an instigator
|
||||
if (instigator != none && localPlayer == instigator.Controller) {
|
||||
if(instigator != none && localPlayer == instigator.Controller)
|
||||
actualCullDistance *= 2; // NICETODO: magic number
|
||||
}
|
||||
// Spawn decal
|
||||
if(!localPlayer.BeyondViewDistance(hitLocation, actualCullDistance)){
|
||||
Spawn(effect.decalClass, self,, hitLocation, rotator(- hitNormal));
|
||||
@ -925,11 +769,10 @@ function GenerateImpactEffects(
|
||||
}
|
||||
// -- Generate custom effect
|
||||
if(effect.emitterClass != none && EffectIsRelevant(hitLocation, false)){
|
||||
if (bWallImpact) {
|
||||
if(bWallImpact)
|
||||
actualImpactShift = effect.emitterShiftWall;
|
||||
} else {
|
||||
else
|
||||
actualImpactShift = effect.emitterShiftPawn;
|
||||
}
|
||||
Spawn(effect.emitterClass,,, hitLocation - movementDirection * actualImpactShift, rotator(movementDirection));
|
||||
generatedEffect = true;
|
||||
}
|
||||
@ -940,43 +783,28 @@ function GenerateImpactEffects(
|
||||
Spawn(class'NiceSoundCls',,, hitLocation);
|
||||
generatedEffect = true;
|
||||
}
|
||||
if (generatedEffect) {
|
||||
if(generatedEffect)
|
||||
localPlayer.AddEffect();
|
||||
}
|
||||
}
|
||||
|
||||
function ShakeView(Vector hitLocation){
|
||||
local float distance, scale;
|
||||
|
||||
if (nicePlayer == none || shakeRadiusMult < 0.0) {
|
||||
if(nicePlayer == none || shakeRadiusMult < 0.0)
|
||||
return;
|
||||
}
|
||||
distance = VSize(hitLocation - nicePlayer.ViewTarget.Location);
|
||||
if(distance < charExplosionRadius * shakeRadiusMult){
|
||||
if (distance < charExplosionRadius) {
|
||||
if(distance < charExplosionRadius)
|
||||
scale = 1.0;
|
||||
} else {
|
||||
else
|
||||
scale = (charExplosionRadius * ShakeRadiusMult - distance) / (charExplosionRadius);
|
||||
}
|
||||
nicePlayer.ShakeView(
|
||||
shakeRotMag * scale,
|
||||
shakeRotRate,
|
||||
shakeRotTime,
|
||||
shakeOffsetMag * scale,
|
||||
shakeOffsetRate,
|
||||
shakeOffsetTime
|
||||
);
|
||||
nicePlayer.ShakeView(shakeRotMag*scale, shakeRotRate, shakeRotTime, shakeOffsetMag * scale, shakeOffsetRate, shakeOffsetTime);
|
||||
}
|
||||
}
|
||||
|
||||
function KillBullet(){
|
||||
local int i;
|
||||
|
||||
if(bulletTrail != none){
|
||||
for(i = 0;i < bulletTrail.Emitters.Length;i ++){
|
||||
if (bulletTrail.Emitters[i] == none) {
|
||||
if(bulletTrail.Emitters[i] == none)
|
||||
continue;
|
||||
}
|
||||
bulletTrail.Emitters[i].ParticlesPerSecond = 0;
|
||||
bulletTrail.Emitters[i].InitialParticlesPerSecond = 0;
|
||||
bulletTrail.Emitters[i].RespawnDeadParticles = false;
|
||||
@ -984,7 +812,6 @@ function KillBullet() {
|
||||
bulletTrail.SetBase(none);
|
||||
bulletTrail.AutoDestroy = true;
|
||||
}
|
||||
|
||||
if(bulletXTrail != none){
|
||||
bulletXTrail.mRegen = false;
|
||||
bulletXTrail.LifeSpan = LifeSpan;
|
||||
@ -994,12 +821,12 @@ function KillBullet() {
|
||||
SoundVolume = 0;
|
||||
LifeSpan = FMin(LifeSpan, 0.1);
|
||||
}
|
||||
|
||||
event Destroyed(){
|
||||
KillBullet();
|
||||
}
|
||||
|
||||
defaultproperties {
|
||||
defaultproperties
|
||||
{
|
||||
insideBouncesLeft=2
|
||||
trajUpdFreq=0.100000
|
||||
maxTraceCycles=128
|
||||
|
@ -9,132 +9,57 @@
|
||||
// E-mail: dkanus@gmail.com
|
||||
//======================================================================================================================
|
||||
class NiceBulletAdapter extends Object;
|
||||
|
||||
var const int BigZedMinHealth; // If zed's base Health >= this value, zed counts as Big
|
||||
var const int MediumZedMinHealth; // If zed's base Health >= this value, zed counts as Medium-size
|
||||
|
||||
static function Explode(
|
||||
NiceBullet bullet,
|
||||
NiceReplicationInfo niceRI,
|
||||
Vector hitLocation,
|
||||
optional Actor explosionTarget
|
||||
) {
|
||||
static function Explode(NiceBullet bullet, NiceReplicationInfo niceRI, Vector hitLocation, optional Actor explosionTarget){
|
||||
if(!bullet.bGhost){
|
||||
niceRI.ServerExplode(
|
||||
bullet.charExplosionDamage,
|
||||
bullet.charExplosionRadius,
|
||||
bullet.charExplosionExponent,
|
||||
bullet.charExplosionDamageType,
|
||||
bullet.charExplosionMomentum,
|
||||
hitLocation,
|
||||
bullet.instigator,
|
||||
explosionTarget,
|
||||
Vector(bullet.Rotation),
|
||||
bullet.bStuck
|
||||
);
|
||||
|
||||
if (KFMonster(bullet.base) != none && bullet.bStuck && bullet.bStuckToHead) {
|
||||
niceRI.ServerDealDamage(
|
||||
KFMonster(bullet.base),
|
||||
bullet.charExplosionDamage,
|
||||
bullet.instigator,
|
||||
hitLocation,
|
||||
bullet.charExplosionMomentum * vect(0, 0, -1),
|
||||
bullet.charExplosionDamageType,
|
||||
1.0
|
||||
);
|
||||
niceRI.ServerExplode(bullet.charExplosionDamage, bullet.charExplosionRadius, bullet.charExplosionExponent,
|
||||
bullet.charExplosionDamageType, bullet.charExplosionMomentum, hitLocation, bullet.instigator, true,
|
||||
explosionTarget, Vector(bullet.Rotation));
|
||||
if(KFMonster(bullet.base) != none && bullet.bStuck && bullet.bStuckToHead)
|
||||
niceRI.ServerDealDamage(KFMonster(bullet.base), bullet.charExplosionDamage, bullet.instigator, hitLocation,
|
||||
bullet.charExplosionMomentum * vect(0,0,-1), bullet.charExplosionDamageType, 1.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static function HandleCalibration (
|
||||
static function HandleCalibration
|
||||
(
|
||||
bool isHeadshot,
|
||||
NiceHumanPawn nicePawn,
|
||||
NiceMonster targetZed
|
||||
){
|
||||
if (nicePawn == none || nicePawn.currentCalibrationState != CALSTATE_ACTIVE) {
|
||||
return;
|
||||
}
|
||||
|
||||
if(nicePawn == none) return;
|
||||
if(nicePawn.currentCalibrationState != CALSTATE_ACTIVE) return;
|
||||
nicePawn.ServerUpdateCalibration(isHeadshot, targetZed);
|
||||
}
|
||||
|
||||
static function HitWall(
|
||||
NiceBullet bullet,
|
||||
NiceReplicationInfo niceRI,
|
||||
Actor targetWall,
|
||||
Vector hitLocation,
|
||||
Vector hitNormal
|
||||
) {
|
||||
static function HitWall(NiceBullet bullet, NiceReplicationInfo niceRI, Actor targetWall,
|
||||
Vector hitLocation, Vector hitNormal){
|
||||
local NicePlayerController nicePlayer;
|
||||
|
||||
nicePlayer = NicePlayerController(bullet.Instigator.Controller);
|
||||
if (nicePlayer == none) {
|
||||
if(nicePlayer == none)
|
||||
return;
|
||||
}
|
||||
if (!bullet.bAlreadyHitZed) {
|
||||
if(!bullet.bAlreadyHitZed)
|
||||
HandleCalibration(false, NiceHumanPawn(bullet.Instigator), none);
|
||||
}
|
||||
if (
|
||||
!targetWall.bStatic &&
|
||||
!targetWall.bWorldGeometry &&
|
||||
nicePlayer != none &&
|
||||
(nicePlayer.wallHitsLeft > 0 || Projectile(targetWall) != none)
|
||||
) {
|
||||
niceRI.ServerDealDamage(
|
||||
targetWall,
|
||||
bullet.charOrigDamage,
|
||||
bullet.Instigator,
|
||||
hitLocation,
|
||||
bullet.charMomentumTransfer * hitNormal,
|
||||
bullet.charDamageType
|
||||
);
|
||||
if(!targetWall.bStatic && !targetWall.bWorldGeometry && nicePlayer != none && (nicePlayer.wallHitsLeft > 0 || Projectile(targetWall) != none)){
|
||||
niceRI.ServerDealDamage(targetWall, bullet.charOrigDamage, bullet.Instigator, hitLocation,
|
||||
bullet.charMomentumTransfer * hitNormal, bullet.charDamageType);
|
||||
nicePlayer.wallHitsLeft --;
|
||||
}
|
||||
}
|
||||
|
||||
static function HandleScream(
|
||||
NiceBullet bullet,
|
||||
NiceReplicationInfo niceRI,
|
||||
Vector location,
|
||||
Vector entryDirection
|
||||
) {
|
||||
static function HandleScream(NiceBullet bullet, NiceReplicationInfo niceRI, Vector location, Vector entryDirection){
|
||||
bullet.charIsDud = true;
|
||||
}
|
||||
|
||||
static function HitPawn(
|
||||
NiceBullet bullet,
|
||||
NiceReplicationInfo niceRI,
|
||||
KFPawn targetPawn,
|
||||
Vector hitLocation,
|
||||
Vector hitNormal,
|
||||
array<int> hitPoints
|
||||
) {
|
||||
static function HitPawn(NiceBullet bullet, NiceReplicationInfo niceRI, KFPawn targetPawn, Vector hitLocation,
|
||||
Vector hitNormal, array<int> hitPoints){
|
||||
local NiceMedicProjectile niceDart;
|
||||
|
||||
niceDart = NiceMedicProjectile(bullet);
|
||||
if (niceDart == none) {
|
||||
niceRI.ServerDealDamage(
|
||||
targetPawn,
|
||||
bullet.charDamage,
|
||||
bullet.instigator,
|
||||
HitLocation,
|
||||
hitNormal * bullet.charMomentumTransfer,
|
||||
bullet.charDamageType
|
||||
);
|
||||
} else {
|
||||
if(niceDart == none)
|
||||
niceRI.ServerDealDamage(targetPawn, bullet.charDamage, bullet.instigator, HitLocation,
|
||||
hitNormal * bullet.charMomentumTransfer, bullet.charDamageType);
|
||||
else
|
||||
niceRI.ServerHealTarget(NiceHumanPawn(targetPawn), bullet.charDamage, bullet.instigator);
|
||||
}
|
||||
}
|
||||
|
||||
static function HitZed(
|
||||
NiceBullet bullet,
|
||||
NiceReplicationInfo niceRI,
|
||||
KFMonster kfZed,
|
||||
Vector hitLocation,
|
||||
Vector hitNormal,
|
||||
float headshotLevel
|
||||
) {
|
||||
static function HitZed(NiceBullet bullet, NiceReplicationInfo niceRI, KFMonster kfZed, Vector hitLocation,
|
||||
Vector hitNormal, float headshotLevel){
|
||||
local bool bIsHeadshot, bIsPreciseHeadshot;
|
||||
local float actualDamage;
|
||||
local int lockonTicks;
|
||||
@ -143,54 +68,37 @@ static function HitZed(
|
||||
local NiceHumanPawn nicePawn;
|
||||
local NicePlayerController nicePlayer;
|
||||
local class<NiceVeterancyTypes> niceVet;
|
||||
|
||||
nicePlayer = NicePlayerController(bullet.Instigator.Controller);
|
||||
if (
|
||||
nicePlayer != none &&
|
||||
nicePlayer.abilityManager != none &&
|
||||
nicePlayer.abilityManager.IsAbilityActive(class'NiceSkillEnforcerBruteA'.default.abilityID)
|
||||
) {
|
||||
if ( nicePlayer != none && nicePlayer.abilityManager != none
|
||||
&& nicePlayer.abilityManager.IsAbilityActive(class'NiceSkillEnforcerBruteA'.default.abilityID)) {
|
||||
headshotLevel = 0.0;
|
||||
}
|
||||
bIsHeadshot = (headshotLevel > 0.0);
|
||||
bIsPreciseHeadshot = (headshotLevel > bullet.charDamageType.default.prReqPrecise);
|
||||
if (!bullet.bAlreadyHitZed || bIsHeadshot) {
|
||||
if(!bullet.bAlreadyHitZed || bIsHeadshot)
|
||||
HandleCalibration(bIsHeadshot, NiceHumanPawn(bullet.Instigator), NiceMonster(kfZed));
|
||||
}
|
||||
if (bIsHeadshot && bullet.sourceWeapon != none) {
|
||||
if(bIsHeadshot && bullet.sourceWeapon != none)
|
||||
bullet.sourceWeapon.lastHeadshotTime = bullet.Level.TimeSeconds;
|
||||
}
|
||||
if (nicePlayer == none) {
|
||||
if(nicePlayer == none)
|
||||
return;
|
||||
}
|
||||
nicePawn = NiceHumanPawn(bullet.instigator);
|
||||
if (
|
||||
!bIsHeadshot &&
|
||||
nicePawn != none &&
|
||||
nicePlayer.abilityManager != none &&
|
||||
nicePlayer.abilityManager.IsAbilityActive(class'NiceSkillSharpshooterReaperA'.default.abilityID)
|
||||
) {
|
||||
if( !bIsHeadshot
|
||||
&& nicePawn != none
|
||||
&& nicePlayer.abilityManager != none
|
||||
&& nicePlayer.abilityManager.IsAbilityActive(class'NiceSkillSharpshooterReaperA'.default.abilityID))
|
||||
nicePawn.ServerCooldownAbility(class'NiceSkillSharpshooterReaperA'.default.abilityID);
|
||||
}
|
||||
niceVet = class'NiceVeterancyTypes'.static.GetVeterancy(KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo));
|
||||
if (bullet.charCausePain) {
|
||||
if(bullet.charCausePain)
|
||||
actualDamage = bullet.charOrigDamage;
|
||||
} else {
|
||||
else
|
||||
actualDamage = bullet.charDamage;
|
||||
}
|
||||
if (headshotLevel > 0) {
|
||||
if(headshotLevel > 0)
|
||||
actualDamage *= bullet.charContiniousBonus;
|
||||
}
|
||||
if (bullet.bGrazing) {
|
||||
if(bullet.bGrazing)
|
||||
actualDamage *= class'NiceSkillSupportGraze'.default.grazeDamageMult;
|
||||
}
|
||||
bullet.bGrazing = false;
|
||||
if (
|
||||
kfZed == bullet.lockonZed &&
|
||||
bullet.lockonTime > bullet.sourceWeapon.stdFireRate &&
|
||||
niceVet != none &&
|
||||
niceVet.static.hasSkill(nicePlayer, class'NiceSkillSharpshooterKillConfirmed')
|
||||
) {
|
||||
if(kfZed == bullet.lockonZed && bullet.lockonTime > bullet.sourceWeapon.stdFireRate
|
||||
&& niceVet != none && niceVet.static.hasSkill(nicePlayer, class'NiceSkillSharpshooterKillConfirmed')){
|
||||
lockOnTickRate =class'NiceSkillSharpshooterKillConfirmed'.default.stackDelay;
|
||||
lockonTicks = Ceil(bullet.lockonTime / lockOnTickRate) - 1;
|
||||
lockonTicks = Min(class'NiceSkillSharpshooterKillConfirmed'.default.maxStacks, lockonTicks);
|
||||
@ -199,57 +107,35 @@ static function HitZed(
|
||||
//damageMod *= 1.0 + lockonTicks * class'NiceSkillSharpshooterKillConfirmed'.default.damageBonus;
|
||||
actualDamage *= 1.0 + lockonTicks * class'NiceSkillSharpshooterKillConfirmed'.default.damageBonus;
|
||||
}
|
||||
if (!bullet.bGhost) {
|
||||
niceRI.ServerDealDamage(
|
||||
kfZed,
|
||||
actualDamage,
|
||||
bullet.instigator,
|
||||
hitLocation,
|
||||
bullet.charMomentumTransfer * hitNormal,
|
||||
bullet.charDamageType,
|
||||
headshotLevel,
|
||||
bullet.lockonTime
|
||||
);
|
||||
}
|
||||
if(!bullet.bGhost)
|
||||
niceRI.ServerDealDamage(kfZed, actualDamage, bullet.instigator, hitLocation,
|
||||
bullet.charMomentumTransfer * hitNormal, bullet.charDamageType, headshotLevel, bullet.lockonTime);
|
||||
//// Handle angled shots
|
||||
angle = asin(hitNormal.Z);
|
||||
// Apply angled shots
|
||||
if((angle > 0.8 || angle < -0.45) && bullet.bCanAngleDamage && kfZed != none){
|
||||
bullet.bCanAngleDamage = false;
|
||||
bullet.bAlreadyHitZed = true;
|
||||
if (ZedPenetration(bullet.charDamage, bullet, kfZed, bIsHeadshot, bIsPreciseHeadshot)) {
|
||||
if(ZedPenetration(bullet.charDamage, bullet, kfZed, bIsHeadshot, bIsPreciseHeadshot))
|
||||
HitZed(bullet, niceRI, kfZed, hitLocation, hitNormal, headshotLevel);
|
||||
}
|
||||
}
|
||||
//// 'Bore' support skill
|
||||
if (
|
||||
niceVet != none &&
|
||||
nicePlayer.IsZedTimeActive() &&
|
||||
bullet.insideBouncesLeft > 0 &&
|
||||
niceVet.static.hasSkill(nicePlayer, class'NiceSkillSupportZEDBore')
|
||||
) {
|
||||
if( niceVet != none && nicePlayer.IsZedTimeActive() && bullet.insideBouncesLeft > 0
|
||||
&& niceVet.static.hasSkill(nicePlayer, class'NiceSkillSupportZEDBore')){
|
||||
// Count one bounce
|
||||
bullet.insideBouncesLeft --;
|
||||
// Swap head-shot level
|
||||
if (headshotLevel <= 0.0) {
|
||||
if(headshotLevel <= 0.0)
|
||||
headshotLevel = class'NiceSkillSupportZEDBore'.default.minHeadshotPrecision;
|
||||
} else {
|
||||
else
|
||||
headshotLevel = -headshotLevel;
|
||||
}
|
||||
// Deal next batch of damage
|
||||
ZedPenetration(bullet.charDamage, bullet, kfZed, false, false);
|
||||
HitZed(bullet, niceRI, kfZed, hitLocation, hitNormal, headshotLevel);
|
||||
}
|
||||
bullet.insideBouncesLeft = 2;
|
||||
}
|
||||
|
||||
static function bool ZedPenetration(
|
||||
out float Damage,
|
||||
NiceBullet bullet,
|
||||
KFMonster targetZed,
|
||||
bool bIsHeadshot,
|
||||
bool bIsPreciseHeadshot
|
||||
) {
|
||||
static function bool ZedPenetration(out float Damage, NiceBullet bullet, KFMonster targetZed, bool bIsHeadshot, bool bIsPreciseHeadshot){
|
||||
local float reductionMod;
|
||||
local NiceMonster niceZed;
|
||||
local NicePlayerController nicePlayer;
|
||||
@ -258,49 +144,31 @@ static function bool ZedPenetration(
|
||||
local class<NiceWeaponDamageType> niceDmgType;
|
||||
// True if we can penetrate even body, but now penetrating a head and shouldn't reduce damage too much
|
||||
local bool bEasyHeadPenetration;
|
||||
|
||||
// Init variables
|
||||
niceZed = NiceMonster(targetZed);
|
||||
nicePlayer = NicePlayerController(bullet.Instigator.Controller);
|
||||
niceVet = none;
|
||||
if (nicePlayer != none) {
|
||||
if(nicePlayer != none)
|
||||
niceVet = class'NiceVeterancyTypes'.static.GetVeterancy(KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo));
|
||||
}
|
||||
niceDmgType = bullet.charDamageType;
|
||||
bEasyHeadPenetration = bIsHeadshot && !niceDmgType.default.bPenetrationHSOnly;
|
||||
reductionMod = 1.0f;
|
||||
// Apply zed reduction and perk reduction of reduction`
|
||||
if(niceZed != none){
|
||||
// Railgun skill exception
|
||||
if (
|
||||
niceVet != none &&
|
||||
niceVet.static.hasSkill(nicePlayer, class'NiceSkillSharpshooterZEDRailgun') &&
|
||||
nicePlayer.IsZedTimeActive()
|
||||
) {
|
||||
if(niceVet != none && niceVet.static.hasSkill(nicePlayer, class'NiceSkillSharpshooterZEDRailgun') && nicePlayer.IsZedTimeActive())
|
||||
return true;
|
||||
}
|
||||
if (niceZed.default.Health >= default.BigZedMinHealth && !bEasyHeadPenetration) {
|
||||
if(niceZed.default.Health >= default.BigZedMinHealth && !bEasyHeadPenetration)
|
||||
reductionMod *= niceDmgType.default.BigZedPenDmgReduction;
|
||||
} else if (niceZed.default.Health >= default.MediumZedMinHealth && !bEasyHeadPenetration) {
|
||||
else if(niceZed.default.Health >= default.MediumZedMinHealth && !bEasyHeadPenetration)
|
||||
reductionMod *= niceDmgType.default.MediumZedPenDmgReduction;
|
||||
}
|
||||
} else {
|
||||
else
|
||||
reductionMod *= niceDmgType.default.BigZedPenDmgReduction;
|
||||
}
|
||||
if (niceVet != none) {
|
||||
reductionMod = niceVet.static.GetPenetrationDamageMulti(
|
||||
KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo),
|
||||
reductionMod,
|
||||
niceDmgType
|
||||
);
|
||||
}
|
||||
if(niceVet != none)
|
||||
reductionMod = niceVet.static.GetPenetrationDamageMulti(KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo), reductionMod, niceDmgType);
|
||||
actualMaxPenetrations = niceDmgType.default.maxPenetrations;
|
||||
if (
|
||||
niceVet != none &&
|
||||
!bullet.charWasHipFired &&
|
||||
niceVet.static.hasSkill(nicePlayer, class'NiceSkillSharpshooterSurgical') &&
|
||||
bIsHeadshot
|
||||
) {
|
||||
if(niceVet != none && !bullet.charWasHipFired && niceVet.static.hasSkill(nicePlayer, class'NiceSkillSharpshooterSurgical') && bIsHeadshot){
|
||||
actualMaxPenetrations += 1;
|
||||
reductionMod = FMax(reductionMod, class'NiceSkillSharpshooterSurgical'.default.penDmgReduction);
|
||||
}
|
||||
@ -308,24 +176,20 @@ static function bool ZedPenetration(
|
||||
Damage *= reductionMod * niceDmgType.default.PenDmgReduction;
|
||||
bullet.decapMod *= reductionMod * niceDmgType.default.PenDecapReduction;
|
||||
bullet.incapMod *= reductionMod * niceDmgType.default.PenIncapReduction;
|
||||
if (niceVet != none && actualMaxPenetrations >= 0) {
|
||||
if(niceVet != none && actualMaxPenetrations >= 0)
|
||||
actualMaxPenetrations +=
|
||||
niceVet.static.GetAdditionalPenetrationAmount(KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo));
|
||||
}
|
||||
if (!bIsHeadshot && niceDmgType.default.bPenetrationHSOnly) {
|
||||
if(!bIsHeadshot && niceDmgType.default.bPenetrationHSOnly)
|
||||
return false;
|
||||
}
|
||||
if (actualMaxPenetrations < 0) {
|
||||
if(actualMaxPenetrations < 0)
|
||||
return true;
|
||||
}
|
||||
if (Damage / bullet.charOrigDamage < (niceDmgType.default.PenDmgReduction ** (actualMaxPenetrations + 1)) + 0.0001 || Damage < 1) {
|
||||
if(Damage / bullet.charOrigDamage < (niceDmgType.default.PenDmgReduction ** (actualMaxPenetrations + 1)) + 0.0001 || Damage < 1)
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
defaultproperties {
|
||||
defaultproperties
|
||||
{
|
||||
BigZedMinHealth=1000
|
||||
MediumZedMinHealth=500
|
||||
}
|
@ -20,7 +20,6 @@ var() bool bSemiMustBurst;
|
||||
var() int MaxBurstLength;
|
||||
var() int burstShotsMade;
|
||||
var bool bResetRecoil; // Set this flag to 'true' to disable recoil for the next shot; flag will be automatically reset to 'false' after that
|
||||
var float aimingSpreadReductionCoefficient;
|
||||
var bool zoomOutOnShot;
|
||||
var bool bShouldBounce;
|
||||
var bool bCausePain;
|
||||
@ -39,10 +38,6 @@ var bool projAffectedByScream;
|
||||
var bool bShouldStick;
|
||||
var int resetTicks;
|
||||
var float niceNextFireTime;
|
||||
var float minimalSpreadScale;
|
||||
var float activeSpreadScale;
|
||||
var float spreadGainedPerShot;
|
||||
var float spreadLostPerSecond;
|
||||
struct FireModeContext{
|
||||
var bool bHipfire;
|
||||
var NiceWeapon sourceWeapon;
|
||||
@ -157,15 +152,9 @@ simulated function int GetBurstLength(){
|
||||
}
|
||||
return currentContext.burstLength;
|
||||
}
|
||||
|
||||
simulated function ModeTick(float delta){
|
||||
local float headLevel;
|
||||
local NiceMonster currTarget;
|
||||
if (spreadLostPerSecond > 0 && activeSpreadScale > minimalSpreadScale
|
||||
&& niceNextFireTime + fireRate <= Level.TimeSeconds) {
|
||||
activeSpreadScale -= spreadLostPerSecond * delta;
|
||||
activeSpreadScale = FMax(minimalSpreadScale, activeSpreadScale);
|
||||
}
|
||||
if(currentContext.Instigator == none)
|
||||
currentContext.Instigator = NiceHumanPawn(Instigator);
|
||||
if(currentContext.sourceWeapon == none)
|
||||
@ -488,7 +477,7 @@ simulated function HandleRecoil(float Rec)
|
||||
KFW= KFWeapon(Weapon);
|
||||
if (KFW.bAimingRifle)
|
||||
{
|
||||
Rec *= aimingSpreadReductionCoefficient;
|
||||
Rec *= 0.5;
|
||||
}
|
||||
if (nicePawn.stationaryTime > 0.0 && class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillHeavyStablePosition'))
|
||||
{
|
||||
@ -559,7 +548,7 @@ function DoFireEffect(){
|
||||
if(!Weapon.WeaponCentered() && !KFWeap.bAimingRifle)
|
||||
StartProj = StartProj + Weapon.Hand * Y * ProjSpawnOffset.Y + Z * ProjSpawnOffset.Z;
|
||||
other = Weapon.Trace(HitLocation, HitNormal, StartProj, StartTrace, false);
|
||||
activeSpread = fireShots[currentShot].spread * activeSpreadScale;
|
||||
activeSpread = fireShots[currentShot].spread;
|
||||
if(class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillEnforcerBombard')){
|
||||
bPinpoint = true;
|
||||
activeSpread *= class'NiceSkillEnforcerBombard'.default.spreadMult;
|
||||
@ -618,15 +607,6 @@ function DoFireEffect(){
|
||||
else if(Instigator.Physics == PHYS_Falling && Instigator.PhysicsVolume.Gravity.Z > class'PhysicsVolume'.default.Gravity.Z)
|
||||
Instigator.AddVelocity((KickMomentum * LowGravKickMomentumScale) >> Instigator.GetViewRotation());
|
||||
}
|
||||
if (activeSpreadScale < 1.0) {
|
||||
if (KFWeap.bAimingRifle) {
|
||||
activeSpreadScale += spreadGainedPerShot * 0.5;
|
||||
}
|
||||
else {
|
||||
activeSpreadScale += spreadGainedPerShot;
|
||||
}
|
||||
activeSpreadScale = FMin(1.0, activeSpreadScale);
|
||||
}
|
||||
}
|
||||
simulated function float TraceZed(out NiceMonster tracedZed, optional out Vector hitLoc, optional out Vector hitNorm,
|
||||
optional float hsMultiplier){
|
||||
@ -699,7 +679,6 @@ simulated function UpdateFireSpeed(){
|
||||
}
|
||||
// This function is called when next fire time needs to be updated
|
||||
simulated function float UpdateNextFireTime(float fireTimeVar){
|
||||
local float usedFireRate;
|
||||
local float burstSlowDown;
|
||||
local NiceHumanPawn nicePawn;
|
||||
local class<NiceVeterancyTypes> niceVet;
|
||||
@ -707,19 +686,11 @@ simulated function float UpdateNextFireTime(float fireTimeVar) {
|
||||
if(nicePawn != none)
|
||||
niceVet = class'NiceVeterancyTypes'.static.GetVeterancy(nicePawn.PlayerReplicationInfo);
|
||||
fireTimeVar = FMax(fireTimeVar, Level.TimeSeconds);
|
||||
usedFireRate = fireRate;
|
||||
if (maxBonusContLenght > 1) {
|
||||
if (currentContLenght <= maxBonusContLenght) {
|
||||
usedFireRate *= 0.8 + 0.2 * (maxBonusContLenght - currentContLenght);
|
||||
} else {
|
||||
usedFireRate *= 0.8;
|
||||
}
|
||||
}
|
||||
if(bFireOnRelease){
|
||||
if(bIsFiring)
|
||||
fireTimeVar += MaxHoldTime + usedFireRate;
|
||||
fireTimeVar += MaxHoldTime + FireRate;
|
||||
else
|
||||
fireTimeVar = Level.TimeSeconds + usedFireRate;
|
||||
fireTimeVar = Level.TimeSeconds + FireRate;
|
||||
}
|
||||
else{
|
||||
if(currentContext.bIsBursting && GetBurstLength() > 1){
|
||||
@ -730,10 +701,10 @@ simulated function float UpdateNextFireTime(float fireTimeVar) {
|
||||
burstSlowDown = 1.0;
|
||||
else
|
||||
burstSlowDown = 1.3;
|
||||
fireTimeVar += usedFireRate * burstSlowDown;
|
||||
fireTimeVar += FireRate * burstSlowDown;
|
||||
}
|
||||
else
|
||||
fireTimeVar += usedFireRate;
|
||||
fireTimeVar += FireRate;
|
||||
fireTimeVar = FMax(fireTimeVar, Level.TimeSeconds);
|
||||
}
|
||||
return fireTimeVar;
|
||||
@ -750,10 +721,4 @@ defaultproperties
|
||||
contBonusReset=True
|
||||
maxBonusContLenght=1
|
||||
AmmoPerFire=1
|
||||
minimalSpreadScale=1
|
||||
activeSpreadScale=1
|
||||
spreadGainedPerShot=0
|
||||
spreadLostPerSecond=0
|
||||
RecoilVelocityScale = 0
|
||||
aimingSpreadReductionCoefficient = 0.5
|
||||
}
|
||||
|
@ -1,160 +1,76 @@
|
||||
class NiceProjectileSpawner extends Actor
|
||||
dependson(NiceBullet);
|
||||
|
||||
// NICETODO: use flags correctly
|
||||
static function MakeProjectile(
|
||||
Vector start,
|
||||
Rotator dir,
|
||||
NiceFire.ShotType shotParams,
|
||||
NiceFire.FireModeContext fireContext,
|
||||
optional bool bForceComplexTraj,
|
||||
optional bool bDuplReal,
|
||||
optional bool bSkipGhosts
|
||||
) {
|
||||
static function MakeProjectile(Vector start, Rotator dir, NiceFire.ShotType shotParams, NiceFire.FireModeContext fireContext, optional bool bForceComplexTraj,
|
||||
optional bool bDuplReal, optional bool bSkipGhosts){
|
||||
local int i;
|
||||
local NicePack niceMut;
|
||||
|
||||
niceMut = class'NicePack'.static.Myself(fireContext.Instigator.Level);
|
||||
if (niceMut == none) {
|
||||
if(niceMut == none)
|
||||
return;
|
||||
}
|
||||
if (fireContext.Instigator.Role < ROLE_Authority || bDuplReal) {
|
||||
if(fireContext.Instigator.Role < ROLE_Authority || bDuplReal)
|
||||
SpawnProjectile(Start, Dir, shotParams, fireContext, false, bForceComplexTraj);
|
||||
}
|
||||
if(fireContext.Instigator.Role == ROLE_Authority && niceMut != none && !bSkipGhosts){
|
||||
for(i = 0;i < niceMut.playersList.Length;i ++){
|
||||
if (niceMut.playersList[i] != fireContext.Instigator.Controller) {
|
||||
niceMut.playersList[i].ClientSpawnGhostProjectile(
|
||||
start,
|
||||
dir.pitch,
|
||||
dir.yaw,
|
||||
dir.roll,
|
||||
shotParams,
|
||||
fireContext,
|
||||
bForceComplexTraj
|
||||
);
|
||||
if(niceMut.playersList[i] != fireContext.Instigator.Controller)
|
||||
niceMut.playersList[i].ClientSpawnGhostProjectile(start, dir.pitch, dir.yaw, dir.roll, shotParams, fireContext, bForceComplexTraj);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static function StickProjectile(
|
||||
KFHumanPawn instigator,
|
||||
Actor base,
|
||||
name bone,
|
||||
Vector shift,
|
||||
Rotator direction,
|
||||
NiceBullet.ExplosionData expData,
|
||||
optional bool bDuplReal,
|
||||
optional bool bSkipGhosts
|
||||
) {
|
||||
static function StickProjectile(KFHumanPawn instigator, Actor base, name bone, Vector shift, Rotator direction,
|
||||
NiceBullet.ExplosionData expData, optional bool bDuplReal, optional bool bSkipGhosts){
|
||||
local int i;
|
||||
local NicePack niceMut;
|
||||
|
||||
niceMut = class'NicePack'.static.Myself(expData.Instigator.Level);
|
||||
if (niceMut == none) {
|
||||
if(niceMut == none)
|
||||
return;
|
||||
}
|
||||
niceMut.stuckCounter ++;
|
||||
if (expData.Instigator.Role < ROLE_Authority) {
|
||||
SpawnStuckProjectile(
|
||||
instigator,
|
||||
base,
|
||||
bone,
|
||||
shift,
|
||||
direction,
|
||||
expData,
|
||||
false,
|
||||
niceMut.stuckCounter
|
||||
);
|
||||
}
|
||||
if(expData.Instigator.Role < ROLE_Authority)
|
||||
SpawnStuckProjectile(instigator, base, bone, shift, direction, expData, false, niceMut.stuckCounter);
|
||||
if(expData.Instigator.Role == ROLE_Authority && niceMut != none){
|
||||
for(i = 0;i < niceMut.playersList.Length;i ++){
|
||||
if (
|
||||
(niceMut.playersList[i] != expData.Instigator.Controller && !bSkipGhosts) ||
|
||||
(niceMut.playersList[i] == expData.Instigator.Controller && bDuplReal)
|
||||
) {
|
||||
niceMut.playersList[i].ClientStickGhostProjectile(
|
||||
instigator,
|
||||
base,
|
||||
bone,
|
||||
shift,
|
||||
direction,
|
||||
expData,
|
||||
niceMut.stuckCounter
|
||||
);
|
||||
if( (niceMut.playersList[i] != expData.Instigator.Controller && !bSkipGhosts)
|
||||
|| (niceMut.playersList[i] == expData.Instigator.Controller && bDuplReal) )
|
||||
niceMut.playersList[i].ClientStickGhostProjectile(instigator, base, bone, shift, direction, expData,
|
||||
niceMut.stuckCounter);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static function NiceBullet SpawnProjectile(
|
||||
Vector Start,
|
||||
Rotator Dir,
|
||||
NiceFire.ShotType shotParams,
|
||||
NiceFire.FireModeContext fireContext,
|
||||
optional bool bIsGhost,
|
||||
optional bool bForceComplexTraj
|
||||
) {
|
||||
static function NiceBullet SpawnProjectile(Vector Start, Rotator Dir, NiceFire.ShotType shotParams, NiceFire.FireModeContext fireContext, optional bool bIsGhost, optional bool bForceComplexTraj){
|
||||
local Actor other;
|
||||
local NiceBullet niceProj;
|
||||
local Vector HitLocation, HitNormal;
|
||||
local NicePlayerController nicePlayer;
|
||||
local class<NiceVeterancyTypes> niceVet;
|
||||
|
||||
// No class - no projectile
|
||||
if (shotParams.bulletClass == none) {
|
||||
if(shotParams.bulletClass == none)
|
||||
return none;
|
||||
}
|
||||
// Try to spawn
|
||||
if (fireContext.Instigator != none) {
|
||||
if(fireContext.Instigator != none)
|
||||
niceProj = fireContext.Instigator.Spawn(shotParams.bulletClass,,, Start, Dir);
|
||||
}
|
||||
// Try harder
|
||||
if(niceProj == none && fireContext.Instigator != none){
|
||||
other = fireContext.Instigator.Trace(
|
||||
HitLocation,
|
||||
HitNormal,
|
||||
Start,
|
||||
fireContext.Instigator.Location + fireContext.Instigator.EyePosition(),
|
||||
false,
|
||||
Vect(0, 0, 1)
|
||||
);
|
||||
if (other != none) {
|
||||
other = fireContext.Instigator.Trace(HitLocation, HitNormal, Start, fireContext.Instigator.Location + fireContext.Instigator.EyePosition(), false, Vect(0,0,1));
|
||||
if(other != none)
|
||||
Start = HitLocation;
|
||||
}
|
||||
niceProj = fireContext.Instigator.Spawn(shotParams.bulletClass,,, Start, Dir);
|
||||
}
|
||||
// Give up if failed after these two attempts
|
||||
if (niceProj == none) {
|
||||
if(niceProj == none)
|
||||
return none;
|
||||
}
|
||||
niceProj.Renew();
|
||||
// Initialize projectile
|
||||
if (fireContext.Instigator != none) {
|
||||
if(fireContext.Instigator != none)
|
||||
nicePlayer = NicePlayerController(fireContext.Instigator.Controller);
|
||||
}
|
||||
if (nicePlayer != none) {
|
||||
if(nicePlayer != none)
|
||||
niceVet = class'NiceVeterancyTypes'.static.GetVeterancy(nicePlayer.PlayerReplicationInfo);
|
||||
}
|
||||
niceProj.bGhost = bIsGhost;
|
||||
// Fill-up data about what damage should projectile deal
|
||||
niceProj.charDamage = shotParams.damage;
|
||||
if (
|
||||
niceVet != none &&
|
||||
fireContext.bIsBursting &&
|
||||
niceVet.static.hasSkill(nicePlayer, class'NiceSkillCommandoExplosivePower')
|
||||
) {
|
||||
if(niceVet != none && fireContext.bIsBursting && niceVet.static.hasSkill(nicePlayer, class'NiceSkillCommandoExplosivePower'))
|
||||
niceProj.charDamage *= class'NiceSkillCommandoExplosivePower'.default.dmgMod;
|
||||
}
|
||||
if (
|
||||
niceVet != none &&
|
||||
niceVet.static.hasSkill(nicePlayer, class'NiceSkillSupportZEDBulletStorm') &&
|
||||
nicePlayer.IsZedTimeActive()
|
||||
) {
|
||||
if(niceVet != none && niceVet.static.hasSkill(nicePlayer, class'NiceSkillSupportZEDBulletStorm') && nicePlayer.IsZedTimeActive())
|
||||
niceProj.charDamage = shotParams.damage * class'NiceSkillSupportZEDBulletStorm'.default.damageCut;
|
||||
}
|
||||
|
||||
niceProj.charOrigDamage = niceProj.charDamage;
|
||||
niceProj.charDamageType = shotParams.shotDamageType;
|
||||
niceProj.charExplosionDamageType = shotParams.explosionDamageType;
|
||||
@ -176,9 +92,8 @@ static function NiceBullet SpawnProjectile(
|
||||
niceProj.charContiniousBonus = fireContext.continiousBonus;
|
||||
// Fill-up data about at what speed should projectile travel
|
||||
niceProj.movementSpeed = shotParams.projSpeed;
|
||||
if (niceVet != none && niceVet.static.hasSkill(nicePlayer, class'NiceSkillDemoOnperk')) {
|
||||
if(niceVet != none && niceVet.static.hasSkill(nicePlayer, class'NiceSkillDemoOnperk'))
|
||||
niceProj.movementSpeed *= class'NiceSkillDemoOnperk'.default.speedBonus;
|
||||
}
|
||||
niceProj.movementDirection = Vector(niceProj.rotation);
|
||||
niceProj.charAffectedByScream = shotParams.projAffectedByScream;
|
||||
niceProj.charIsSticky = shotParams.bShouldStick;
|
||||
@ -188,47 +103,29 @@ static function NiceBullet SpawnProjectile(
|
||||
niceProj.charExplosionExponent *= class'NiceSkillDemoVolatile'.default.falloffMult;
|
||||
niceProj.charMinExplosionDist *= class'NiceSkillDemoVolatile'.default.safeDistanceMult;
|
||||
}
|
||||
if (
|
||||
niceVet != none &&
|
||||
niceVet.static.hasSkill(nicePlayer, class'NiceSkillDemoZEDFullBlast') &&
|
||||
nicePlayer.IsZedTimeActive()
|
||||
) {
|
||||
if(niceVet != none && niceVet.static.hasSkill(nicePlayer, class'NiceSkillDemoZEDFullBlast') && nicePlayer.IsZedTimeActive()){
|
||||
niceProj.charExplosionRadius *= class'NiceSkillDemoZEDFullBlast'.default.explRadiusMult;
|
||||
niceProj.charExplosionExponent = 0.0;
|
||||
}
|
||||
if (bForceComplexTraj) {
|
||||
if(bForceComplexTraj)
|
||||
niceProj.bDisableComplexMovement = false;
|
||||
}
|
||||
if (niceProj.Instigator != none && NicePlayerController(niceProj.Instigator.Controller) != none) {
|
||||
if(niceProj.Instigator != none && NicePlayerController(niceProj.Instigator.Controller) != none)
|
||||
niceProj.niceRI = NicePlayerController(niceProj.Instigator.Controller).NiceRI;
|
||||
}
|
||||
// And some leftovers
|
||||
//niceProj.bShouldBounce = shotParams.bShouldBounce;
|
||||
niceProj.bInitFinished = true;
|
||||
|
||||
return niceProj;
|
||||
}
|
||||
|
||||
static function SpawnStuckProjectile(
|
||||
KFHumanPawn instigator,
|
||||
Actor base,
|
||||
name bone,
|
||||
Vector shift,
|
||||
Rotator direction,
|
||||
NiceBullet.ExplosionData expData,
|
||||
bool bIsGhost,
|
||||
int stuckID
|
||||
) {
|
||||
static function SpawnStuckProjectile(KFHumanPawn instigator, Actor base, name bone, Vector shift, Rotator direction,
|
||||
NiceBullet.ExplosionData expData, bool bIsGhost, int stuckID){
|
||||
local Pawn justPawn;
|
||||
local NiceFire.ShotType shotParams;
|
||||
local NiceFire.FireModeContext fireContext;
|
||||
local NiceBullet spawnedBullet;
|
||||
local NicePlayerController nicePlayer;
|
||||
|
||||
nicePlayer = NicePlayerController(instigator.Controller);
|
||||
if (base == none || nicePlayer == none) {
|
||||
if(base == none || nicePlayer == none)
|
||||
return;
|
||||
}
|
||||
justPawn = Pawn(base);
|
||||
fireContext.instigator = NiceHumanPawn(instigator);
|
||||
fireContext.sourceWeapon = expData.sourceWeapon;
|
||||
@ -242,9 +139,8 @@ static function SpawnStuckProjectile(
|
||||
shotParams.explodeOnFuse = expData.explodeOnFuse;
|
||||
shotParams.projAffectedByScream = expData.affectedByScream;
|
||||
spawnedBullet = SpawnProjectile(base.location, direction, shotParams, fireContext, bIsGhost);
|
||||
if (spawnedBullet == none) {
|
||||
if(spawnedBullet == none)
|
||||
return;
|
||||
}
|
||||
spawnedBullet.stuckID = stuckID;
|
||||
spawnedBullet.bStuck = true;
|
||||
nicePlayer.RegisterStuckBullet(spawnedBullet);
|
||||
@ -256,14 +152,15 @@ static function SpawnStuckProjectile(
|
||||
spawnedBullet.SetRelativeRotation(Rotator(Vector(direction) << justPawn.GetBoneRotation(bone, 0)));
|
||||
spawnedBullet.bUseBone = true;
|
||||
spawnedBullet.stuckBone = bone;
|
||||
} else {
|
||||
}
|
||||
else{
|
||||
spawnedBullet.SetBase(base);
|
||||
spawnedBullet.SetRelativeLocation(shift);
|
||||
spawnedBullet.SetRelativeRotation(direction - base.rotation);
|
||||
}
|
||||
}
|
||||
|
||||
defaultproperties {
|
||||
defaultproperties
|
||||
{
|
||||
bHidden=True
|
||||
RemoteRole=ROLE_SimulatedProxy
|
||||
LifeSpan=1.000000
|
||||
|
@ -146,7 +146,6 @@ var bool bAutoReloadPaused; // This is used to 'pause' auto relo
|
||||
var float autoReloadPauseFrame; // Frame at which current pause began
|
||||
var bool bAutoReloadRateApplied; // Flag that remembers whether or not we've already applied reload speed up for current auto reload (to avoid constant animation's speed updates)
|
||||
var float autoReloadSpeedModifier;
|
||||
var bool updatedDefaultReloadValues;
|
||||
// Acrtive reload-related variables
|
||||
// Active reload state
|
||||
enum EActiveReloadState{
|
||||
@ -220,8 +219,6 @@ static function bool UnloadAssets(){
|
||||
return default.ReferenceCount == 0;
|
||||
}
|
||||
simulated function PostBeginPlay(){
|
||||
local float swapSpeedMod, reloadSpeedMod;
|
||||
|
||||
if(default.recordedZoomTime < 0)
|
||||
default.recordedZoomTime = ZoomTime;
|
||||
recordedZoomTime = default.recordedZoomTime;
|
||||
@ -243,31 +240,6 @@ simulated function PostBeginPlay(){
|
||||
if(FireModeClass[0] != none)
|
||||
stdFireRate = FireModeClass[0].default.fireRate;
|
||||
super.PostBeginPlay();
|
||||
// Hack solution - speed up reload and swap speed
|
||||
swapSpeedMod = 2.0;
|
||||
reloadSpeedMod = 1.5;
|
||||
bringUpTime /= swapSpeedMod;
|
||||
putDownTime /= swapSpeedMod;
|
||||
selectAnimRate *= swapSpeedMod;
|
||||
putDownAnimRate *= swapSpeedMod;
|
||||
quickPutDownTime /= swapSpeedMod;
|
||||
quickBringUpTime /= swapSpeedMod;
|
||||
if (!default.updatedDefaultReloadValues) {
|
||||
if(reloadType == RTYPE_AUTO) {
|
||||
if (fireModeClass[0] != none) {
|
||||
fireModeClass[0].default.FireAnimRate *= reloadSpeedMod;
|
||||
}
|
||||
if (fireModeClass[1] != none) {
|
||||
fireModeClass[1].default.FireAnimRate *= reloadSpeedMod;
|
||||
}
|
||||
} else {
|
||||
reloadRate /= reloadSpeedMod;
|
||||
reloadAnimRate *= reloadSpeedMod;
|
||||
default.reloadRate = reloadRate;
|
||||
default.reloadAnimRate = reloadAnimRate;
|
||||
}
|
||||
default.updatedDefaultReloadValues = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Allows to prevent leaving iron sights unwillingly
|
||||
@ -1122,7 +1094,6 @@ simulated function int GetMagazineAmmo(){
|
||||
else
|
||||
return MagAmmoRemaining;
|
||||
}
|
||||
|
||||
simulated function bool AllowReload(){
|
||||
local int actualMagSize;
|
||||
actualMagSize = GetMagazineAmmo();
|
||||
@ -1156,7 +1127,6 @@ simulated function float GetCurrentReloadMult(){
|
||||
local NiceHumanPawn nicePawn;
|
||||
local NicePlayerController nicePlayer;
|
||||
local class<NiceVeterancyTypes> niceVet;
|
||||
|
||||
nicePawn = NiceHumanPawn(Instigator);
|
||||
nicePlayer = NicePlayerController(Instigator.Controller);
|
||||
if(nicePawn != none)
|
||||
|
@ -3,7 +3,7 @@ defaultproperties
|
||||
{
|
||||
Weight=6.000000
|
||||
cost=750
|
||||
AmmoCost=25
|
||||
AmmoCost=19
|
||||
BuyClipSize=40
|
||||
PowerValue=55
|
||||
SpeedValue=80
|
||||
|
@ -3,7 +3,7 @@ defaultproperties
|
||||
{
|
||||
Weight=6.000000
|
||||
cost=750
|
||||
AmmoCost=26
|
||||
AmmoCost=19
|
||||
BuyClipSize=30
|
||||
PowerValue=40
|
||||
SpeedValue=80
|
||||
|
@ -3,7 +3,7 @@ defaultproperties
|
||||
{
|
||||
Weight=6.000000
|
||||
cost=750
|
||||
AmmoCost=19
|
||||
AmmoCost=22
|
||||
BuyClipSize=30
|
||||
PowerValue=40
|
||||
SpeedValue=85
|
||||
|
@ -19,7 +19,7 @@ defaultproperties
|
||||
StereoFireSoundRef="KF_LAWSnd.LAW_FireST"
|
||||
NoAmmoSoundRef="KF_LAWSnd.LAW_DryFire"
|
||||
DamageType=class'NiceDamTypeLAWBlunt'
|
||||
DamageMax=350
|
||||
DamageMax=750
|
||||
bSplashDamage=True
|
||||
bRecommendSplashDamage=True
|
||||
bWaitForRelease=True
|
||||
|
@ -39,32 +39,114 @@ function TakeDamage(int Damage, Pawn InstigatedBy, Vector HitLocation, Vector Mo
|
||||
Explode(HitLocation, vect(0,0,1));
|
||||
}
|
||||
}
|
||||
simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation )
|
||||
{
|
||||
local actor Victims;
|
||||
local float damageScale, dist;
|
||||
local vector dir;
|
||||
local int NumKilled;
|
||||
local KFMonster KFMonsterVictim;
|
||||
local bool bMonster;
|
||||
local Pawn P;
|
||||
local KFPawn KFP;
|
||||
local array<Pawn> CheckedPawns;
|
||||
local int i;
|
||||
local bool bAlreadyChecked;
|
||||
local SRStatsBase Stats;
|
||||
|
||||
simulated function HurtRadius(
|
||||
float damageAmount,
|
||||
float damageRadius,
|
||||
class<DamageType> damageType,
|
||||
float momentum,
|
||||
Vector hitLocation
|
||||
) {
|
||||
local NicePlayerController niceController;
|
||||
local NiceReplicationInfo niceRI;
|
||||
if ( bHurtEntry )
|
||||
return;
|
||||
bHurtEntry = true;
|
||||
|
||||
if (instigator == none) return;
|
||||
niceController = NicePlayerController(instigator.controller);
|
||||
if (niceController == none) return;
|
||||
niceRI = niceController.niceRI;
|
||||
if (niceRI == none) return;
|
||||
if( Role == ROLE_Authority && Instigator != none && Instigator.PlayerReplicationInfo != none )
|
||||
Stats = SRStatsBase(Instigator.PlayerReplicationInfo.SteamStatsAndAchievements);
|
||||
|
||||
Destroy();
|
||||
foreach CollidingActors (class 'Actor', Victims, DamageRadius, HitLocation)
|
||||
{
|
||||
P = none;
|
||||
KFMonsterVictim = none;
|
||||
bMonster = false;
|
||||
KFP = none;
|
||||
bAlreadyChecked = false;
|
||||
|
||||
niceRI.ServerExplode(damageAmount,
|
||||
damageRadius,
|
||||
1.0,
|
||||
niceExplosiveDamage,
|
||||
momentum,
|
||||
hitLocation,
|
||||
instigator);
|
||||
// don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag
|
||||
if( (Victims != self) && (Hurtwall != Victims) && (Victims.Role == ROLE_Authority) && !Victims.IsA('FluidSurfaceInfo')
|
||||
&& ExtendedZCollision(Victims)==None )
|
||||
{
|
||||
if( (Instigator==None || Instigator.Health<=0) && KFPawn(Victims)!=None )
|
||||
Continue;
|
||||
dir = Victims.Location - HitLocation;
|
||||
dist = FMax(1,VSize(dir));
|
||||
dir = dir/dist;
|
||||
damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius);
|
||||
|
||||
if ( Instigator == None || Instigator.Controller == None )
|
||||
{
|
||||
Victims.SetDelayedDamageInstigatorController( InstigatorController );
|
||||
}
|
||||
|
||||
P = Pawn(Victims);
|
||||
if( P != none ) {
|
||||
for (i = 0; i < CheckedPawns.Length; i++) {
|
||||
if (CheckedPawns[i] == P) {
|
||||
bAlreadyChecked = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if( bAlreadyChecked )
|
||||
continue;
|
||||
CheckedPawns[CheckedPawns.Length] = P;
|
||||
|
||||
KFMonsterVictim = KFMonster(Victims);
|
||||
if( KFMonsterVictim != none && KFMonsterVictim.Health <= 0 )
|
||||
KFMonsterVictim = none;
|
||||
|
||||
KFP = KFPawn(Victims);
|
||||
|
||||
if( KFMonsterVictim != none ) {
|
||||
damageScale *= KFMonsterVictim.GetExposureTo(Location + 15 * -Normal(PhysicsVolume.Gravity));
|
||||
bMonster = true; // in case TakeDamage() and further Die() deletes the monster
|
||||
}
|
||||
else if( KFP != none ) {
|
||||
damageScale *= KFP.GetExposureTo(Location + 15 * -Normal(PhysicsVolume.Gravity));
|
||||
}
|
||||
|
||||
if ( damageScale <= 0)
|
||||
continue;
|
||||
}
|
||||
if(NiceMonster(Victims) != none)
|
||||
Victims.TakeDamage(damageScale * DamageAmount,Instigator,Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir
|
||||
,(damageScale * Momentum * dir), niceExplosiveDamage);
|
||||
else
|
||||
Victims.TakeDamage(damageScale * DamageAmount,Instigator,Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir
|
||||
,(damageScale * Momentum * dir), DamageType);
|
||||
|
||||
if( bMonster && (KFMonsterVictim == none || KFMonsterVictim.Health < 1) ) {
|
||||
NumKilled++;
|
||||
}
|
||||
|
||||
if (Vehicle(Victims) != None && Vehicle(Victims).Health > 0)
|
||||
{
|
||||
Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if( Role == ROLE_Authority )
|
||||
{
|
||||
if ( bBlewInHands && NumKilled >= 5 && Stats != none )
|
||||
class'ScrnAchievements'.static.ProgressAchievementByID(Stats.Rep, 'SuicideBomber', 1);
|
||||
|
||||
if ( NumKilled >= 4 )
|
||||
{
|
||||
KFGameType(Level.Game).DramaticEvent(0.05);
|
||||
}
|
||||
else if ( NumKilled >= 2 )
|
||||
{
|
||||
KFGameType(Level.Game).DramaticEvent(0.03);
|
||||
}
|
||||
}
|
||||
bHurtEntry = false;
|
||||
}
|
||||
// Overridden to spawn different AvoidMarker
|
||||
simulated function HitWall( vector HitNormal, actor Wall ){
|
||||
|
@ -4,8 +4,8 @@ defaultproperties
|
||||
ProjectileSpeed=48250.000000
|
||||
FireAimedAnim="Fire"
|
||||
RecoilRate=0.040000
|
||||
maxVerticalRecoilAngle=115
|
||||
maxHorizontalRecoilAngle=0
|
||||
maxVerticalRecoilAngle=550
|
||||
maxHorizontalRecoilAngle=225
|
||||
ShellEjectClass=Class'ROEffects.KFShellEjectAK'
|
||||
ShellEjectBoneName="Shell_eject"
|
||||
bAccuracyBonusForSemiAuto=True
|
||||
|
@ -10,6 +10,4 @@ defaultproperties
|
||||
KDeathVel=1400.000000
|
||||
KDeathUpKick=150.000000
|
||||
VehicleDamageScaling=0.700000
|
||||
stunMultiplier=3.0
|
||||
stunLengthMultiplier=2.0
|
||||
}
|
||||
|
@ -4,8 +4,8 @@ defaultproperties
|
||||
{
|
||||
WeaponPickupClass=class'NiceM41APickup'
|
||||
AmmoPickupAmount=66
|
||||
MaxAmmo=264
|
||||
InitialAmount=66
|
||||
MaxAmmo=300
|
||||
InitialAmount=75
|
||||
PickupClass=class'NiceM41AAmmoPickup'
|
||||
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
|
||||
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
|
||||
|
@ -3,7 +3,7 @@ class NiceM41APickup extends NiceM41APrimaryPickup;
|
||||
defaultproperties
|
||||
{
|
||||
crossPerkIndecies(0)=6
|
||||
AmmoCost=24
|
||||
AmmoCost=60
|
||||
BuyClipSize=1
|
||||
SecondaryAmmoShortName="M41A Frag Grenades"
|
||||
PrimaryWeaponPickup=class'NiceM41APrimaryPickup'
|
||||
|
@ -3,7 +3,7 @@ defaultproperties
|
||||
{
|
||||
cost=750
|
||||
Weight=7.000000
|
||||
AmmoCost=25
|
||||
AmmoCost=66
|
||||
BuyClipSize=66
|
||||
PowerValue=70
|
||||
SpeedValue=100
|
||||
|
@ -3,7 +3,7 @@ defaultproperties
|
||||
{
|
||||
WeaponPickupClass=class'NiceM41APickup'
|
||||
AmmoPickupAmount=1
|
||||
MaxAmmo=5
|
||||
MaxAmmo=8
|
||||
InitialAmount=2
|
||||
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
|
||||
IconCoords=(X1=434,Y1=253,X2=506,Y2=292)
|
||||
|
@ -5,8 +5,8 @@ defaultproperties
|
||||
contBonus=1.400000
|
||||
FireAimedAnim="Fire_Iron"
|
||||
RecoilRate=0.050000
|
||||
maxVerticalRecoilAngle=100
|
||||
maxHorizontalRecoilAngle=0
|
||||
maxVerticalRecoilAngle=400
|
||||
maxHorizontalRecoilAngle=200
|
||||
ShellEjectClass=Class'ROEffects.KFShellEjectAK'
|
||||
ShellEjectBoneName="Shell_eject"
|
||||
bAccuracyBonusForSemiAuto=True
|
||||
|
@ -17,7 +17,7 @@ defaultproperties
|
||||
MagazineBone="clip"
|
||||
bHasScope=True
|
||||
ZoomedDisplayFOVHigh=50.000000
|
||||
MagCapacity=60
|
||||
MagCapacity=30
|
||||
ReloadRate=3.500000
|
||||
ReloadAnim="Reload"
|
||||
ReloadAnimRate=1.000000
|
||||
|
@ -2,7 +2,7 @@ class NiceSA80LSWAmmo extends NiceAmmo;
|
||||
defaultproperties
|
||||
{
|
||||
WeaponPickupClass=class'NiceSA80LSWPickup'
|
||||
AmmoPickupAmount=60
|
||||
AmmoPickupAmount=30
|
||||
MaxAmmo=360
|
||||
InitialAmount=90
|
||||
PickupClass=class'NiceSA80LSWAmmoPickup'
|
||||
|
@ -1,7 +1,7 @@
|
||||
class NiceSA80LSWAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
|
||||
AmmoAmount=60
|
||||
AmmoAmount=30
|
||||
InventoryType=class'NiceSA80LSWAmmo'
|
||||
PickupMessage="5.56x45"
|
||||
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
|
||||
|
@ -4,8 +4,8 @@ defaultproperties
|
||||
ProjectileSpeed=46500.000000
|
||||
FireAimedAnim="Iron_Idle"
|
||||
RecoilRate=0.050000
|
||||
maxVerticalRecoilAngle=75
|
||||
maxHorizontalRecoilAngle=0
|
||||
maxVerticalRecoilAngle=300
|
||||
maxHorizontalRecoilAngle=150
|
||||
ShellEjectClass=Class'ROEffects.KFShellEjectBullpup'
|
||||
ShellEjectBoneName="Shell_eject"
|
||||
bAccuracyBonusForSemiAuto=True
|
||||
|
@ -3,8 +3,8 @@ defaultproperties
|
||||
{
|
||||
cost=200
|
||||
Weight=5.000000
|
||||
AmmoCost=10
|
||||
BuyClipSize=60
|
||||
AmmoCost=5
|
||||
BuyClipSize=30
|
||||
PowerValue=41
|
||||
SpeedValue=60
|
||||
RangeValue=60
|
||||
|
@ -12,12 +12,12 @@ simulated function HandleRecoil(float Rec)
|
||||
defaultproperties
|
||||
{
|
||||
ProjectileSpeed=42650.000000
|
||||
maxBonusContLenght=10
|
||||
maxBonusContLenght=5
|
||||
contBonusReset=false
|
||||
FireAimedAnim="FireLoop"
|
||||
RecoilRate=0.040000
|
||||
maxVerticalRecoilAngle=25
|
||||
maxHorizontalRecoilAngle=0
|
||||
maxVerticalRecoilAngle=450
|
||||
maxHorizontalRecoilAngle=225
|
||||
ShellEjectClass=Class'ROEffects.KFShellEjectSCAR'
|
||||
ShellEjectBoneName="ejector"
|
||||
FireSoundRef="HMG_S.XMV.XMV-Fire-1"
|
||||
|
@ -0,0 +1,19 @@
|
||||
class NiceDamTypeHFRAssaultRifle extends NiceDamTypeFire
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
|
||||
heatPart=0.500000
|
||||
HeadShotDamageMult=6.000000
|
||||
bCheckForHeadShots=True
|
||||
WeaponClass=class'NiceHFR'
|
||||
DeathString="%k killed %o (Horzine Flame Rifle)."
|
||||
FemaleSuicide="%o shot herself in the foot."
|
||||
MaleSuicide="%o shot himself in the foot."
|
||||
bRagdollBullet=True
|
||||
PawnDamageEmitter=Class'ROEffects.ROBloodPuff'
|
||||
LowGoreDamageEmitter=Class'ROEffects.ROBloodPuffNoGore'
|
||||
LowDetailEmitter=Class'ROEffects.ROBloodPuffSmall'
|
||||
KDamageImpulse=5500.000000
|
||||
KDeathVel=175.000000
|
||||
KDeathUpKick=15.000000
|
||||
}
|
@ -1,5 +1,316 @@
|
||||
class NiceHFR extends NiceScopedWeapon;
|
||||
// Modification of the AAR525 weapons by: [B.R]HekuT
|
||||
class NiceHFR extends KFWeapon;
|
||||
#exec OBJ LOAD FILE=KillingFloorWeapons.utx
|
||||
#exec OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
#exec OBJ LOAD FILE=Inf_Weapons_Foley.uax
|
||||
#exec OBJ LOAD FILE=KF_Weapons5_Scopes_Trip_T.utx
|
||||
var() Material ZoomMat;
|
||||
var() int lenseMaterialID;
|
||||
var() float scopePortalFOVHigh;
|
||||
var() float scopePortalFOV;
|
||||
var() vector XoffsetScoped;
|
||||
var() vector XoffsetHighDetail;
|
||||
var() int scopePitch;
|
||||
var() int scopeYaw;
|
||||
var() int scopePitchHigh;
|
||||
var() int scopeYawHigh;
|
||||
var ScriptedTexture ScopeScriptedTexture;
|
||||
var Shader ScopeScriptedShader;
|
||||
var Material ScriptedTextureFallback;
|
||||
var Combiner ScriptedScopeCombiner;
|
||||
var Combiner ScriptedScopeStatic;
|
||||
var texture TexturedScopeTexture;
|
||||
var bool bInitializedScope;
|
||||
var string ZoomMatRef;
|
||||
var string ScriptedTextureFallbackRef;
|
||||
static function PreloadAssets(Inventory Inv, optional bool bSkipRefCount)
|
||||
{
|
||||
super.PreloadAssets(Inv, bSkipRefCount);
|
||||
default.ZoomMat = FinalBlend(DynamicLoadObject(default.ZoomMatRef, class'FinalBlend', true));
|
||||
default.ScriptedTextureFallback = texture(DynamicLoadObject(default.ScriptedTextureFallbackRef, class'texture', true));
|
||||
if ( M99SniperRifle(Inv) != none )
|
||||
{
|
||||
M99SniperRifle(Inv).ZoomMat = default.ZoomMat;
|
||||
M99SniperRifle(Inv).ScriptedTextureFallback = default.ScriptedTextureFallback;
|
||||
}
|
||||
}
|
||||
static function bool UnloadAssets()
|
||||
{
|
||||
if ( super.UnloadAssets() )
|
||||
{
|
||||
default.ZoomMat = none;
|
||||
default.ScriptedTextureFallback = none;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
exec function pfov(int thisFOV)
|
||||
{
|
||||
if( !class'ROEngine.ROLevelInfo'.static.RODebugMode() )
|
||||
return;
|
||||
scopePortalFOV = thisFOV;
|
||||
}
|
||||
exec function pPitch(int num)
|
||||
{
|
||||
if( !class'ROEngine.ROLevelInfo'.static.RODebugMode() )
|
||||
return;
|
||||
scopePitch = num;
|
||||
scopePitchHigh = num;
|
||||
}
|
||||
exec function pYaw(int num)
|
||||
{
|
||||
if( !class'ROEngine.ROLevelInfo'.static.RODebugMode() )
|
||||
return;
|
||||
scopeYaw = num;
|
||||
scopeYawHigh = num;
|
||||
}
|
||||
simulated exec function TexSize(int i, int j)
|
||||
{
|
||||
if( !class'ROEngine.ROLevelInfo'.static.RODebugMode() )
|
||||
return;
|
||||
ScopeScriptedTexture.SetSize(i, j);
|
||||
}
|
||||
simulated function bool ShouldDrawPortal()
|
||||
{
|
||||
if( bAimingRifle )
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
simulated function PostBeginPlay()
|
||||
{
|
||||
super.PostBeginPlay();
|
||||
KFScopeDetail = class'KFMod.KFWeapon'.default.KFScopeDetail;
|
||||
UpdateScopeMode();
|
||||
}
|
||||
simulated function UpdateScopeMode()
|
||||
{
|
||||
if (Level.NetMode != NM_DedicatedServer && Instigator != none && Instigator.IsLocallyControlled() &&
|
||||
Instigator.IsHumanControlled() )
|
||||
{
|
||||
if( KFScopeDetail == KF_ModelScope )
|
||||
{
|
||||
scopePortalFOV = default.scopePortalFOV;
|
||||
ZoomedDisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOV);
|
||||
if (bAimingRifle)
|
||||
{
|
||||
PlayerViewOffset = XoffsetScoped;
|
||||
}
|
||||
|
||||
if( ScopeScriptedTexture == none )
|
||||
{
|
||||
ScopeScriptedTexture = ScriptedTexture(Level.ObjectPool.AllocateObject(class'ScriptedTexture'));
|
||||
}
|
||||
|
||||
ScopeScriptedTexture.FallBackMaterial = ScriptedTextureFallback;
|
||||
ScopeScriptedTexture.SetSize(512,512);
|
||||
ScopeScriptedTexture.Client = Self;
|
||||
|
||||
if( ScriptedScopeCombiner == none )
|
||||
{
|
||||
ScriptedScopeCombiner = Combiner(Level.ObjectPool.AllocateObject(class'Combiner'));
|
||||
ScriptedScopeCombiner.Material1 = Texture'KF_Weapons5_Scopes_Trip_T.Scope.MilDot';
|
||||
ScriptedScopeCombiner.FallbackMaterial = Shader'ScopeShaders.Zoomblur.LensShader';
|
||||
ScriptedScopeCombiner.CombineOperation = CO_Multiply;
|
||||
ScriptedScopeCombiner.AlphaOperation = AO_Use_Mask;
|
||||
ScriptedScopeCombiner.Material2 = ScopeScriptedTexture;
|
||||
}
|
||||
|
||||
if( ScopeScriptedShader == none )
|
||||
{
|
||||
ScopeScriptedShader = Shader(Level.ObjectPool.AllocateObject(class'Shader'));
|
||||
ScopeScriptedShader.Diffuse = ScriptedScopeCombiner;
|
||||
ScopeScriptedShader.SelfIllumination = ScriptedScopeCombiner;
|
||||
ScopeScriptedShader.FallbackMaterial = Shader'ScopeShaders.Zoomblur.LensShader';
|
||||
}
|
||||
|
||||
bInitializedScope = true;
|
||||
}
|
||||
else if( KFScopeDetail == KF_ModelScopeHigh )
|
||||
{
|
||||
scopePortalFOV = scopePortalFOVHigh;
|
||||
ZoomedDisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOVHigh);
|
||||
if (bAimingRifle)
|
||||
{
|
||||
PlayerViewOffset = XoffsetHighDetail;
|
||||
}
|
||||
|
||||
if( ScopeScriptedTexture == none )
|
||||
{
|
||||
ScopeScriptedTexture = ScriptedTexture(Level.ObjectPool.AllocateObject(class'ScriptedTexture'));
|
||||
}
|
||||
ScopeScriptedTexture.FallBackMaterial = ScriptedTextureFallback;
|
||||
ScopeScriptedTexture.SetSize(1024,1024);
|
||||
ScopeScriptedTexture.Client = Self;
|
||||
|
||||
if( ScriptedScopeCombiner == none )
|
||||
{
|
||||
ScriptedScopeCombiner = Combiner(Level.ObjectPool.AllocateObject(class'Combiner'));
|
||||
ScriptedScopeCombiner.Material1 = Texture'KF_Weapons5_Scopes_Trip_T.Scope.MilDot';
|
||||
ScriptedScopeCombiner.FallbackMaterial = Shader'ScopeShaders.Zoomblur.LensShader';
|
||||
ScriptedScopeCombiner.CombineOperation = CO_Multiply;
|
||||
ScriptedScopeCombiner.AlphaOperation = AO_Use_Mask;
|
||||
ScriptedScopeCombiner.Material2 = ScopeScriptedTexture;
|
||||
}
|
||||
|
||||
if( ScopeScriptedShader == none )
|
||||
{
|
||||
ScopeScriptedShader = Shader(Level.ObjectPool.AllocateObject(class'Shader'));
|
||||
ScopeScriptedShader.Diffuse = ScriptedScopeCombiner;
|
||||
ScopeScriptedShader.SelfIllumination = ScriptedScopeCombiner;
|
||||
ScopeScriptedShader.FallbackMaterial = Shader'ScopeShaders.Zoomblur.LensShader';
|
||||
}
|
||||
|
||||
bInitializedScope = true;
|
||||
}
|
||||
else if (KFScopeDetail == KF_TextureScope)
|
||||
{
|
||||
ZoomedDisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOV);
|
||||
PlayerViewOffset.X = default.PlayerViewOffset.X;
|
||||
|
||||
bInitializedScope = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
simulated event RenderTexture(ScriptedTexture Tex)
|
||||
{
|
||||
local rotator RollMod;
|
||||
RollMod = Instigator.GetViewRotation();
|
||||
if(Owner != none && Instigator != none && Tex != none && Tex.Client != none)
|
||||
Tex.DrawPortal(0,0,Tex.USize,Tex.VSize,Owner,(Instigator.Location + Instigator.EyePosition()), RollMod, scopePortalFOV );
|
||||
}
|
||||
/**
|
||||
* Handles all the functionality for zooming in including
|
||||
* setting the parameters for the weapon, pawn, and playercontroller
|
||||
*
|
||||
* @param bAnimateTransition whether or not to animate this zoom transition
|
||||
*/
|
||||
simulated function ZoomIn(bool bAnimateTransition)
|
||||
{
|
||||
super(BaseKFWeapon).ZoomIn(bAnimateTransition);
|
||||
bAimingRifle = True;
|
||||
if( KFHumanPawn(Instigator)!=none )
|
||||
KFHumanPawn(Instigator).SetAiming(True);
|
||||
if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none )
|
||||
{
|
||||
if( AimInSound != none )
|
||||
{
|
||||
PlayOwnedSound(AimInSound, SLOT_Interact,,,,, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Handles all the functionality for zooming out including
|
||||
* setting the parameters for the weapon, pawn, and playercontroller
|
||||
*
|
||||
* @param bAnimateTransition whether or not to animate this zoom transition
|
||||
*/
|
||||
simulated function ZoomOut(bool bAnimateTransition)
|
||||
{
|
||||
super.ZoomOut(bAnimateTransition);
|
||||
bAimingRifle = False;
|
||||
if( KFHumanPawn(Instigator)!=none )
|
||||
KFHumanPawn(Instigator).SetAiming(False);
|
||||
if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none )
|
||||
{
|
||||
if( AimOutSound != none )
|
||||
{
|
||||
PlayOwnedSound(AimOutSound, SLOT_Interact,,,,, false);
|
||||
}
|
||||
KFPlayerController(Instigator.Controller).TransitionFOV(KFPlayerController(Instigator.Controller).DefaultFOV,0.0);
|
||||
}
|
||||
}
|
||||
simulated event OnZoomInFinished()
|
||||
{
|
||||
local name anim;
|
||||
local float frame, rate;
|
||||
GetAnimParams(0, anim, frame, rate);
|
||||
if (ClientState == WS_ReadyToFire)
|
||||
{
|
||||
if (anim == IdleAnim)
|
||||
{
|
||||
PlayIdle();
|
||||
}
|
||||
}
|
||||
if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none &&
|
||||
KFScopeDetail == KF_TextureScope )
|
||||
{
|
||||
KFPlayerController(Instigator.Controller).TransitionFOV(PlayerIronSightFOV,0.0);
|
||||
}
|
||||
}
|
||||
simulated event RenderOverlays(Canvas Canvas)
|
||||
{
|
||||
local int m;
|
||||
local PlayerController PC;
|
||||
if (Instigator == none)
|
||||
return;
|
||||
PC = PlayerController(Instigator.Controller);
|
||||
if(PC == none)
|
||||
return;
|
||||
if(!bInitializedScope && PC != none )
|
||||
{
|
||||
UpdateScopeMode();
|
||||
}
|
||||
Canvas.DrawActor(none, false, true);
|
||||
for (m = 0; m < NUM_FIRE_MODES; m++)
|
||||
{
|
||||
if (FireMode[m] != none)
|
||||
{
|
||||
FireMode[m].DrawMuzzleFlash(Canvas);
|
||||
}
|
||||
}
|
||||
|
||||
SetLocation( Instigator.Location + Instigator.CalcDrawOffset(self) );
|
||||
SetRotation( Instigator.GetViewRotation() + ZoomRotInterp);
|
||||
PreDrawFPWeapon();
|
||||
|
||||
if(bAimingRifle && PC != none && (KFScopeDetail == KF_ModelScope || KFScopeDetail == KF_ModelScopeHigh))
|
||||
{
|
||||
if (ShouldDrawPortal())
|
||||
{
|
||||
if ( ScopeScriptedTexture != none )
|
||||
{
|
||||
Skins[LenseMaterialID] = ScopeScriptedShader;
|
||||
ScopeScriptedTexture.Client = Self;
|
||||
ScopeScriptedTexture.Revision = (ScopeScriptedTexture.Revision +1);
|
||||
}
|
||||
}
|
||||
|
||||
bDrawingFirstPerson = true;
|
||||
Canvas.DrawBoundActor(self, false, false,DisplayFOV,PC.Rotation,rot(0,0,0),Instigator.CalcZoomedDrawOffset(self));
|
||||
bDrawingFirstPerson = false;
|
||||
}
|
||||
else if( KFScopeDetail == KF_TextureScope && PC.DesiredFOV == PlayerIronSightFOV && bAimingRifle)
|
||||
{
|
||||
Skins[LenseMaterialID] = ScriptedTextureFallback;
|
||||
|
||||
SetZoomBlendColor(Canvas);
|
||||
|
||||
Canvas.Style = ERenderStyle.STY_Normal;
|
||||
Canvas.SetPos(0, 0);
|
||||
Canvas.DrawTile(ZoomMat, (Canvas.SizeX - Canvas.SizeY) / 2, Canvas.SizeY, 0.0, 0.0, 8, 8);
|
||||
Canvas.SetPos(Canvas.SizeX, 0);
|
||||
Canvas.DrawTile(ZoomMat, -(Canvas.SizeX - Canvas.SizeY) / 2, Canvas.SizeY, 0.0, 0.0, 8, 8);
|
||||
|
||||
Canvas.Style = 255;
|
||||
Canvas.SetPos((Canvas.SizeX - Canvas.SizeY) / 2,0);
|
||||
Canvas.DrawTile(ZoomMat, Canvas.SizeY, Canvas.SizeY, 0.0, 0.0, 1024, 1024);
|
||||
|
||||
Canvas.Font = Canvas.MedFont;
|
||||
Canvas.SetDrawColor(200,150,0);
|
||||
|
||||
Canvas.SetPos(Canvas.SizeX * 0.16, Canvas.SizeY * 0.43);
|
||||
Canvas.DrawText("Zoom: 3.0");
|
||||
|
||||
Canvas.SetPos(Canvas.SizeX * 0.16, Canvas.SizeY * 0.47);
|
||||
}
|
||||
else
|
||||
{
|
||||
Skins[LenseMaterialID] = ScriptedTextureFallback;
|
||||
bDrawingFirstPerson = true;
|
||||
Canvas.DrawActor(self, false, false, DisplayFOV);
|
||||
bDrawingFirstPerson = false;
|
||||
}
|
||||
}
|
||||
simulated function float CalcAspectRatioAdjustedFOV(float AdjustFOV)
|
||||
{
|
||||
local KFPlayerController KFPC;
|
||||
@ -22,15 +333,204 @@ simulated function float CalcAspectRatioAdjustedFOV(float AdjustFOV)
|
||||
return AdjustFOV;
|
||||
}
|
||||
}
|
||||
simulated function AdjustIngameScope()
|
||||
{
|
||||
local PlayerController PC;
|
||||
if(Instigator == none || PlayerController(Instigator.Controller) == none)
|
||||
return;
|
||||
PC = PlayerController(Instigator.Controller);
|
||||
if( !bHasScope )
|
||||
return;
|
||||
switch (KFScopeDetail)
|
||||
{
|
||||
case KF_ModelScope:
|
||||
if( bAimingRifle )
|
||||
DisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOV);
|
||||
if ( PC.DesiredFOV == PlayerIronSightFOV && bAimingRifle )
|
||||
{
|
||||
if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none )
|
||||
{
|
||||
KFPlayerController(Instigator.Controller).TransitionFOV(KFPlayerController(Instigator.Controller).DefaultFOV,0.0);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case KF_TextureScope:
|
||||
if( bAimingRifle )
|
||||
DisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOV);
|
||||
if ( bAimingRifle && PC.DesiredFOV != PlayerIronSightFOV )
|
||||
{
|
||||
if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none )
|
||||
{
|
||||
KFPlayerController(Instigator.Controller).TransitionFOV(PlayerIronSightFOV,0.0);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case KF_ModelScopeHigh:
|
||||
if( bAimingRifle )
|
||||
{
|
||||
if( ZoomedDisplayFOVHigh > 0 )
|
||||
{
|
||||
DisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOVHigh);
|
||||
}
|
||||
else
|
||||
{
|
||||
DisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOV);
|
||||
}
|
||||
}
|
||||
if ( bAimingRifle && PC.DesiredFOV == PlayerIronSightFOV )
|
||||
{
|
||||
if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none )
|
||||
{
|
||||
KFPlayerController(Instigator.Controller).TransitionFOV(KFPlayerController(Instigator.Controller).DefaultFOV,0.0);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
UpdateScopeMode();
|
||||
}
|
||||
simulated event Destroyed()
|
||||
{
|
||||
if (ScopeScriptedTexture != none)
|
||||
{
|
||||
ScopeScriptedTexture.Client = none;
|
||||
Level.ObjectPool.FreeObject(ScopeScriptedTexture);
|
||||
ScopeScriptedTexture=none;
|
||||
}
|
||||
if (ScriptedScopeCombiner != none)
|
||||
{
|
||||
ScriptedScopeCombiner.Material2 = none;
|
||||
Level.ObjectPool.FreeObject(ScriptedScopeCombiner);
|
||||
ScriptedScopeCombiner = none;
|
||||
}
|
||||
if (ScopeScriptedShader != none)
|
||||
{
|
||||
ScopeScriptedShader.Diffuse = none;
|
||||
ScopeScriptedShader.SelfIllumination = none;
|
||||
Level.ObjectPool.FreeObject(ScopeScriptedShader);
|
||||
ScopeScriptedShader = none;
|
||||
}
|
||||
Super.Destroyed();
|
||||
}
|
||||
simulated function PreTravelCleanUp()
|
||||
{
|
||||
if (ScopeScriptedTexture != none)
|
||||
{
|
||||
ScopeScriptedTexture.Client = none;
|
||||
Level.ObjectPool.FreeObject(ScopeScriptedTexture);
|
||||
ScopeScriptedTexture=none;
|
||||
}
|
||||
if (ScriptedScopeCombiner != none)
|
||||
{
|
||||
ScriptedScopeCombiner.Material2 = none;
|
||||
Level.ObjectPool.FreeObject(ScriptedScopeCombiner);
|
||||
ScriptedScopeCombiner = none;
|
||||
}
|
||||
if (ScopeScriptedShader != none)
|
||||
{
|
||||
ScopeScriptedShader.Diffuse = none;
|
||||
ScopeScriptedShader.SelfIllumination = none;
|
||||
Level.ObjectPool.FreeObject(ScopeScriptedShader);
|
||||
ScopeScriptedShader = none;
|
||||
}
|
||||
}
|
||||
state PendingClientWeaponSet
|
||||
{
|
||||
simulated function Timer()
|
||||
{
|
||||
if ( Pawn(Owner) != none && !bIsReloading )
|
||||
{
|
||||
ClientWeaponSet(bPendingSwitch);
|
||||
}
|
||||
|
||||
if ( IsInState('PendingClientWeaponSet') )
|
||||
{
|
||||
SetTimer(0.1, false);
|
||||
}
|
||||
}
|
||||
simulated function BeginState()
|
||||
{
|
||||
SetTimer(0.1, false);
|
||||
}
|
||||
simulated function EndState()
|
||||
{
|
||||
}
|
||||
}
|
||||
simulated function SetZoomBlendColor(Canvas c)
|
||||
{
|
||||
local Byte val;
|
||||
local Color clr;
|
||||
local Color fog;
|
||||
clr.R = 255;
|
||||
clr.G = 255;
|
||||
clr.B = 255;
|
||||
clr.A = 255;
|
||||
if( Instigator.Region.Zone.bDistanceFog )
|
||||
{
|
||||
fog = Instigator.Region.Zone.DistanceFogColor;
|
||||
val = 0;
|
||||
val = Max( val, fog.R);
|
||||
val = Max( val, fog.G);
|
||||
val = Max( val, fog.B);
|
||||
if( val > 128 )
|
||||
{
|
||||
val -= 128;
|
||||
clr.R -= val;
|
||||
clr.G -= val;
|
||||
clr.B -= val;
|
||||
}
|
||||
}
|
||||
c.DrawColor = clr;
|
||||
}
|
||||
function bool RecommendRangedAttack()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
function float SuggestAttackStyle()
|
||||
{
|
||||
return -1.0;
|
||||
}
|
||||
function bool RecommendLongRangedAttack()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
simulated function AnimEnd(int channel)
|
||||
{
|
||||
if(!FireMode[1].IsInState('FireLoop'))
|
||||
{
|
||||
Super.AnimEnd(channel);
|
||||
}
|
||||
}
|
||||
simulated function WeaponTick(float dt)
|
||||
{
|
||||
Super.WeaponTick(dt);
|
||||
}
|
||||
simulated function bool StartFire(int Mode)
|
||||
{
|
||||
if( Mode == 0 )
|
||||
return super.StartFire(Mode);
|
||||
if( !super.StartFire(Mode) )
|
||||
return false;
|
||||
|
||||
if( AmmoAmount(0) <= 0 )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
AnimStopLooping();
|
||||
if( !FireMode[Mode].IsInState('FireLoop') && (AmmoAmount(0) > 0) )
|
||||
{
|
||||
FireMode[Mode].StartFiring();
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
defaultproperties
|
||||
{
|
||||
reloadPreEndFrame=0.339
|
||||
reloadEndFrame=0.732
|
||||
reloadChargeEndFrame=-1.000000
|
||||
reloadMagStartFrame=0.643
|
||||
reloadChargeStartFrame=-1.000000
|
||||
magazineBone="Magazine"
|
||||
lenseMaterialID=3
|
||||
scopePortalFOVHigh=22.000000
|
||||
scopePortalFOV=12.000000
|
||||
@ -38,13 +538,13 @@ defaultproperties
|
||||
ScriptedTextureFallbackRef="NicePackT.HFR.CBLens_cmb"
|
||||
bHasScope=True
|
||||
ZoomedDisplayFOVHigh=35.000000
|
||||
MagCapacity=50
|
||||
MagCapacity=10
|
||||
ReloadRate=3.000000
|
||||
ReloadAnim="Reload"
|
||||
ReloadAnimRate=0.600000
|
||||
WeaponReloadAnim="Reload_M4"
|
||||
bSteadyAim=True
|
||||
Weight=5.000000
|
||||
Weight=7.000000
|
||||
bHasAimingMode=True
|
||||
IdleAimAnim="Idle"
|
||||
StandardDisplayFOV=60.000000
|
||||
@ -62,7 +562,7 @@ defaultproperties
|
||||
PlayerIronSightFOV=65.000000
|
||||
ZoomedDisplayFOV=32.000000
|
||||
FireModeClass(0)=class'NiceHFRPFire'
|
||||
FireModeClass(1)=Class'KFMod.NoFire'
|
||||
FireModeClass(1)=class'NiceHFRBurstFire'
|
||||
PutDownAnim="PutDown"
|
||||
AIRating=0.700000
|
||||
CurrentRating=0.700000
|
||||
|
@ -1,10 +1,10 @@
|
||||
class NiceHFRAmmo extends NiceAmmo;
|
||||
class NiceHFRAmmo extends KFAmmunition;
|
||||
#EXEC OBJ LOAD FILE=KillingFloorHUD.utx
|
||||
defaultproperties
|
||||
{
|
||||
AmmoPickupAmount=75
|
||||
MaxAmmo=300
|
||||
InitialAmount=75
|
||||
AmmoPickupAmount=15
|
||||
MaxAmmo=100
|
||||
InitialAmount=40
|
||||
PickupClass=class'NiceHFRAmmoPickup'
|
||||
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
|
||||
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
|
||||
|
@ -1,7 +1,7 @@
|
||||
class NiceHFRAmmoPickup extends NiceAmmoPickup;
|
||||
class NiceHFRAmmoPickup extends KFAmmoPickup;
|
||||
defaultproperties
|
||||
{
|
||||
AmmoAmount=50
|
||||
AmmoAmount=15
|
||||
InventoryType=class'NiceHFRAmmo'
|
||||
PickupMessage="Fire balloon"
|
||||
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
|
||||
|
@ -1,11 +0,0 @@
|
||||
class NiceHFRBullet extends NiceBullet;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
bDisableComplexMovement=False
|
||||
trailXClass=None
|
||||
StaticMeshRef="ZED_FX_SM.Energy.ZED_FX_Energy_Card"
|
||||
DrawScale=0.500000
|
||||
ambientSoundRef="KF_FY_ZEDV2SND.WEP_ZEDV2_Projectile_Loop"
|
||||
explosionImpact=(bImportanEffect=True,decalClass=Class'KFMod.FlameThrowerBurnMark_Medium',EmitterClass=Class'KFMod.ZEDMKIIPrimaryProjectileImpact',emitterShiftWall=20.000000,emitterShiftPawn=20.000000,noiseRef="KF_FY_ZEDV2SND.WEP_ZEDV2_Projectile_Explode",noiseVolume=2.000000)
|
||||
}
|
@ -1,29 +1,25 @@
|
||||
class NiceHFRPFire extends NiceFire;
|
||||
|
||||
class NiceHFRPFire extends KFFire;
|
||||
defaultproperties
|
||||
{
|
||||
ProjectileSpeed=2000.000000
|
||||
FireAimedAnim="Fire_Iron"
|
||||
RecoilRate=0.070000
|
||||
maxVerticalRecoilAngle=70
|
||||
maxHorizontalRecoilAngle=35
|
||||
RecoilRate=0.120000
|
||||
maxVerticalRecoilAngle=500
|
||||
bAccuracyBonusForSemiAuto=True
|
||||
bRandomPitchFireSound=False
|
||||
FireSoundRef="KF_FY_ZEDV2SND.WEP_ZEDV2_Fire_M"
|
||||
StereoFireSoundRef="KF_FY_ZEDV2SND.WEP_ZEDV2_Fire_S"
|
||||
NoAmmoSoundRef="KF_ZEDGunSnd.KF_WEP_ZED_Dryfire"
|
||||
DamageType=class'NiceDamTypeHFR'
|
||||
FireSoundRef="KF_SP_LongmusketSnd.KFO_Sniper_Fire_M"
|
||||
StereoFireSoundRef="KF_SP_LongmusketSnd.KFO_Sniper_Fire_S"
|
||||
NoAmmoSoundRef="KF_AK47Snd.AK47_DryFire"
|
||||
DamageType=class'NiceDamTypeHFRAssaultRifle'
|
||||
DamageMax=50
|
||||
Momentum=8500.000000
|
||||
bWaitForRelease=False
|
||||
bWaitForRelease=True
|
||||
TransientSoundVolume=1.200000
|
||||
TransientSoundRadius=500.000000
|
||||
FireLoopAnim="Fire"
|
||||
FireAnimRate=0.909000
|
||||
TweenTime=0.025000
|
||||
FireForce="AssaultRifleFire"
|
||||
FireRate=0.096000
|
||||
bulletClass=class'NiceHFRBullet'
|
||||
FireRate=0.600000
|
||||
AmmoClass=class'NiceHFRAmmo'
|
||||
AmmoPerFire=1
|
||||
ShakeRotMag=(X=50.000000,Y=50.000000,Z=350.000000)
|
||||
@ -36,4 +32,5 @@ defaultproperties
|
||||
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSPSniper'
|
||||
aimerror=42.000000
|
||||
Spread=0.015000
|
||||
SpreadStyle=SS_Random
|
||||
}
|
||||
|
@ -1,19 +1,18 @@
|
||||
class NiceHFRPickup extends NiceWeaponPickup;
|
||||
class NiceHFRPickup extends KFWeaponPickup;
|
||||
defaultproperties
|
||||
{
|
||||
Weight=5.000000
|
||||
AmmoCost=26
|
||||
BuyClipSize=50
|
||||
Weight=7.000000
|
||||
AmmoCost=30
|
||||
BuyClipSize=15
|
||||
PowerValue=100
|
||||
SpeedValue=100
|
||||
RangeValue=40
|
||||
cost=750
|
||||
Description="Advanced horzine flame rifle."
|
||||
ItemName="Horzine flame rifle"
|
||||
ItemShortName="HFR"
|
||||
AmmoItemName="Fire balloon"
|
||||
AmmoMesh=StaticMesh'KillingFloorStatics.FT_AmmoMesh'
|
||||
CorrespondingPerkIndex=3
|
||||
CorrespondingPerkIndex=5
|
||||
EquipmentCategoryID=3
|
||||
InventoryType=class'NiceHFR'
|
||||
PickupMessage="You got the HFR."
|
||||
|
@ -1,6 +1,6 @@
|
||||
class NiceHFRTendril extends FlameTendril;
|
||||
defaultproperties
|
||||
{
|
||||
Damage=16.000000
|
||||
Damage=36.000000
|
||||
MyDamageType=class'NiceDamTypeHFR'
|
||||
}
|
||||
|
@ -1,8 +1,6 @@
|
||||
class NiceDamTypeKrissM extends NiceDamageTypeVetDemolitions
|
||||
class NiceDamTypeKrissM extends NiceDamageTypeVetCommando
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
|
||||
stoppingPower=0.25
|
||||
HeadShotDamageMult=1.500000
|
||||
WeaponClass=class'NiceKrissMMedicGun'
|
||||
}
|
||||
|
@ -13,8 +13,8 @@ defaultproperties
|
||||
ShellEjectBoneName="Shell_eject"
|
||||
NoAmmoSoundRef="KF_MP7Snd.MP7_DryFire"
|
||||
DamageType=class'NiceDamTypeKrissM'
|
||||
DamageMin=48
|
||||
DamageMax=48
|
||||
DamageMin=35
|
||||
DamageMax=35
|
||||
Momentum=12500.000000
|
||||
FireRate=0.040000
|
||||
AmmoClass=class'NiceKrissMAmmo'
|
||||
@ -27,8 +27,4 @@ defaultproperties
|
||||
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stMP'
|
||||
Spread=500.0
|
||||
SpreadStyle=SS_Random
|
||||
minimalSpreadScale=0.0
|
||||
activeSpreadScale=0.0
|
||||
spreadGainedPerShot=0.125
|
||||
spreadLostPerSecond=0.5
|
||||
}
|
||||
|
@ -17,7 +17,7 @@ defaultproperties
|
||||
AmmoItemName="45. ACP Ammo"
|
||||
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
|
||||
EquipmentCategoryID=3
|
||||
CorrespondingPerkIndex=6
|
||||
CorrespondingPerkIndex=3
|
||||
InventoryType=class'NiceKrissMMedicGun'
|
||||
PickupMessage="You got the KRISS Vector Medic Gun"
|
||||
PickupSound=Sound'KF_KrissSND.Handling.KF_WEP_KRISS_Handling_Pickup'
|
||||
|
@ -1,8 +1,7 @@
|
||||
class NiceDamTypeM7A3M extends NiceDamageTypeVetDemolitions
|
||||
class NiceDamTypeM7A3M extends NiceDamageTypeVetCommando
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
|
||||
stoppingPower=0.15
|
||||
HeadShotDamageMult=2.000000
|
||||
WeaponClass=class'NiceM7A3MMedicGun'
|
||||
}
|
||||
|
@ -3,8 +3,8 @@ defaultproperties
|
||||
{
|
||||
WeaponPickupClass=class'NiceM7A3MPickup'
|
||||
AmmoPickupAmount=30
|
||||
MaxAmmo=160
|
||||
InitialAmount=40
|
||||
MaxAmmo=180
|
||||
InitialAmount=45
|
||||
PickupClass=class'NiceM7A3MAmmoPickup'
|
||||
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
|
||||
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
|
||||
|
@ -1,7 +1,7 @@
|
||||
class NiceM7A3MAmmoPickup extends NiceAmmoPickup;
|
||||
defaultproperties
|
||||
{
|
||||
AmmoAmount=30
|
||||
AmmoAmount=15
|
||||
InventoryType=class'NiceM7A3MAmmo'
|
||||
PickupMessage="Rounds 7.6x40mm"
|
||||
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
|
||||
|
@ -34,8 +34,4 @@ defaultproperties
|
||||
aimerror=42.000000
|
||||
Spread=500.0
|
||||
SpreadStyle=SS_Random
|
||||
minimalSpreadScale=0.0
|
||||
activeSpreadScale=0.0
|
||||
spreadGainedPerShot=0.25
|
||||
spreadLostPerSecond=0.5
|
||||
}
|
||||
|
@ -3,7 +3,7 @@ defaultproperties
|
||||
{
|
||||
Weight=5.000000
|
||||
cost=1250
|
||||
AmmoCost=50
|
||||
AmmoCost=33
|
||||
BuyClipSize=30
|
||||
PowerValue=45
|
||||
SpeedValue=60
|
||||
@ -14,7 +14,7 @@ defaultproperties
|
||||
AmmoItemName="7.6x40mm Ammo"
|
||||
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
|
||||
EquipmentCategoryID=3
|
||||
CorrespondingPerkIndex=6
|
||||
CorrespondingPerkIndex=3
|
||||
InventoryType=class'NiceM7A3MMedicGun'
|
||||
PickupMessage="You got the M7A3 Medic Gun"
|
||||
PickupSound=Sound'KF_M7A3Snd.M7A3_Pickup'
|
||||
|
@ -1,8 +1,7 @@
|
||||
class NiceDamTypeMP5M extends NiceDamageTypeVetDemolitions
|
||||
class NiceDamTypeMP5M extends NiceDamageTypeVetCommando
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
|
||||
stoppingPower=0.15
|
||||
HeadShotDamageMult=2.000000
|
||||
WeaponClass=class'NiceMP5MMedicGun'
|
||||
}
|
||||
|
@ -5,9 +5,9 @@ defaultproperties
|
||||
FireEndStereoSoundRef="KF_MP5Snd.MP5_Fire_Loop_End_S"
|
||||
AmbientFireSoundRef="KF_MP5Snd.MP5_Fire_Loop"
|
||||
ProjectileSpeed=21250.000000
|
||||
RecoilRate=0.0100000
|
||||
maxVerticalRecoilAngle=40
|
||||
maxHorizontalRecoilAngle=20
|
||||
RecoilRate=0.0075000
|
||||
maxVerticalRecoilAngle=160
|
||||
maxHorizontalRecoilAngle=80
|
||||
RecoilVelocityScale=0.000000
|
||||
ShellEjectClass=Class'ROEffects.KFShellEjectMP5SMG'
|
||||
ShellEjectBoneName="Shell_eject"
|
||||
@ -15,12 +15,8 @@ defaultproperties
|
||||
DamageType=class'NiceDamTypeMP5M'
|
||||
DamageMin=35
|
||||
DamageMax=35
|
||||
Spread=750.0
|
||||
Spread=500.0
|
||||
SpreadStyle=SS_Random
|
||||
minimalSpreadScale=0.0
|
||||
activeSpreadScale=0.0
|
||||
spreadGainedPerShot=0.25
|
||||
spreadLostPerSecond=1.0
|
||||
Momentum=5500.000000
|
||||
FireRate=0.075000
|
||||
AmmoClass=class'NiceMP5MAmmo'
|
||||
|
@ -14,7 +14,7 @@ defaultproperties
|
||||
AmmoItemName="9x19mm Ammo"
|
||||
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
|
||||
EquipmentCategoryID=3
|
||||
CorrespondingPerkIndex=6
|
||||
CorrespondingPerkIndex=3
|
||||
VariantClasses(0)=Class'KFMod.CamoMP5MPickup'
|
||||
InventoryType=class'NiceMP5MMedicGun'
|
||||
PickupMessage="You got the MP5M Medic Gun"
|
||||
|
@ -1,10 +1,9 @@
|
||||
class NiceDamTypeMP7M extends NiceDamageTypeVetDemolitions
|
||||
class NiceDamTypeMP7M extends NiceDamageTypeVetCommando
|
||||
abstract;
|
||||
defaultproperties
|
||||
{
|
||||
bPenetrationHSOnly=True
|
||||
MaxPenetrations=1
|
||||
HeadShotDamageMult=2.250000
|
||||
stoppingPower=0.15
|
||||
WeaponClass=class'NiceMP7MMedicGun'
|
||||
}
|
||||
|
@ -25,10 +25,6 @@ defaultproperties
|
||||
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
|
||||
ShakeOffsetTime=1.250000
|
||||
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stMP'
|
||||
Spread=750.0
|
||||
Spread=500.0
|
||||
SpreadStyle=SS_Random
|
||||
minimalSpreadScale=0.0
|
||||
activeSpreadScale=0.0
|
||||
spreadGainedPerShot=0.1
|
||||
spreadLostPerSecond=0.5
|
||||
}
|
||||
|
@ -15,7 +15,7 @@ defaultproperties
|
||||
AmmoItemName="4.6x30mm Ammo"
|
||||
AmmoMesh=StaticMesh'KillingFloorStatics.L85Ammo'
|
||||
EquipmentCategoryID=3
|
||||
CorrespondingPerkIndex=6
|
||||
CorrespondingPerkIndex=3
|
||||
InventoryType=class'NiceMP7MMedicGun'
|
||||
PickupMessage="You got the MP7M Medic Gun"
|
||||
PickupSound=Sound'KF_MP7Snd.MP7_Pickup'
|
||||
|
@ -58,6 +58,5 @@ defaultproperties
|
||||
ShakeOffsetTime=3.500000
|
||||
BotRefireRate=2.500000
|
||||
aimerror=2.000000
|
||||
Spread=2000.000000
|
||||
FireAnimRate=1.25
|
||||
Spread=3000.000000
|
||||
}
|
||||
|
@ -10,7 +10,7 @@ defaultproperties
|
||||
reloadMagStartFrame=0.278000
|
||||
reloadChargeStartFrame=-1.000000
|
||||
FirstPersonFlashlightOffset=(X=-20.000000,Y=-22.000000,Z=8.000000)
|
||||
MagCapacity=42
|
||||
MagCapacity=28
|
||||
ReloadRate=2.600000
|
||||
ReloadAnim="Reload"
|
||||
ReloadAnimRate=1.000000
|
||||
|
@ -3,9 +3,6 @@ defaultproperties
|
||||
{
|
||||
bCanFireIncomplete=True
|
||||
ProjectileSpeed=3500.000000
|
||||
maxVerticalRecoilAngle=1250
|
||||
maxHorizontalRecoilAngle=750
|
||||
FireRate=0.600000
|
||||
DamageType=class'NiceDamTypeNailGunWeak'
|
||||
AmmoPerFire=7
|
||||
SpreadStyle=SS_Random
|
||||
|
@ -3,9 +3,9 @@ class NiceNailGunAmmo extends NiceAmmo;
|
||||
defaultproperties
|
||||
{
|
||||
WeaponPickupClass=class'NiceNailGunPickup'
|
||||
AmmoPickupAmount=42
|
||||
MaxAmmo=210
|
||||
InitialAmount=52
|
||||
AmmoPickupAmount=28
|
||||
MaxAmmo=168
|
||||
InitialAmount=84
|
||||
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
|
||||
IconCoords=(X1=451,Y1=445,X2=510,Y2=500)
|
||||
}
|
||||
|
@ -10,8 +10,8 @@ defaultproperties
|
||||
bShouldBounce=True
|
||||
bCausePain=True
|
||||
bulletClass=class'NiceNail'
|
||||
maxVerticalRecoilAngle=0
|
||||
maxHorizontalRecoilAngle=0
|
||||
maxVerticalRecoilAngle=1250
|
||||
maxHorizontalRecoilAngle=750
|
||||
bRandomPitchFireSound=True
|
||||
FireSoundRef="KF_NailShotgun.NailShotgun_Fire_Single_M"
|
||||
StereoFireSoundRef="KF_NailShotgun.NailShotgun_Fire_Single_S"
|
||||
@ -19,7 +19,7 @@ defaultproperties
|
||||
DamageType=class'NiceDamTypeNailGun'
|
||||
DamageMax=66
|
||||
FireAnimRate=1.250000
|
||||
FireRate=0.300000
|
||||
FireRate=0.400000
|
||||
AmmoClass=class'NiceNailGunAmmo'
|
||||
ShakeRotTime=3.000000
|
||||
ShakeOffsetTime=2.000000
|
||||
|
@ -3,8 +3,8 @@ defaultproperties
|
||||
{
|
||||
Weight=8.000000
|
||||
cost=250
|
||||
AmmoCost=27
|
||||
BuyClipSize=42
|
||||
AmmoCost=17
|
||||
BuyClipSize=28
|
||||
PowerValue=70
|
||||
SpeedValue=55
|
||||
RangeValue=25
|
||||
|
@ -1,7 +1,6 @@
|
||||
class NiceSpasAltFire extends NiceSpasFire;
|
||||
defaultproperties
|
||||
{
|
||||
ProjPerFire=8
|
||||
maxVerticalRecoilAngle=300
|
||||
maxHorizontalRecoilAngle=180
|
||||
FireAnimRate=0.650000
|
||||
|
@ -6,7 +6,7 @@ defaultproperties
|
||||
{
|
||||
Weight=6.000000
|
||||
cost=750
|
||||
AmmoCost=22
|
||||
AmmoCost=34
|
||||
BuyClipSize=5
|
||||
PowerValue=55
|
||||
SpeedValue=42
|
||||
|
@ -1,108 +1,8 @@
|
||||
class NiceSyringe extends NiceMeleeWeapon;
|
||||
|
||||
var () int HealBoostAmount;
|
||||
var float RegenTimer;
|
||||
var localized string SuccessfulHealMessage;
|
||||
|
||||
replication
|
||||
{
|
||||
reliable if( Role == ROLE_Authority )
|
||||
ClientSuccessfulHeal;
|
||||
class NiceSyringe extends ScrnSyringe;
|
||||
|
||||
}
|
||||
|
||||
simulated function PostBeginPlay()
|
||||
{
|
||||
// Weapon will handle FireMode instantiation
|
||||
Super.PostBeginPlay();
|
||||
|
||||
if( Role == ROLE_Authority ) {
|
||||
HealBoostAmount = default.HealBoostAmount;
|
||||
}
|
||||
}
|
||||
|
||||
// The server lets the client know they successfully healed someone
|
||||
simulated function ClientSuccessfulHeal(String HealedName)
|
||||
{
|
||||
if( PlayerController(Instigator.Controller) != none )
|
||||
{
|
||||
PlayerController(Instigator.controller).ClientMessage(SuccessfulHealMessage$HealedName, 'CriticalEvent');
|
||||
}
|
||||
}
|
||||
|
||||
simulated function Timer()
|
||||
{
|
||||
Super.Timer();
|
||||
if( KFPawn(Instigator)!=None && KFPawn(Instigator).bIsQuickHealing>0 && ClientState==WS_ReadyToFire )
|
||||
{
|
||||
if( KFPawn(Instigator).bIsQuickHealing==1 )
|
||||
{
|
||||
if( !HackClientStartFire() )
|
||||
{
|
||||
if( Instigator.Health>=Instigator.HealthMax || ChargeBar()<0.75 )
|
||||
KFPawn(Instigator).bIsQuickHealing = 2; // Was healed by someone else or some other error occurred.
|
||||
SetTimer(0.2,False);
|
||||
return;
|
||||
}
|
||||
KFPawn(Instigator).bIsQuickHealing = 2;
|
||||
SetTimer(FireMode[1].FireRate+0.5,False);
|
||||
}
|
||||
else
|
||||
{
|
||||
Instigator.SwitchToLastWeapon();
|
||||
KFPawn(Instigator).bIsQuickHealing = 0;
|
||||
}
|
||||
}
|
||||
else if( ClientState==WS_Hidden && KFPawn(Instigator)!=None )
|
||||
KFPawn(Instigator).bIsQuickHealing = 0; // Weapon was changed, ensure to reset this.
|
||||
}
|
||||
|
||||
simulated function bool HackClientStartFire()
|
||||
{
|
||||
if( StartFire(1) )
|
||||
{
|
||||
if( Role<ROLE_Authority )
|
||||
ServerStartFire(1);
|
||||
FireMode[1].ModeDoFire(); // Force to start animating.
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
MagCapacity=1
|
||||
bChangeClipIcon=True
|
||||
hudClipTexture=Texture'KillingFloorHUD.HUD.Hud_Syringe'
|
||||
BloodSkinSwitchArray=0
|
||||
HealBoostAmount = 100
|
||||
TraderInfoTexture=Texture'KillingFloorHUD.WeaponSelect.Syringe'
|
||||
FireModeClass(0)=Class'NicePack.NiceSyringeFire'
|
||||
FireModeClass(1)=Class'NicePack.NiceSyringeAltFire'
|
||||
PickupClass=Class'NicePack.NiceSyringePickup'
|
||||
bKFNeverThrow = false
|
||||
Skins(0)=Combiner'KF_Weapons_Trip_T.equipment.medInjector_cmb'
|
||||
weaponRange=90.000000
|
||||
Weight=0.000000
|
||||
AIRating=-2.000000
|
||||
bMeleeWeapon=False
|
||||
Priority=6
|
||||
InventoryGroup=5
|
||||
GroupOffset=2
|
||||
BobDamping=8.000000
|
||||
AttachmentClass=Class'KFMod.SyringeAttachment'
|
||||
IconCoords=(X1=169,Y1=39,X2=241,Y2=77)
|
||||
ItemName="Med-Syringe"
|
||||
Mesh=SkeletalMesh'KF_Weapons_Trip.Syringe_Trip'
|
||||
AmbientGlow=2
|
||||
AmmoCharge(0)=500
|
||||
|
||||
DisplayFOV=85.000000
|
||||
StandardDisplayFOV=85.0
|
||||
|
||||
HudImage=texture'KillingFloorHUD.WeaponSelect.Syring_unselected'
|
||||
SelectedHudImage=texture'KillingFloorHUD.WeaponSelect.Syringe'
|
||||
|
||||
bConsumesPhysicalAmmo=true
|
||||
SuccessfulHealMessage="You healed "
|
||||
defaultproperties {
|
||||
ItemName="Nice Med-Syringe"
|
||||
FireModeClass(0)=class'NiceSyringeFire'
|
||||
FireModeClass(1)=class'NiceSyringeAltFire'
|
||||
PickupClass=class'NiceSyringePickup'
|
||||
}
|
@ -1,90 +1 @@
|
||||
class NiceSyringeAltFire extends NiceMeleeFire;
|
||||
|
||||
var float InjectDelay;
|
||||
var float HealeeRange;
|
||||
|
||||
function DoFireEffect()
|
||||
{
|
||||
SetTimer(InjectDelay, False);
|
||||
|
||||
if ( Level.NetMode != NM_StandAlone && Level.Game.NumPlayers > 1 && KFPlayerController(Instigator.Controller) != none &&
|
||||
KFSteamStatsAndAchievements(KFPlayerController(Instigator.Controller).SteamStatsAndAchievements) != none )
|
||||
{
|
||||
KFSteamStatsAndAchievements(KFPlayerController(Instigator.Controller).SteamStatsAndAchievements).AddSelfHeal();
|
||||
}
|
||||
}
|
||||
|
||||
function Timer()
|
||||
{
|
||||
local float HealSum, HealPotency;
|
||||
local KFPlayerReplicationInfo KFPRI;
|
||||
|
||||
KFPRI = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo);
|
||||
|
||||
HealSum = NiceSyringe(Weapon).HealBoostAmount;
|
||||
|
||||
HealPotency = 1.0;
|
||||
|
||||
if ( KFPRI != none && KFPRI.ClientVeteranSkill != none )
|
||||
HealPotency = KFPRI.ClientVeteranSkill.Static.GetHealPotency(KFPRI);
|
||||
HealSum *= HealPotency;
|
||||
|
||||
Load = 1;
|
||||
ReduceAmmoClient();
|
||||
if ( NiceHumanPawn(Instigator) != none )
|
||||
NiceHumanPawn(Instigator).TakeHealing(NiceHumanPawn(Instigator), HealSum, HealPotency, KFWeapon(Instigator.Weapon));
|
||||
else
|
||||
KFPawn(Instigator).GiveHealth(HealSum, Instigator.HealthMax);
|
||||
}
|
||||
|
||||
function bool AllowFire()
|
||||
{
|
||||
if (Instigator.Health >= Instigator.HealthMax)
|
||||
return false;
|
||||
|
||||
return Weapon.AmmoAmount(ThisModeNum) >= AmmoPerFire;
|
||||
}
|
||||
|
||||
event ModeDoFire()
|
||||
{
|
||||
Load = 1;
|
||||
Super.ModeDoFire();
|
||||
}
|
||||
|
||||
function PlayFiring()
|
||||
{
|
||||
if ( Weapon.Mesh != None )
|
||||
{
|
||||
if ( FireCount > 0 )
|
||||
{
|
||||
if ( Weapon.HasAnim(FireLoopAnim) )
|
||||
{
|
||||
Weapon.PlayAnim(FireLoopAnim, FireLoopAnimRate, 0.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
Weapon.PlayAnim(FireAnim, FireAnimRate, 0.0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Weapon.PlayAnim(FireAnim, FireAnimRate, 0.0);
|
||||
}
|
||||
}
|
||||
Weapon.PlayOwnedSound(FireSound,SLOT_Interact,TransientSoundVolume,,TransientSoundRadius,Default.FireAnimRate/FireAnimRate,false);
|
||||
ClientPlayForceFeedback(FireForce); // jdf
|
||||
|
||||
FireCount++;
|
||||
}
|
||||
|
||||
defaultproperties {
|
||||
AmmoClass=class'NiceSyringeAmmo'
|
||||
AmmoPerFire=1
|
||||
TweenTime=0.1
|
||||
TransientSoundVolume=1.8
|
||||
FireAnim="AltFire"
|
||||
FireRate=3.60000
|
||||
bModeExclusive=true
|
||||
InjectDelay=0.1
|
||||
HealeeRange=70.000000
|
||||
}
|
||||
class NiceSyringeAltFire extends ScrnSyringeAltFire;
|
@ -1,12 +0,0 @@
|
||||
class NiceSyringeAmmo extends NiceAmmo;
|
||||
|
||||
defaultproperties {
|
||||
WeaponPickupClass=class'NiceSyringePickup'
|
||||
AmmoPickupAmount=0
|
||||
MaxAmmo=4
|
||||
InitialAmount=1
|
||||
PickupClass=class'NiceSyringeAmmoPickup'
|
||||
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
|
||||
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)
|
||||
ItemName="Healing juice"
|
||||
}
|
@ -1,8 +0,0 @@
|
||||
class NiceSyringeAmmoPickup extends NiceAmmoPickup;
|
||||
|
||||
defaultproperties {
|
||||
AmmoAmount=1
|
||||
InventoryType=class'NiceSyringe'
|
||||
PickupMessage="Healing juice"
|
||||
StaticMesh=StaticMesh'KillingFloorStatics.L85Ammo'
|
||||
}
|
@ -1,208 +1,23 @@
|
||||
class NiceSyringeFire extends NiceMeleeFire;
|
||||
class NiceSyringeFire extends ScrnSyringeFire;
|
||||
|
||||
var float LastHealAttempt;
|
||||
var float HealAttemptDelay;
|
||||
var float LastHealMessageTime;
|
||||
var float HealMessageDelay;
|
||||
var localized string NoHealTargetMessage;
|
||||
var KFHumanPawn CachedHealee;
|
||||
var transient float PendingHealTime;
|
||||
// default == 80
|
||||
const SEARCH_RADIUS=120.0;
|
||||
|
||||
simulated function DestroyEffects()
|
||||
{
|
||||
super.DestroyEffects();
|
||||
|
||||
if (CachedHealee != None)
|
||||
CachedHealee = none;
|
||||
}
|
||||
|
||||
simulated function bool AllowFire() {
|
||||
local KFHumanPawn Healtarget;
|
||||
local string healeeName;
|
||||
if (!super.AllowFire()) {
|
||||
return false;
|
||||
}
|
||||
if (CanFindHealee()) {
|
||||
if( CachedHealee.PlayerReplicationInfo != none &&
|
||||
CachedHealee.PlayerReplicationInfo.PlayerName != "")
|
||||
{
|
||||
HealeeName = CachedHealee.PlayerReplicationInfo.PlayerName;
|
||||
}
|
||||
else {
|
||||
HealeeName = CachedHealee.MenuName;
|
||||
}
|
||||
NiceSyringe(Weapon).ClientSuccessfulHeal(HealeeName);
|
||||
// Give the messages if we missed our heal, can't find a target, etc
|
||||
if ( KFPlayerController(Instigator.Controller) != none )
|
||||
{
|
||||
if ( LastHealAttempt + HealAttemptDelay < Level.TimeSeconds)
|
||||
{
|
||||
PlayerController(Instigator.controller).ClientMessage(NoHealTargetMessage, 'CriticalEvent');
|
||||
LastHealAttempt = Level.TimeSeconds;
|
||||
}
|
||||
|
||||
if ( Level.TimeSeconds - LastHealMessageTime > HealMessageDelay )
|
||||
{
|
||||
// if there's a Player within 2 meters who needs healing, say that we're trying to heal them
|
||||
foreach Instigator.VisibleCollidingActors(class'KFHumanPawn', Healtarget, 100)
|
||||
{
|
||||
if ( Healtarget != Instigator && Healtarget.Health < Healtarget.HealthMax )
|
||||
{
|
||||
PlayerController(Instigator.Controller).Speech('AUTO', 5, "");
|
||||
LastHealMessageTime = Level.TimeSeconds;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
function Timer()
|
||||
{
|
||||
local KFPlayerReplicationInfo PRI;
|
||||
local int MedicReward;
|
||||
local KFHumanPawn Healed;
|
||||
local float HealSum, HealPotency; // for modifying based on perks
|
||||
|
||||
PRI = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo);
|
||||
Healed = CachedHealee;
|
||||
HealPotency = 1.0;
|
||||
CachedHealee = none;
|
||||
if ( Healed != none && Healed.Health > 0 && Healed != Instigator )
|
||||
{
|
||||
Load = 1;
|
||||
ReduceAmmoClient();
|
||||
|
||||
if ( PRI != none && PRI.ClientVeteranSkill != none )
|
||||
HealPotency = PRI.ClientVeteranSkill.Static.GetHealPotency(PRI);
|
||||
|
||||
HealSum = NiceSyringe(Weapon).HealBoostAmount;
|
||||
|
||||
HealSum *= HealPotency;
|
||||
MedicReward = HealSum;
|
||||
|
||||
if ( (Healed.Health + Healed.healthToGive + MedicReward) > Healed.HealthMax )
|
||||
{
|
||||
MedicReward = Healed.HealthMax - (Healed.Health + Healed.healthToGive);
|
||||
if ( MedicReward < 0 )
|
||||
{
|
||||
MedicReward = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if ( NiceHumanPawn(Healed) != none )
|
||||
NiceHumanPawn(Healed).TakeHealing(NiceHumanPawn(Instigator), HealSum, HealPotency, KFWeapon(Instigator.Weapon));
|
||||
else
|
||||
Healed.GiveHealth(HealSum, Healed.HealthMax);
|
||||
|
||||
// Tell them we're healing them
|
||||
PlayerController(Instigator.Controller).Speech('AUTO', 5, "");
|
||||
LastHealMessageTime = Level.TimeSeconds;
|
||||
|
||||
if ( PRI != None )
|
||||
{
|
||||
if ( MedicReward > 0 && KFSteamStatsAndAchievements(PRI.SteamStatsAndAchievements) != none )
|
||||
{
|
||||
KFSteamStatsAndAchievements(PRI.SteamStatsAndAchievements).AddDamageHealed(MedicReward);
|
||||
}
|
||||
|
||||
// Give the medic reward money as a percentage of how much of the person's health they healed
|
||||
MedicReward = int((FMin(float(MedicReward),Healed.HealthMax)/Healed.HealthMax) * 60); // Increased to 80 in Balance Round 6, reduced to 60 in Round 7
|
||||
|
||||
if ( class'ScrnBalance'.default.Mut.bMedicRewardFromTeam && Healed.PlayerReplicationInfo != none && Healed.PlayerReplicationInfo.Team != none ) {
|
||||
// give money from team wallet
|
||||
if ( Healed.PlayerReplicationInfo.Team.Score >= MedicReward ) {
|
||||
Healed.PlayerReplicationInfo.Team.Score -= MedicReward;
|
||||
PRI.Score += MedicReward;
|
||||
}
|
||||
}
|
||||
else
|
||||
PRI.Score += MedicReward;
|
||||
|
||||
if ( KFHumanPawn(Instigator) != none )
|
||||
{
|
||||
KFHumanPawn(Instigator).AlphaAmount = 255;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function KFHumanPawn GetHealee()
|
||||
{
|
||||
function KFHumanPawn GetHealee() {
|
||||
local KFHumanPawn KFHP, BestKFHP;
|
||||
local vector Dir;
|
||||
local float TempDot, BestDot;
|
||||
|
||||
Dir = vector(Instigator.GetViewRotation());
|
||||
|
||||
foreach Instigator.VisibleCollidingActors(class'KFHumanPawn', KFHP, 80.0)
|
||||
{
|
||||
if ( KFHP.Health < KFHP.HealthMax && KFHP.Health > 0 )
|
||||
{
|
||||
foreach Instigator.VisibleCollidingActors(class'KFHumanPawn', KFHP, SEARCH_RADIUS) {
|
||||
if (KFHP.Health < KFHP.HealthMax && KFHP.Health > 0) {
|
||||
TempDot = Dir dot (KFHP.Location - Instigator.Location);
|
||||
if ( TempDot > 0.7 && TempDot > BestDot )
|
||||
{
|
||||
if (TempDot > 0.7 && TempDot > BestDot) {
|
||||
BestKFHP = KFHP;
|
||||
BestDot = TempDot;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return BestKFHP;
|
||||
}
|
||||
|
||||
// Can we find someone to heal
|
||||
function bool CanFindHealee()
|
||||
{
|
||||
local KFHumanPawn Healtarget;
|
||||
|
||||
Healtarget = GetHealee();
|
||||
CachedHealee = Healtarget;
|
||||
|
||||
// Can't use syringe if we can't find a target
|
||||
if ( Healtarget == none )
|
||||
{
|
||||
if ( KFPlayerController(Instigator.Controller) != none )
|
||||
{
|
||||
KFPlayerController(Instigator.Controller).CheckForHint(53);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Can't use syringe if our target is already being healed to full health.
|
||||
if ( (Healtarget.Health == Healtarget.Healthmax) || ((Healtarget.healthToGive + Healtarget.Health) >= Healtarget.Healthmax) )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
function float GetFireSpeed()
|
||||
{
|
||||
if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
|
||||
{
|
||||
return KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.GetFireSpeedMod(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo), Weapon);
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
defaultproperties {
|
||||
AmmoClass=class'NiceSyringeAmmo'
|
||||
ammoPerFire=1
|
||||
|
||||
FireAnims(0)="Fire"
|
||||
FireRate=2.800000
|
||||
damageDelay=0.36
|
||||
|
||||
HealAttemptDelay=0.5
|
||||
HealMessageDelay=10.0
|
||||
NoHealTargetMessage="You must be near another player to heal them!"
|
||||
bWaitForRelease=true
|
||||
}
|
||||
|
@ -1,19 +1,6 @@
|
||||
class NiceSyringePickup extends NiceWeaponPickup;
|
||||
class NiceSyringePickup extends ScrnSyringePickup;
|
||||
|
||||
defaultproperties {
|
||||
ItemName="Med-Syringe"
|
||||
InventoryType=Class'NicePack.NiceSyringe'
|
||||
Weight=0.000000
|
||||
cost=100
|
||||
AmmoCost=40
|
||||
BuyClipSize=1
|
||||
PickupMessage="You got the Med-Syringe."
|
||||
PickupSound=Sound'Inf_Weapons_Foley.AmmoPickup'
|
||||
PickupForce="AssaultRiflePickup"
|
||||
StaticMesh=StaticMesh'KF_pickups_Trip.Syringe_pickup'
|
||||
CollisionHeight=5.000000
|
||||
EquipmentCategoryID=0
|
||||
ItemShortName="Syringe"
|
||||
AmmoItemName="Healing juice"
|
||||
Description="Basic equipment, necessary for survival."
|
||||
ItemName="Nice Med-Syringe"
|
||||
InventoryType=class'NiceSyringe'
|
||||
}
|
@ -27,20 +27,23 @@ Ignores StartChargingFP;
|
||||
bFrustrated = false;
|
||||
if(Controller != none)
|
||||
NiceZombieFleshPoundController(Controller).RageFrustrationTimer = 0;
|
||||
if( Health>0 && !bZapped )
|
||||
{
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
}
|
||||
|
||||
if( Level.NetMode!=NM_DedicatedServer )
|
||||
ClientChargingAnims();
|
||||
|
||||
NetUpdateTime = Level.TimeSeconds - 1;
|
||||
}
|
||||
simulated function UpdateGroundSpeed() {
|
||||
super(NiceMonster).UpdateGroundSpeed();
|
||||
if (!bShotAnim) {
|
||||
groundSpeed *= 2.3;
|
||||
}
|
||||
}
|
||||
function Tick( float Delta )
|
||||
{
|
||||
if( !bShotAnim )
|
||||
{
|
||||
SetGroundSpeed(OriginalGroundSpeed * 2.3);//2.0;
|
||||
}
|
||||
|
||||
// Keep the flesh pound moving toward its target when attacking
|
||||
if( Role == ROLE_Authority && bShotAnim)
|
||||
{
|
||||
|
@ -37,7 +37,7 @@ function RangedAttack(Actor A) {
|
||||
//Increment the number of consecutive shtos taken and apply the cool down if needed
|
||||
totalShots ++;
|
||||
consecutiveShots ++;
|
||||
if(consecutiveShots < 3 && totalShots > maxNormalShots && VSize(a.location - location) <= 900)
|
||||
if(consecutiveShots < 3 && totalShots > maxNormalShots)
|
||||
NextFireProjectileTime = Level.TimeSeconds;
|
||||
else{
|
||||
NextFireProjectileTime = Level.TimeSeconds + ProjectileFireInterval + (FRand() * 2.0);
|
||||
|
30
sources/Zeds/Nice/NiceBloatVomit.uc
Normal file
30
sources/Zeds/Nice/NiceBloatVomit.uc
Normal file
@ -0,0 +1,30 @@
|
||||
class NiceBloatVomit extends KFBloatVomit;
|
||||
|
||||
// limit how much you can damage zeds
|
||||
const DAMAGECOUNT=10;
|
||||
var private transient int DamageTicked;
|
||||
|
||||
auto state Flying {
|
||||
simulated function ProcessTouch(Actor Other, Vector HitLocation) {
|
||||
// add damage limit
|
||||
if (DamageTicked >= DAMAGECOUNT) {
|
||||
BlowUp(HitLocation);
|
||||
return;
|
||||
}
|
||||
if (ExtendedZCollision(Other) != none) {
|
||||
return;
|
||||
}
|
||||
if (
|
||||
Other != Instigator &&
|
||||
(Other.IsA('Pawn') || Other.IsA('DestroyableObjective') || Other.bProjTarget)
|
||||
) {
|
||||
DamageTicked += 1;
|
||||
// warn("DamageTicked: " $ DamageTicked);
|
||||
// use server DelayedHurtRadius() instead?
|
||||
HurtRadius(Damage, DamageRadius, MyDamageType, MomentumTransfer, HitLocation);
|
||||
}
|
||||
else if (Other != Instigator && Other.bBlockActors) {
|
||||
HitWall(Normal(HitLocation - Location), Other);
|
||||
}
|
||||
}
|
||||
}
|
@ -173,7 +173,8 @@ function SpawnTwoShots()
|
||||
if ( !SavedFireProperties.bInitialized )
|
||||
{
|
||||
SavedFireProperties.AmmoClass = Class'SkaarjAmmo';
|
||||
SavedFireProperties.ProjectileClass = Class'KFBloatVomit';
|
||||
// use fixed bile class, to prevent super high damage to zeds
|
||||
SavedFireProperties.ProjectileClass = Class'NiceBloatVomit';
|
||||
SavedFireProperties.WarnTargetPct = 1;
|
||||
SavedFireProperties.MaxRange = 500;
|
||||
SavedFireProperties.bTossed = False;
|
||||
@ -185,13 +186,13 @@ function SpawnTwoShots()
|
||||
// Turn off extra collision before spawning vomit, otherwise spawn fails
|
||||
ToggleAuxCollision(false);
|
||||
FireRotation = Controller.AdjustAim(SavedFireProperties,FireStart,600);
|
||||
Spawn(Class'KFBloatVomit',,,FireStart,FireRotation);
|
||||
Spawn(SavedFireProperties.ProjectileClass,,,FireStart,FireRotation);
|
||||
FireStart-=(0.5*CollisionRadius*Y);
|
||||
FireRotation.Yaw -= 1200;
|
||||
spawn(Class'KFBloatVomit',,,FireStart, FireRotation);
|
||||
spawn(SavedFireProperties.ProjectileClass,,,FireStart, FireRotation);
|
||||
FireStart+=(CollisionRadius*Y);
|
||||
FireRotation.Yaw += 2400;
|
||||
spawn(Class'KFBloatVomit',,,FireStart, FireRotation);
|
||||
spawn(SavedFireProperties.ProjectileClass,,,FireStart, FireRotation);
|
||||
// Turn extra collision back on
|
||||
ToggleAuxCollision(true);
|
||||
}
|
||||
|
@ -915,16 +915,9 @@ state Charging
|
||||
// How many charge attacks we can do randomly 1-3
|
||||
NumChargeAttacks = Rand(2) + 1;
|
||||
}
|
||||
simulated function UpdateGroundSpeed() {
|
||||
super.UpdateGroundSpeed();
|
||||
if (bShotAnim) {
|
||||
groundSpeed *= 1.25;
|
||||
} else {
|
||||
groundSpeed *= 2.5;
|
||||
}
|
||||
}
|
||||
function EndState()
|
||||
{
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
bChargingPlayer = False;
|
||||
ChargeDamage = 0;
|
||||
if( Level.NetMode!=NM_DedicatedServer )
|
||||
@ -949,6 +942,7 @@ state Charging
|
||||
if( Level.NetMode!=NM_DedicatedServer )
|
||||
PostNetReceive();
|
||||
}
|
||||
SetGroundSpeed(OriginalGroundSpeed * 1.25);
|
||||
if( LookTarget!=none )
|
||||
{
|
||||
Acceleration = AccelRate * Normal(LookTarget.Location - Location);
|
||||
@ -962,6 +956,16 @@ state Charging
|
||||
if( Level.NetMode!=NM_DedicatedServer )
|
||||
PostNetReceive();
|
||||
}
|
||||
|
||||
// Zapping slows him down, but doesn't stop him
|
||||
if( bZapped )
|
||||
{
|
||||
SetGroundSpeed(OriginalGroundSpeed * 1.5);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetGroundSpeed(OriginalGroundSpeed * 2.5);
|
||||
}
|
||||
}
|
||||
|
||||
Global.Tick(Delta);
|
||||
@ -1067,6 +1071,7 @@ State Escaping extends Charging // Got hurt and running away...
|
||||
if( Level.NetMode!=NM_DedicatedServer )
|
||||
PostNetReceive();
|
||||
}
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -1076,20 +1081,23 @@ State Escaping extends Charging // Got hurt and running away...
|
||||
if( Level.NetMode!=NM_DedicatedServer )
|
||||
PostNetReceive();
|
||||
}
|
||||
|
||||
// Zapping slows him down, but doesn't stop him
|
||||
if( bZapped )
|
||||
{
|
||||
SetGroundSpeed(OriginalGroundSpeed * 1.5);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetGroundSpeed(OriginalGroundSpeed * 2.5);
|
||||
}
|
||||
}
|
||||
|
||||
Global.Tick(Delta);
|
||||
}
|
||||
simulated function UpdateGroundSpeed() {
|
||||
super.UpdateGroundSpeed();
|
||||
if (bShotAnim) {
|
||||
groundSpeed *= 1.25;
|
||||
} else {
|
||||
groundSpeed *= 2.5;
|
||||
}
|
||||
}
|
||||
function EndState()
|
||||
{
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
bChargingPlayer = False;
|
||||
if( Level.NetMode!=NM_DedicatedServer )
|
||||
PostNetReceive();
|
||||
|
@ -52,6 +52,7 @@ defaultproperties
|
||||
ClawMeleeDamageRange=85.000000
|
||||
ImpaleMeleeDamageRange=45.000000
|
||||
fuelRatio=0.400000
|
||||
bFrugalFuelUsage=False
|
||||
clientHeadshotScale=1.200000
|
||||
ZapThreshold=5.000000
|
||||
ZappedDamageMod=1.250000
|
||||
@ -97,9 +98,6 @@ defaultproperties
|
||||
HealthMax=8000.000000
|
||||
Health=8000
|
||||
HeadScale=1.300000
|
||||
stoppingRecoveryRate=0.1
|
||||
maxStoppingEffect=0.2
|
||||
minStoppingThreshold=0.6
|
||||
MenuName="Nice Patriarch"
|
||||
MovementAnims(0)="WalkF"
|
||||
MovementAnims(1)="WalkF"
|
||||
|
@ -182,6 +182,18 @@ function TakeDamageClient(int Damage, Pawn InstigatedBy, Vector HitLocation, Vec
|
||||
if (bDecapitated)
|
||||
Died(InstigatedBy.Controller, damageType, HitLocation);
|
||||
}
|
||||
function TakeFireDamage(int Damage, Pawn Instigator)
|
||||
{
|
||||
Super.TakeFireDamage(Damage, Instigator);
|
||||
// Adjust movement speed if not charging
|
||||
if (!bChargingPlayer)
|
||||
{
|
||||
if (bBurnified)
|
||||
GroundSpeed = GetOriginalGroundSpeed() * BurnGroundSpeedMul;
|
||||
else
|
||||
GroundSpeed = GetOriginalGroundSpeed();
|
||||
}
|
||||
}
|
||||
function ClawDamageTarget()
|
||||
{
|
||||
local KFHumanPawn HumanTarget;
|
||||
@ -299,16 +311,19 @@ Ignores StartCharging;
|
||||
|
||||
NetUpdateTime = Level.TimeSeconds - 1;
|
||||
}
|
||||
simulated function UpdateGroundSpeed() {
|
||||
super.UpdateGroundSpeed();
|
||||
groundSpeed = groundSpeed + ((groundSpeed * 0.75 / maxRageCounter * (rageCounter + 1) * rageSpeedTween));
|
||||
}
|
||||
function EndState()
|
||||
{
|
||||
bChargingPlayer = false;
|
||||
|
||||
NiceZombieBruteController(Controller).RageFrustrationTimer = 0;
|
||||
|
||||
if (Health > 0)
|
||||
{
|
||||
GroundSpeed = GetOriginalGroundSpeed();
|
||||
if (bBurnified)
|
||||
GroundSpeed *= BurnGroundSpeedMul;
|
||||
}
|
||||
|
||||
if( Level.NetMode!=NM_DedicatedServer )
|
||||
ClientChargingAnims();
|
||||
|
||||
@ -316,8 +331,12 @@ Ignores StartCharging;
|
||||
}
|
||||
function Tick(float Delta)
|
||||
{
|
||||
if (!bShotAnim) {
|
||||
if (!bShotAnim)
|
||||
{
|
||||
RageSpeedTween = FClamp(RageSpeedTween + (Delta * 0.75), 0, 1.0);
|
||||
GroundSpeed = OriginalGroundSpeed + ((OriginalGroundSpeed * 0.75 / MaxRageCounter * (RageCounter + 1) * RageSpeedTween));
|
||||
if (bBurnified)
|
||||
GroundSpeed *= BurnGroundSpeedMul;
|
||||
}
|
||||
|
||||
Global.Tick(Delta);
|
||||
|
@ -33,6 +33,7 @@ var bool bServerBlock;
|
||||
var bool bClientBlock;
|
||||
var float BlockDmgMul; // Multiplier for damage taken from blocked shots
|
||||
var float BlockFireDmgMul;
|
||||
var float BurnGroundSpeedMul; // Multiplier for ground speed when burning
|
||||
replication
|
||||
{
|
||||
reliable if(Role == ROLE_Authority)
|
||||
@ -60,6 +61,7 @@ defaultproperties
|
||||
BlockAddScale=2.500000
|
||||
BlockDmgMul=0.100000
|
||||
BlockFireDmgMul=1.000000
|
||||
BurnGroundSpeedMul=0.700000
|
||||
StunThreshold=4.000000
|
||||
flameFuel=0.500000
|
||||
clientHeadshotScale=1.300000
|
||||
@ -108,7 +110,6 @@ defaultproperties
|
||||
Health=1000
|
||||
HeadHeight=2.500000
|
||||
HeadScale=1.300000
|
||||
minStoppingThreshold=0.1
|
||||
MenuName="Brute"
|
||||
MovementAnims(0)="BruteWalkC"
|
||||
MovementAnims(1)="BruteWalkC"
|
||||
@ -122,7 +123,7 @@ defaultproperties
|
||||
AmbientSound=SoundGroup'ScrnZedPack_S.Brute.BruteIdle1Shot'
|
||||
Mesh=SkeletalMesh'ScrnZedPack_A.BruteMesh'
|
||||
PrePivot=(Z=0.000000)
|
||||
Skins(0)=Texture'NicePackT.MonsterBrute.WPCBruteT'
|
||||
Skins(0)=Combiner'ScrnZedPack_T.Brute.Brute_Final'
|
||||
Mass=600.000000
|
||||
RotationRate=(Yaw=45000,Roll=0)
|
||||
}
|
||||
|
@ -5,8 +5,6 @@ class NiceZombieClot extends NiceZombieClotBase;
|
||||
#exec OBJ LOAD FILE=KF_Specimens_Trip_T.utx
|
||||
#exec OBJ LOAD FILE=MeanZedSkins.utx
|
||||
|
||||
var float sirenBoostTimeout;
|
||||
|
||||
function ClawDamageTarget()
|
||||
{
|
||||
local vector PushDir;
|
||||
@ -111,33 +109,9 @@ simulated function int DoAnimAction( name AnimName )
|
||||
}
|
||||
return super.DoAnimAction( AnimName );
|
||||
}
|
||||
function DealDecapDamage( int damage,
|
||||
Pawn instigatedBy,
|
||||
Vector hitLocation,
|
||||
Vector momentum,
|
||||
class<NiceWeaponDamageType> damageType,
|
||||
float headshotLevel,
|
||||
KFPlayerReplicationInfo KFPRI,
|
||||
optional float lockonTime) {
|
||||
if (sirenBoostTimeout > 0) {
|
||||
RemoveHead();
|
||||
} else {
|
||||
super.DealDecapDamage(damage, instigatedBy, hitLocation, momentum,
|
||||
damageType, headshotLevel, KFPRI, lockonTime);
|
||||
}
|
||||
}
|
||||
simulated function UpdateGroundSpeed() {
|
||||
super.UpdateGroundSpeed();
|
||||
if (sirenBoostTimeout > 0) {
|
||||
groundSpeed *= 1.5;
|
||||
}
|
||||
}
|
||||
simulated function Tick(float DeltaTime)
|
||||
{
|
||||
super.Tick(DeltaTime);
|
||||
if (sirenBoostTimeout >= 0) {
|
||||
sirenBoostTimeout -= deltaTime;
|
||||
}
|
||||
if( bShotAnim && Role == ROLE_Authority )
|
||||
{
|
||||
if( LookTarget!=none )
|
||||
|
@ -34,13 +34,10 @@ event Landed(vector HitNormal)
|
||||
}
|
||||
event Bump(actor Other)
|
||||
{
|
||||
local int actualDamage;
|
||||
// TODO: is there a better way
|
||||
if(bPouncing && KFHumanPawn(Other)!=none )
|
||||
{
|
||||
actualDamage = MeleeDamage;
|
||||
ModDamageFromZed(actualDamage, class'NiceZedMeleeDamageType');
|
||||
KFHumanPawn(Other).TakeDamage(((actualDamage * 0.95) + (actualDamage * (FRand() * 0.1))), self ,self.Location,self.velocity, class'NiceZedMeleeDamageType');
|
||||
KFHumanPawn(Other).TakeDamage(((MeleeDamage - (MeleeDamage * 0.05)) + (MeleeDamage * (FRand() * 0.1))), self ,self.Location,self.velocity, class'NiceZedMeleeDamageType');
|
||||
if (KFHumanPawn(Other).Health <=0)
|
||||
{
|
||||
//TODO - move this to humanpawn.takedamage? Also see KFMonster.MeleeDamageTarget
|
||||
|
@ -49,6 +49,7 @@ function SetMindControlled(bool bNewMindControlled)
|
||||
|
||||
if( bNewMindControlled != bZedUnderControl )
|
||||
{
|
||||
SetGroundSpeed(OriginalGroundSpeed * 1.25);
|
||||
Health *= 1.25;
|
||||
HealthMax *= 1.25;
|
||||
}
|
||||
@ -251,21 +252,21 @@ Ignores StartChargingFP;
|
||||
if(fpController == none)
|
||||
fpController.RageFrustrationTimer = 0;
|
||||
|
||||
if( Health>0 && !bZapped )
|
||||
{
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
}
|
||||
|
||||
if( Level.NetMode!=NM_DedicatedServer )
|
||||
ClientChargingAnims();
|
||||
|
||||
NetUpdateTime = Level.TimeSeconds - 1;
|
||||
}
|
||||
simulated function UpdateGroundSpeed() {
|
||||
super.UpdateGroundSpeed();
|
||||
if (!bShotAnim) {
|
||||
groundSpeed *= 2.3;
|
||||
}
|
||||
}
|
||||
function Tick( float Delta )
|
||||
{
|
||||
if( !bShotAnim )
|
||||
{
|
||||
SetGroundSpeed(OriginalGroundSpeed * 2.3);//2.0;
|
||||
if( !bFrustrated && !bZedUnderControl && Level.TimeSeconds>RageEndTime )
|
||||
{
|
||||
GoToState('');
|
||||
@ -329,16 +330,11 @@ Ignores StartChargingFP;
|
||||
state ChargeToMarker extends RageCharging
|
||||
{
|
||||
Ignores StartChargingFP;
|
||||
simulated function UpdateGroundSpeed() {
|
||||
super.UpdateGroundSpeed();
|
||||
if (!bShotAnim) {
|
||||
groundSpeed *= 2.3;
|
||||
}
|
||||
}
|
||||
function Tick( float Delta )
|
||||
{
|
||||
if( !bShotAnim )
|
||||
{
|
||||
SetGroundSpeed(OriginalGroundSpeed * 2.3);
|
||||
if( !bFrustrated && !bZedUnderControl && Level.TimeSeconds>RageEndTime )
|
||||
{
|
||||
GoToState('');
|
||||
@ -441,7 +437,7 @@ function SpinDamage(actor Target)
|
||||
local vector HitLocation;
|
||||
local Name TearBone;
|
||||
local Float dummy;
|
||||
local int damageAmount;
|
||||
local float DamageAmount;
|
||||
local vector PushDir;
|
||||
local KFHumanPawn HumanTarget;
|
||||
if(target==none)
|
||||
@ -456,7 +452,6 @@ function SpinDamage(actor Target)
|
||||
}
|
||||
if (Target !=none && Target.IsA('KFDoorMover'))
|
||||
{
|
||||
ModDamageFromZed(DamageAmount, class'NiceZedMeleeDamageType');
|
||||
Target.TakeDamage(DamageAmount , self ,HitLocation,pushdir, class'NiceZedMeleeDamageType');
|
||||
PlaySound(MeleeAttackHitSound, SLOT_Interact, 1.25);
|
||||
}
|
||||
@ -466,7 +461,6 @@ function SpinDamage(actor Target)
|
||||
if (HumanTarget.Controller != none)
|
||||
HumanTarget.Controller.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime);
|
||||
|
||||
ModDamageFromZed(DamageAmount, class'NiceZedMeleeDamageType');
|
||||
//TODO - line below was KFPawn. Does this whole block need to be KFPawn, or is it OK as KFHumanPawn?
|
||||
KFHumanPawn(Target).TakeDamage(DamageAmount, self ,HitLocation,pushdir, class'NiceZedMeleeDamageType');
|
||||
|
||||
|
@ -80,8 +80,6 @@ defaultproperties
|
||||
Health=1650
|
||||
HeadHeight=2.500000
|
||||
HeadScale=1.300000
|
||||
maxStoppingEffect=0.05
|
||||
minStoppingThreshold=0.68
|
||||
MenuName="Nice Flesh Pound"
|
||||
MovementAnims(0)="PoundWalk"
|
||||
MovementAnims(1)="WalkB"
|
||||
|
@ -45,6 +45,7 @@ function SetMindControlled(bool bNewMindControlled)
|
||||
|
||||
if( bNewMindControlled != bZedUnderControl )
|
||||
{
|
||||
SetGroundSpeed(OriginalGroundSpeed * 1.25);
|
||||
Health *= 1.25;
|
||||
HealthMax *= 1.25;
|
||||
}
|
||||
@ -72,6 +73,13 @@ function RangedAttack(Actor A){
|
||||
if(!bShotAnim && !bDecapitated && VSize(A.Location - Location) <= 700)
|
||||
GoToState('RunningState');
|
||||
}
|
||||
simulated function Tick(float DeltaTime){
|
||||
super.Tick(DeltaTime);
|
||||
if(IsInState('RunningState'))
|
||||
SetGroundSpeed(GetOriginalGroundSpeed() * 1.875);
|
||||
else
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
}
|
||||
state RunningState{
|
||||
// Set the zed to the zapped behavior
|
||||
simulated function SetZappedBehavior(){
|
||||
@ -86,6 +94,7 @@ state RunningState{
|
||||
if(bZapped)
|
||||
GoToState('');
|
||||
else{
|
||||
SetGroundSpeed(OriginalGroundSpeed * 1.875);
|
||||
bRunning = true;
|
||||
if(Level.NetMode != NM_DedicatedServer)
|
||||
PostNetReceive();
|
||||
@ -94,6 +103,7 @@ state RunningState{
|
||||
}
|
||||
}
|
||||
function EndState(){
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
bRunning = false;
|
||||
if(Level.NetMode != NM_DedicatedServer)
|
||||
PostNetReceive();
|
||||
@ -102,10 +112,6 @@ state RunningState{
|
||||
|
||||
NetUpdateTime = Level.TimeSeconds - 1;
|
||||
}
|
||||
simulated function UpdateGroundSpeed() {
|
||||
super.UpdateGroundSpeed();
|
||||
groundSpeed *= 1.875;
|
||||
}
|
||||
function RemoveHead(){
|
||||
GoToState('');
|
||||
Global.RemoveHead();
|
||||
|
@ -60,7 +60,6 @@ defaultproperties
|
||||
HeadHeight=1.000000
|
||||
HeadScale=1.350000
|
||||
AmbientSoundScaling=8.000000
|
||||
stoppingRecoveryRate=0.05
|
||||
MenuName="Nice Husk"
|
||||
MovementAnims(0)="WalkF"
|
||||
MovementAnims(1)="WalkB"
|
||||
|
@ -105,11 +105,15 @@ State SawingLoop
|
||||
else GoToState('');
|
||||
}
|
||||
}
|
||||
simulated function UpdateGroundSpeed() {
|
||||
super.UpdateGroundSpeed();
|
||||
if (bWasRaged || bCharging) {
|
||||
groundSpeed *= 3.5;
|
||||
}
|
||||
simulated function float GetOriginalGroundSpeed()
|
||||
{
|
||||
local float result;
|
||||
result = OriginalGroundSpeed;
|
||||
if ( bWasRaged || bCharging )
|
||||
result *= 3.5;
|
||||
else if( bZedUnderControl )
|
||||
result *= 1.25;
|
||||
return result;
|
||||
}
|
||||
state RunningState
|
||||
{
|
||||
@ -120,6 +124,7 @@ state RunningState
|
||||
GoToState('');
|
||||
else {
|
||||
bCharging = true;
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
if( Level.NetMode!=NM_DedicatedServer )
|
||||
PostNetReceive();
|
||||
NetUpdateTime = Level.TimeSeconds - 1;
|
||||
@ -128,6 +133,8 @@ state RunningState
|
||||
function EndState()
|
||||
{
|
||||
bCharging = False;
|
||||
if( !bZapped )
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
if( Level.NetMode!=NM_DedicatedServer )
|
||||
PostNetReceive();
|
||||
}
|
||||
@ -156,8 +163,6 @@ defaultproperties
|
||||
ChallengeSound(2)=None
|
||||
ChallengeSound(3)=None
|
||||
ScoringValue=300
|
||||
maxStoppingEffect=0.25
|
||||
minStoppingThreshold=0.25
|
||||
MenuName="Jason"
|
||||
AmbientSound=Sound'ScrnZedPack_S.Jason.Jason_Sound'
|
||||
Mesh=SkeletalMesh'ScrnZedPack_A.JasonMesh'
|
||||
|
@ -83,6 +83,7 @@ function SetMindControlled(bool bNewMindControlled)
|
||||
|
||||
if( bNewMindControlled != bZedUnderControl )
|
||||
{
|
||||
SetGroundSpeed(OriginalGroundSpeed * 1.25);
|
||||
Health *= 1.25;
|
||||
HealthMax *= 1.25;
|
||||
}
|
||||
@ -184,9 +185,8 @@ state RunningState
|
||||
{
|
||||
return false;
|
||||
}
|
||||
simulated function UpdateGroundSpeed() {
|
||||
super.UpdateGroundSpeed();
|
||||
groundSpeed *= 3.5;
|
||||
simulated function float GetOriginalGroundSpeed() {
|
||||
return 3.5 * OriginalGroundSpeed;
|
||||
}
|
||||
function BeginState(){
|
||||
local NiceHumanPawn rageTarget, rageCause;
|
||||
@ -214,6 +214,7 @@ state RunningState
|
||||
if(bZapped)
|
||||
GoToState('');
|
||||
else{
|
||||
SetGroundSpeed(OriginalGroundSpeed * 3.5);
|
||||
bCharging = true;
|
||||
if( Level.NetMode!=NM_DedicatedServer )
|
||||
PostNetReceive();
|
||||
@ -223,6 +224,10 @@ state RunningState
|
||||
}
|
||||
function EndState()
|
||||
{
|
||||
if( !bZapped )
|
||||
{
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
}
|
||||
bCharging = False;
|
||||
if( Level.NetMode!=NM_DedicatedServer )
|
||||
PostNetReceive();
|
||||
@ -260,9 +265,8 @@ State SawingLoop
|
||||
{
|
||||
return false;
|
||||
}
|
||||
simulated function UpdateGroundSpeed() {
|
||||
super.UpdateGroundSpeed();
|
||||
groundSpeed *= attackChargeRate;
|
||||
simulated function float GetOriginalGroundSpeed() {
|
||||
return OriginalGroundSpeed * AttackChargeRate;
|
||||
}
|
||||
function bool CanGetOutOfWay()
|
||||
{
|
||||
@ -275,6 +279,7 @@ State SawingLoop
|
||||
// Randomly have the scrake charge during an attack so it will be less predictable
|
||||
if(Health/HealthMax < 0.5 || FRand() <= 0.95)
|
||||
{
|
||||
SetGroundSpeed(OriginalGroundSpeed * AttackChargeRate);
|
||||
bCharging = true;
|
||||
if( Level.NetMode!=NM_DedicatedServer )
|
||||
PostNetReceive();
|
||||
@ -322,6 +327,8 @@ State SawingLoop
|
||||
{
|
||||
AmbientSound=default.AmbientSound;
|
||||
MeleeDamage = Max( DifficultyDamageModifer() * default.MeleeDamage, 1 );
|
||||
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
bCharging = False;
|
||||
if(Level.NetMode != NM_DedicatedServer)
|
||||
PostNetReceive();
|
||||
|
@ -63,8 +63,6 @@ defaultproperties
|
||||
HealthMax=1000.000000
|
||||
Health=1000
|
||||
HeadHeight=2.200000
|
||||
maxStoppingEffect=0.15
|
||||
minStoppingThreshold=0.15
|
||||
MenuName="Nice Scrake"
|
||||
MovementAnims(0)="SawZombieWalk"
|
||||
MovementAnims(1)="SawZombieWalk"
|
||||
|
@ -3,7 +3,6 @@ class NiceZombieShiver extends NiceZombieShiverBase;
|
||||
var float TeleportBlockTime;
|
||||
var float HeadOffsetY;
|
||||
var transient bool bRunning, bClientRunning;
|
||||
var float teleportAttackCooldownEndTime;
|
||||
replication
|
||||
{
|
||||
reliable if ( Role == ROLE_Authority)
|
||||
@ -39,39 +38,6 @@ simulated function PostBeginPlay()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function bool CanAttack(Actor target) {
|
||||
if (level.timeSeconds < teleportAttackCooldownEndTime)
|
||||
return false;
|
||||
return super.CanAttack(target);
|
||||
}
|
||||
|
||||
simulated event SetAnimAction(name NewAction) {
|
||||
local int meleeAnimIndex;
|
||||
|
||||
if (bFrozenZed) return;
|
||||
if (newAction == '') return;
|
||||
|
||||
if (newAction == 'Claw') {
|
||||
meleeAnimIndex = Rand(2); // Shivers only have two animations now
|
||||
newAction = meleeAnims[meleeAnimIndex];
|
||||
currentDamtype = zombieDamType[meleeAnimIndex];
|
||||
} else if(newAction == 'DoorBash') {
|
||||
currentDamtype = zombieDamType[Rand(3)];
|
||||
}
|
||||
expectingChannel = DoAnimAction(NewAction);
|
||||
if (AnimNeedsWait(newAction)) {
|
||||
bWaitForAnim = true;
|
||||
} else {
|
||||
bWaitForAnim = false;
|
||||
}
|
||||
if (level.netMode != NM_Client) {
|
||||
animAction = newAction;
|
||||
bResetAnimAct = True;
|
||||
resetAnimActTime = level.timeSeconds + 0.3;
|
||||
}
|
||||
}
|
||||
|
||||
simulated function Destroyed()
|
||||
{
|
||||
if (Level.NetMode != NM_DedicatedServer && MatAlphaSkin != none)
|
||||
@ -213,6 +179,7 @@ state Running
|
||||
Global.Tick(Delta);
|
||||
if (RunUntilTime < Level.TimeSeconds)
|
||||
GotoState('');
|
||||
GroundSpeed = GetOriginalGroundSpeed();
|
||||
}
|
||||
function BeginState()
|
||||
{
|
||||
@ -223,12 +190,13 @@ state Running
|
||||
function EndState()
|
||||
{
|
||||
bRunning = false;
|
||||
GroundSpeed = global.GetOriginalGroundSpeed();
|
||||
RunCooldownEnd = Level.TimeSeconds + PeriodRunCoolBase + FRand() * PeriodRunCoolRan;
|
||||
MovementAnims[0] = WalkAnim;
|
||||
}
|
||||
simulated function UpdateGroundSpeed() {
|
||||
super.UpdateGroundSpeed();
|
||||
groundSpeed *= 2.5;
|
||||
function float GetOriginalGroundSpeed()
|
||||
{
|
||||
return global.GetOriginalGroundSpeed() * 2.5;
|
||||
}
|
||||
function bool CanSpeedAdjust()
|
||||
{
|
||||
@ -251,6 +219,14 @@ simulated function bool AnimNeedsWait(name TestAnim)
|
||||
}
|
||||
return ExpectingChannel == 0;
|
||||
}
|
||||
simulated function float GetOriginalGroundSpeed()
|
||||
{
|
||||
local float result;
|
||||
result = OriginalGroundSpeed;
|
||||
if( bZedUnderControl )
|
||||
result *= 1.25;
|
||||
return result;
|
||||
}
|
||||
simulated function HandleAnimation(float Delta)
|
||||
{
|
||||
// hehehe
|
||||
@ -315,7 +291,7 @@ simulated function Tick(float Delta)
|
||||
{
|
||||
SetCollision(true, true);
|
||||
FlashTeleport();
|
||||
SetCollision(true, false);
|
||||
SetCollision(false, false);
|
||||
FadeStage = 2;
|
||||
}
|
||||
}
|
||||
@ -356,7 +332,7 @@ function StartTeleport()
|
||||
{
|
||||
FadeStage = 1;
|
||||
AlphaFader = 255;
|
||||
SetCollision(true, false);
|
||||
SetCollision(false, false);
|
||||
bFlashTeleporting = true;
|
||||
}
|
||||
function FlashTeleport()
|
||||
@ -414,7 +390,6 @@ function FlashTeleport()
|
||||
Teleported:
|
||||
bFlashTeleporting = false;
|
||||
LastFlashTime = Level.TimeSeconds;
|
||||
teleportAttackCooldownEndTime = level.timeSeconds + 0.5;
|
||||
}
|
||||
function Died(Controller Killer, class<DamageType> damageType, vector HitLocation)
|
||||
{
|
||||
@ -464,16 +439,10 @@ simulated function int DoAnimAction( name AnimName )
|
||||
}
|
||||
defaultproperties
|
||||
{
|
||||
headOffsetY=-3.000000
|
||||
HeadOffsetY=-3.000000
|
||||
idleInsertFrame=0.468000
|
||||
onlineHeadshotOffset=(X=19.000000,Z=39.000000)
|
||||
scoringValue=15
|
||||
headRadius=8.000000
|
||||
headHeight=3.000000
|
||||
// Override third animation just in case.
|
||||
// However it shouldn't be required since we've already changed
|
||||
// `SetAnimAction` function to only use first two animations
|
||||
meleeAnims(0)="Claw"
|
||||
meleeAnims(1)="Claw2"
|
||||
meleeAnims(2)="Claw"
|
||||
OnlineHeadshotOffset=(X=19.000000,Z=39.000000)
|
||||
ScoringValue=15
|
||||
HeadRadius=8.000000
|
||||
HeadHeight=3.000000
|
||||
}
|
||||
|
@ -223,10 +223,9 @@ simulated function HurtRadius(float DamageAmount, float DamageRadius, class<Dama
|
||||
local float InitMomentum;
|
||||
local float damageScale, dist;
|
||||
local vector dir;
|
||||
local int UsedDamageAmount;
|
||||
local float UsedDamageAmount;
|
||||
local KFHumanPawn humanPawn;
|
||||
local class<NiceVeterancyTypes> niceVet;
|
||||
local NiceZombieClot niceClot;
|
||||
|
||||
if (bHurtEntry || Health <= 0 || HeadHealth <= 0 || bIsStunned)
|
||||
return;
|
||||
@ -244,10 +243,6 @@ simulated function HurtRadius(float DamageAmount, float DamageRadius, class<Dama
|
||||
if (Victims.bStatic || Victims.Physics == PHYS_None || !FastTrace(Victims.Location, Location) )
|
||||
continue; // skip this actor
|
||||
|
||||
niceClot = NiceZombieClot(victims);
|
||||
if (niceClot != none) {
|
||||
niceClot.sirenBoostTimeout = 10.0;
|
||||
}
|
||||
Momentum = InitMomentum;
|
||||
// don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag
|
||||
// Or Karma actors in this case. Self inflicted Death due to flying chairs is uncool for a zombie of your stature.
|
||||
@ -271,7 +266,7 @@ simulated function HurtRadius(float DamageAmount, float DamageRadius, class<Dama
|
||||
UsedDamageAmount = 100000; // Siren always shatters glass
|
||||
else
|
||||
UsedDamageAmount = DamageAmount;
|
||||
ModDamageFromZed(UsedDamageAmount, DamageType);
|
||||
|
||||
Victims.TakeDamage(damageScale * UsedDamageAmount,Instigator, Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir, (damageScale * Momentum * dir), DamageType);
|
||||
|
||||
if (Instigator != none && Vehicle(Victims) != none && Vehicle(Victims).Health > 0)
|
||||
@ -286,12 +281,6 @@ simulated function HurtRadius(float DamageAmount, float DamageRadius, class<Dama
|
||||
function RemoveHead(){
|
||||
Super.RemoveHead();
|
||||
}
|
||||
simulated function UpdateGroundSpeed() {
|
||||
super.UpdateGroundSpeed();
|
||||
if (bShotAnim) {
|
||||
groundSpeed *= 0.65;
|
||||
}
|
||||
}
|
||||
simulated function Tick( float Delta )
|
||||
{
|
||||
local float currScreamTime;
|
||||
@ -306,11 +295,17 @@ simulated function Tick( float Delta )
|
||||
{
|
||||
if( bShotAnim )
|
||||
{
|
||||
SetGroundSpeed(GetOriginalGroundSpeed() * 0.65);
|
||||
|
||||
if( LookTarget!=none )
|
||||
{
|
||||
Acceleration = AccelRate * Normal(LookTarget.Location - Location);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
}
|
||||
}
|
||||
if(Role == ROLE_Authority && screamStartTime > 0){
|
||||
currScreamTime = Level.TimeSeconds - screamStartTime;
|
||||
|
@ -709,6 +709,7 @@ defaultproperties
|
||||
HealEnergyDrain=0.200000
|
||||
ProjectileFireInterval=5.000000
|
||||
BurnDamageScale=1.000000
|
||||
mind=0.000000
|
||||
bFireImmune=False
|
||||
MoanVoice=SoundGroup'KF_EnemiesFinalSnd_CIRCUS.Husk.Husk_Talk'
|
||||
BleedOutDuration=5.000000
|
||||
|
@ -24,7 +24,6 @@ class NiceMonster extends KFMonster
|
||||
#exec OBJ LOAD FILE=KF_EnemyGlobalSndTwo.uax
|
||||
#exec OBJ LOAD FILE=KFZED_FX_T.utx
|
||||
|
||||
var bool initializationComplete;
|
||||
//==============================================================================
|
||||
//==============================================================================
|
||||
// > Affliction system
|
||||
@ -76,15 +75,13 @@ var float stunLoopStart, stunLoopEnd, idleInsertFrame;
|
||||
var bool bWasIdleStun; // Were we using idleanimation for stun?
|
||||
var float prevStunAnimFrame; // At which tick we were?
|
||||
//==============================================================================
|
||||
// >> Another default stun system allows to stun zeds by repeatedly dealing
|
||||
// >> Another default stun system allows tostuns zeds by repeatedly dealing
|
||||
// head damage to them fast enough:
|
||||
// 1. Dealing head damage increases accumulated damage
|
||||
// 2. If head damage was received for a certain time period, -
|
||||
// accumulated damage starts to decrease
|
||||
// 3. If accumulated damage is high enough, passes 'IsStunPossible' check
|
||||
// - normal duration stun activates
|
||||
// How much more time will this zed spend concussed?
|
||||
var float concussionCountdown;
|
||||
// and has low enough mind level - normal duration stun activates
|
||||
// Accumulated head damage
|
||||
var float accHeadDamage;
|
||||
// Rate (per second) at which accumulated head damage diminishes
|
||||
@ -94,6 +91,16 @@ var float headRecoveryTime;
|
||||
// Count down variable for above mentioned time
|
||||
var float headRecoveryCountDown;
|
||||
|
||||
//==============================================================================
|
||||
//==============================================================================
|
||||
// > Mind system
|
||||
// Largly underdeveloped and currently only exists to decide whether or not
|
||||
// zed can be stunned by accumulating head damage
|
||||
// Current mind level (1.0 - default and maximum value)
|
||||
var float mind;
|
||||
// Treshold, required for stun by accumulated head damage
|
||||
var float accStunMindLvl;
|
||||
|
||||
//==============================================================================
|
||||
//==============================================================================
|
||||
// > Temperature system
|
||||
@ -127,25 +134,10 @@ var float heatDissipationRate;
|
||||
var float heatTicksPerSecond;
|
||||
// Tracks last time heat tick occured
|
||||
var float lastHeatTick;
|
||||
var float scorchmarkDamage;
|
||||
var float MIN_HEAT, MAX_HEAT;
|
||||
|
||||
//==============================================================================
|
||||
//==============================================================================
|
||||
// > Speed system
|
||||
// Manages speed modifications from weapon attacks and other effects.
|
||||
//
|
||||
// This variable stores with how much stopping power zed was affected.
|
||||
// Is a value from 0.0 to 1.0 and `1 - stoppingEffect` acts as speed multiplier
|
||||
// for the zed
|
||||
var float stoppingEffect;
|
||||
// How much stopping effect would be recovred in a second
|
||||
var float stoppingRecoveryRate;
|
||||
// Maximum `stoppingEffect` value zed can accumulate
|
||||
var float maxStoppingEffect;
|
||||
// Minimal stopping threshold for the zed (supposed to be subtracted from
|
||||
// incoming effects' strenght).
|
||||
var float minStoppingThreshold;
|
||||
// If set to 'true' - low-value ticks of fire DoT will waste accordingly small
|
||||
// amount of fuel, otherwise they will always waste some minimal amount,
|
||||
// resulting in a loss of potential damage
|
||||
var bool bFrugalFuelUsage;
|
||||
|
||||
//==============================================================================
|
||||
//==============================================================================
|
||||
@ -230,7 +222,6 @@ simulated function PostBeginPlay(){
|
||||
SavedExtCollision = MyExtCollision.bCollideActors;
|
||||
}
|
||||
}
|
||||
initializationComplete = true;
|
||||
}
|
||||
|
||||
//==============================================================================
|
||||
@ -371,15 +362,6 @@ simulated function FearTick(float deltaTime){
|
||||
+ 0.75 * accelRate * Normal(Location - fearCenter);
|
||||
}
|
||||
//==============================================================================
|
||||
// >> Decrease active stopping power on the zed as the time goes by
|
||||
simulated function StoppingPowerTick(float deltaTime) {
|
||||
if (stoppingEffect <= 0.0 || concussionCountdown > 0.0) {
|
||||
return;
|
||||
}
|
||||
stoppingEffect -= deltaTime * stoppingRecoveryRate;
|
||||
stoppingEffect = FMax(0, stoppingEffect);
|
||||
}
|
||||
//==============================================================================
|
||||
// >> Set of functions to handle animation changes during stun
|
||||
simulated function CalcRemainigStunStructure( name seqName,
|
||||
float oFrame,
|
||||
@ -473,10 +455,10 @@ function AccumulateHeadDamage( float addDamage,
|
||||
bool bIsHeadshot,
|
||||
NicePlayerController nicePlayer){
|
||||
if(bIsHeadshot){
|
||||
AccHeadDamage += addDamage * 0.5;
|
||||
AccHeadDamage += addDamage;
|
||||
HeadRecoveryCountDown = HeadRecoveryTime;
|
||||
if(AccHeadDamage > (default.HeadHealth / 1.5)
|
||||
&& (concussionCountdown > 0.0 && IsStunPossible()))
|
||||
&& (Mind <= AccStunMindLvl && IsStunPossible()))
|
||||
DoStun(nicePlayer.pawn,,,, 1.0);
|
||||
}
|
||||
else if(HeadRecoveryCountDown > 0.0)
|
||||
@ -484,13 +466,11 @@ function AccumulateHeadDamage( float addDamage,
|
||||
HeadRecoveryTime / 2);
|
||||
}
|
||||
function HeadDamageRecoveryTick(float delta){
|
||||
concussionCountdown -= delta;
|
||||
concussionCountdown = FMax(0.0, concussionCountdown);
|
||||
headRecoveryCountDown -= delta;
|
||||
headRecoveryCountDown = FMax(0.0, headRecoveryCountDown);
|
||||
if(headRecoveryCountDown <= 0.0)
|
||||
accHeadDamage -= delta * HeadDamageRecoveryRate;
|
||||
accHeadDamage = FMax(accHeadDamage, 0.0);
|
||||
HeadRecoveryCountDown -= delta;
|
||||
HeadRecoveryCountDown = FMax(0.0, HeadRecoveryCountDown);
|
||||
if(HeadRecoveryCountDown <= 0.0)
|
||||
AccHeadDamage -= delta * HeadDamageRecoveryRate;
|
||||
AccHeadDamage = FMax(AccHeadDamage, 0.0);
|
||||
}
|
||||
//==============================================================================
|
||||
// >> Function that calls actual 'HeatTick' when needed
|
||||
@ -500,11 +480,6 @@ simulated function FakeHeatTick(float deltaTime){
|
||||
local float oFrame;
|
||||
local float oRate;
|
||||
local NiceMonsterController niceZedController;
|
||||
if (bOnFire) {
|
||||
// 100 of the scorchmark damage should restore every 1/10 of a second
|
||||
scorchmarkDamage += deltaTime * 10 * 100;
|
||||
scorchmarkDamage = FMin(scorchmarkDamage, 100);
|
||||
}
|
||||
if(lastHeatTick + (1 / HeatTicksPerSecond) < Level.TimeSeconds){
|
||||
if(bOnFire && !bBurningBehavior)
|
||||
SetBurningBehavior();
|
||||
@ -552,6 +527,15 @@ simulated function FakeHeatTick(float deltaTime){
|
||||
// >> Ticks from TWI's code
|
||||
// Updates zed's speed if it's not relevant;
|
||||
// code, specific to standalone game and listen servers was cut out
|
||||
simulated function NonRelevantSpeedupTick(float deltaTime){
|
||||
if(Level.netMode == NM_Client || !CanSpeedAdjust()) return;
|
||||
if(Level.TimeSeconds - LastReplicateTime > 0.5)
|
||||
SetGroundSpeed(default.GroundSpeed * (300.0 / default.GroundSpeed));
|
||||
else{
|
||||
LastSeenOrRelevantTime = Level.TimeSeconds;
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
}
|
||||
}
|
||||
|
||||
// Kill zed if it has been bleeding long enough
|
||||
simulated function BleedOutTick(float deltaTick)
|
||||
@ -602,6 +586,7 @@ simulated function TWITick(float deltaTime){
|
||||
// If we've flagged this character to be destroyed next tick, handle that
|
||||
if(bDestroyNextTick && TimeSetDestroyNextTickTime < Level.TimeSeconds)
|
||||
Destroy();
|
||||
NonRelevantSpeedupTick(deltaTime);
|
||||
// Reset AnimAction
|
||||
if(bResetAnimAct && ResetAnimActTime < Level.TimeSeconds){
|
||||
AnimAction = '';
|
||||
@ -624,10 +609,8 @@ simulated function Tick(float deltaTime){
|
||||
DecapTick(deltaTime);
|
||||
FearTick(deltaTime);
|
||||
StunTick(deltaTime);
|
||||
StoppingPowerTick(deltaTime);
|
||||
HeadDamageRecoveryTick(deltaTime);
|
||||
FakeHeatTick(deltaTime);
|
||||
UpdateGroundSpeed();
|
||||
// TWI's tick
|
||||
TWITick(deltaTime);
|
||||
}
|
||||
@ -684,19 +667,6 @@ simulated function float IsHeadshotClient( Vector Loc,
|
||||
return 1.0 - (distance / (headRadius * headScale * additionalScale));
|
||||
return 0.0;
|
||||
}
|
||||
// Calculates distance from `location` to this zed's head.
|
||||
simulated function float GetDistanceToHead(Vector location) {
|
||||
local Coords headBoneCoords;
|
||||
local Vector headLocation;
|
||||
|
||||
if(headBone == '') {
|
||||
return 0.0;
|
||||
}
|
||||
headBoneCoords = GetBoneCoords(headBone);
|
||||
headLocation =
|
||||
headBoneCoords.Origin + headHeight * headScale * headBoneCoords.XAxis;
|
||||
return VSize(location - headLocation);
|
||||
}
|
||||
// In case of a future modifications:
|
||||
// check if it's a player doing damage before relying on it
|
||||
function ModDamage( out int damage,
|
||||
@ -750,6 +720,9 @@ function ModRegularDamage( out int damage,
|
||||
damage = niceVet.static.AddRegDamage( KFPRI, self,
|
||||
KFPawn(instigatedBy), damage,
|
||||
damageType);
|
||||
// Add some damage against crispy zeds
|
||||
if(bCrispified)
|
||||
damage += (Max(1200 - default.Health, 0) * damage) / 1200;
|
||||
// Skills bonuses
|
||||
if(nicePlayer == none) return;
|
||||
hasOverkillSkill = class'NiceVeterancyTypes'.static.
|
||||
@ -827,9 +800,6 @@ function int ModBodyDamage( out int damage,
|
||||
bIsHeadShot = (headshotLevel > 0.0);
|
||||
if(instigatedBy != none)
|
||||
nicePlayer = NicePlayerController(instigatedBy.Controller);
|
||||
if (bFrozenZed && damageType != none && damageType.default.bIsExplosive) {
|
||||
damage *= 1.5;
|
||||
}
|
||||
// On damaging critical spot (so far only head) - do body destruction
|
||||
if(bIsHeadShot && damageType != none)
|
||||
damage *= damageType.default.bodyDestructionMult;
|
||||
@ -841,14 +811,13 @@ function int ModBodyDamage( out int damage,
|
||||
return painDamage;
|
||||
}
|
||||
// Do effects, based on fire damage dealt to monster
|
||||
function FireDamageEffects(out int damage,
|
||||
function FireDamageEffects( int damage,
|
||||
Pawn instigatedBy,
|
||||
Vector hitLocation,
|
||||
Vector momentum,
|
||||
class<NiceWeaponDamageType> damageType,
|
||||
float headshotLevel,
|
||||
KFPlayerReplicationInfo KFPRI){
|
||||
local float heatDelta, bonusFireDamage;
|
||||
damage = FMax(0.0, damage);
|
||||
iceCrustStrenght = FMax(0.0, iceCrustStrenght);
|
||||
if(bFrozenZed){
|
||||
@ -866,31 +835,18 @@ function FireDamageEffects(out int damage,
|
||||
}
|
||||
damage /= 10;
|
||||
}
|
||||
if(damage <= 0) {
|
||||
return;
|
||||
}
|
||||
if(damage <= 0) return;
|
||||
// Turn up the heat!
|
||||
// (we can only make it twice as hot with that damage,
|
||||
// but set limit at least at 50, as if we've dealt at least 25 heat damage)
|
||||
heatDelta = (damage * HeatIncScale())
|
||||
heat += (damage * HeatIncScale())
|
||||
* FMin(1.0, FMax(0.0, (2 - Abs(heat) / FMax(25, Abs(damage) ))));
|
||||
if (concussionCountdown > 0) {
|
||||
heat += heatDelta * 2;
|
||||
} else {
|
||||
heat += heatDelta;
|
||||
}
|
||||
CapHeat();
|
||||
// Change damage type if new one was stronger
|
||||
if(!bOnFire || damage * HeatIncScale() > lastBurnDamage){
|
||||
fireDamageClass = damageType;
|
||||
burnInstigator = instigatedBy;
|
||||
}
|
||||
// Double heat damage at the cost of the fuel, if zed is already on fire
|
||||
if (bOnFire) {
|
||||
bonusFireDamage = FMax(FMin(damage, flameFuel) * 0.25, 0);
|
||||
flameFuel -= bonusFireDamage;
|
||||
damage += bonusFireDamage;
|
||||
}
|
||||
// Set on fire, if necessary
|
||||
if(heat > GetIgnitionPoint() && !bOnFire && bCanBurn){
|
||||
bBurnified = true;
|
||||
@ -1031,11 +987,6 @@ function DealHeadDamage( int damage,
|
||||
// Actual damage effects
|
||||
// Skull injury killed a zed
|
||||
if(HeadHealth <= 0) return;
|
||||
// Additional weakpoint damage to burning zeds from non-flame weapons
|
||||
if (bOnFire) {
|
||||
damage += scorchmarkDamage * (1 - damageType.default.heatPart);
|
||||
scorchmarkDamage *= damageType.default.heatPart;
|
||||
}
|
||||
HeadHealth -= damage;
|
||||
if(nicePlayer != none && IsFinisher(damage, damageType, nicePlayer, true))
|
||||
HeadHealth -= damage;
|
||||
@ -1218,9 +1169,6 @@ function EPainReaction GetRightPainReaction(int painDamage,
|
||||
local int stunScore, flinchScore;
|
||||
local bool bStunPass, bFlinchPass, bMiniFlinshPass;
|
||||
local class<NiceVeterancyTypes> niceVet;
|
||||
if (bOnFire) {
|
||||
return PREACTION_NONE;
|
||||
}
|
||||
if(KFPRI != none)
|
||||
niceVet = class<NiceVeterancyTypes>(KFPRI.ClientVeteranSkill);
|
||||
stunScore = painDamage;
|
||||
@ -1289,9 +1237,8 @@ function float GetstunDurationMult( Pawn instigatedBy,
|
||||
if(KFPRI == none) return stunDurationMultiplier;
|
||||
niceVet = class<NiceVeterancyTypes>(KFPRI.ClientVeteranSkill);
|
||||
if(niceVet == none) return stunDurationMultiplier;
|
||||
if(damageType == none) return stunDurationMultiplier;
|
||||
// Perk's bonuses out
|
||||
return stunDurationMultiplier * damageType.default.stunLengthMultiplier *
|
||||
return stunDurationMultiplier *
|
||||
niceVet.static.stunDurationMult( KFPRI, self, KFPawn(instigatedBy),
|
||||
damageType);
|
||||
}
|
||||
@ -1666,14 +1613,12 @@ function TakeDamageClient( int damage,
|
||||
KFPRI = KFPlayerReplicationInfo(instigatedBy.PlayerReplicationInfo);
|
||||
if(headHealth <= 0)
|
||||
headshotLevel = 0.0;
|
||||
// Handle special weapon effects
|
||||
HandleStoppingPower(damageType, headshotLevel);
|
||||
// Handle elemental damage components
|
||||
ExtractElementalDamage( regDamage, heatDamage, damage,
|
||||
instigatedBy, hitLocation, momentum,
|
||||
damageType, KFPRI, headshotLevel, lockonTime);
|
||||
FireDamageEffects(HeatDamage, instigatedBy, hitLocation,
|
||||
momentum, damageType, headshotLevel, KFPRI);
|
||||
FireDamageEffects( HeatDamage, instigatedBy, hitLocation, momentum,
|
||||
damageType, headshotLevel, KFPRI);
|
||||
FrostEffects( instigatedBy, hitLocation, momentum,
|
||||
damageType, headshotLevel, KFPRI);
|
||||
// Handle body parts damage components
|
||||
@ -1683,9 +1628,9 @@ function TakeDamageClient( int damage,
|
||||
headshotLevel, lockonTime);
|
||||
DoRightPainReaction( painDamage, instigatedBy, hitLocation, momentum,
|
||||
damageType, headshotLevel, KFPRI);
|
||||
DealPartsDamage( bodyDamage, headDamage,
|
||||
instigatedBy, hitLocation, momentum, damageType,
|
||||
KFPRI, headshotLevel, lockonTime);
|
||||
DealPartsDamage( bodyDamage, headDamage, instigatedBy,
|
||||
hitLocation, momentum, damageType, KFPRI,
|
||||
headshotLevel, lockonTime);
|
||||
AddKillAssistant(instigatedBy, bodyDamage);
|
||||
// Rewrite values of last deal damage, instigator, etc.
|
||||
UpdateLastDamageVars( instigatedBy, bodyDamage, damageType,
|
||||
@ -1694,28 +1639,6 @@ function TakeDamageClient( int damage,
|
||||
// like why the fuck is it being done HERE? Makes no fucking sense
|
||||
bBackstabbed = false;
|
||||
}
|
||||
function HandleStoppingPower(
|
||||
class<NiceWeaponDamageType> damageType,
|
||||
float headshotLevel
|
||||
) {
|
||||
local float strength;
|
||||
local float actualMinStoppingThreshold, actualMaxStoppingEffect;
|
||||
|
||||
strength = damageType.default.stoppingPower;
|
||||
if (headshotLevel > 0.0) {
|
||||
strength *= 2;
|
||||
}
|
||||
if (concussionCountdown > 0) {
|
||||
actualMinStoppingThreshold = FMax(0.0, minStoppingThreshold - 0.2);
|
||||
actualMaxStoppingEffect = FMin(0.9, maxStoppingEffect + 0.2);
|
||||
}
|
||||
else {
|
||||
actualMinStoppingThreshold = minStoppingThreshold;
|
||||
actualMaxStoppingEffect = maxStoppingEffect;
|
||||
}
|
||||
strength = FMax(0, strength - actualMinStoppingThreshold);
|
||||
stoppingEffect = FMin(actualMaxStoppingEffect, stoppingEffect + strength);
|
||||
}
|
||||
function TakeDamage(int damage,
|
||||
Pawn instigatedBy,
|
||||
Vector hitLocation,
|
||||
@ -1761,12 +1684,15 @@ function TakeDamage(int damage,
|
||||
}
|
||||
}
|
||||
function TakeFireDamage(int damage, Pawn instigator){
|
||||
local bool bLowFuel, bHighHeat;
|
||||
local Vector DummyHitLoc, DummyMomentum;
|
||||
super(Skaarj).TakeDamage( damage, instigator, dummyHitLoc,
|
||||
dummyMomentum, fireDamageClass);
|
||||
lastBurnDamage = damage;
|
||||
// Melt em' :)
|
||||
if(FlameFuel <= 0)
|
||||
bHighHeat = heat > default.health / 20;
|
||||
bLowFuel = FlameFuel < 0.75 * InitFlameFuel;
|
||||
if(FlameFuel <= 0 || bHighHeat && bLowFuel)
|
||||
ZombieCrispUp();
|
||||
}
|
||||
function TakeFrostDamage(int damage, Pawn instigator){
|
||||
@ -1790,33 +1716,26 @@ simulated function ZombieCrispUp(){
|
||||
}
|
||||
simulated function HeatTick(){
|
||||
local float iceDamage;
|
||||
local float heatRelativeLevel, heatMultiplier;
|
||||
|
||||
heatRelativeLevel = FMin(heat, flameFuel) / initFlameFuel;
|
||||
if (heatRelativeLevel < 0.05) {
|
||||
heatMultiplier = 1.5;
|
||||
} else {
|
||||
heatMultiplier = 1.1;
|
||||
}
|
||||
// Update heat value
|
||||
if(!bOnFire || flameFuel <= 0)
|
||||
heat *= heatDissipationRate;
|
||||
else{
|
||||
if(flameFuel < heat) {
|
||||
heat = flameFuel * heatMultiplier + (heat - flameFuel) * heatDissipationRate;
|
||||
} else {
|
||||
heat = heat * heatMultiplier;
|
||||
if(flameFuel < heat)
|
||||
heat = flameFuel * 1.1 + (heat - flameFuel) * heatDissipationRate;
|
||||
else
|
||||
heat = heat * 1.1;
|
||||
if(bFrugalFuelUsage)
|
||||
flameFuel -= heat;
|
||||
else
|
||||
flameFuel -= FMax(heat, InitFlameFuel / 15);
|
||||
}
|
||||
}
|
||||
flameFuel = FMax(0, flameFuel - heat);
|
||||
CapHeat();
|
||||
if(Abs(heat) < 1)
|
||||
heat = 0.0;
|
||||
// Update on-fire status
|
||||
if(bOnFire){
|
||||
if(heat > 0) {
|
||||
TakeFireDamage(heat, burnInstigator);
|
||||
}
|
||||
if(heat > 0)
|
||||
TakeFireDamage(heat + rand(5), burnInstigator);
|
||||
else{
|
||||
bBurnified = false;
|
||||
UnSetBurningBehavior();
|
||||
@ -1842,9 +1761,9 @@ simulated function HeatTick(){
|
||||
}
|
||||
simulated function SetBurningBehavior(){
|
||||
bBurningBehavior = true;
|
||||
if(default.Health >= 1000) {
|
||||
return;
|
||||
}
|
||||
if(default.Health >= 1000) return;
|
||||
if(Role == Role_Authority)
|
||||
Intelligence = BRAINS_Retarded;
|
||||
MovementAnims[0] = BurningWalkFAnims[Rand(3)];
|
||||
WalkAnims[0] = BurningWalkFAnims[Rand(3)];
|
||||
MovementAnims[1] = BurningWalkAnims[0];
|
||||
@ -1860,6 +1779,7 @@ simulated function UnSetBurningBehavior(){
|
||||
if(Role == Role_Authority){
|
||||
Intelligence = default.Intelligence;
|
||||
if(!bZapped){
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
AirSpeed = default.AirSpeed;
|
||||
WaterSpeed = default.WaterSpeed;
|
||||
}
|
||||
@ -1871,50 +1791,6 @@ simulated function UnSetBurningBehavior(){
|
||||
WalkAnims[i] = default.WalkAnims[i];
|
||||
}
|
||||
}
|
||||
simulated function SetGroundSpeed(float newGroundSpeed) {
|
||||
if (initializationComplete) {
|
||||
UpdateGroundSpeed();
|
||||
} else {
|
||||
// Let `KFMonster`'s code setup original speed for this zed.
|
||||
// This is a hack to be removed later, when we'll be untangling
|
||||
// initialization code
|
||||
super.SetGroundSpeed(newGroundSpeed);
|
||||
}
|
||||
}
|
||||
simulated function UpdateGroundSpeed() {
|
||||
if (TryNonRelevantSpeedup()) {
|
||||
return;
|
||||
}
|
||||
groundSpeed = GetOriginalGroundSpeed();
|
||||
groundSpeed *= (1.0 - stoppingEffect);
|
||||
if (bDecapitated) {
|
||||
groundSpeed *= 0.8;
|
||||
}
|
||||
if (bCrispified) {
|
||||
groundSpeed *= 1.25;
|
||||
}
|
||||
}
|
||||
simulated function ModDamageFromZed(
|
||||
out int damage,
|
||||
class<DamageType> damageType
|
||||
) {
|
||||
if (bCrispified) {
|
||||
damage *= 2;
|
||||
}
|
||||
}
|
||||
// If this function returns `true`, then we shouldn't touch speed further,
|
||||
// because a speed hack was used for the zed
|
||||
simulated function bool TryNonRelevantSpeedup(){
|
||||
if(level.netMode == NM_Client || !CanSpeedAdjust()) {
|
||||
return false;
|
||||
}
|
||||
if(level.timeSeconds - lastReplicateTime > 0.5) {
|
||||
groundSpeed = default.groundSpeed * (300.0 / default.groundSpeed);
|
||||
return true;
|
||||
}
|
||||
lastSeenOrRelevantTime = level.timeSeconds;
|
||||
return false;
|
||||
}
|
||||
simulated function ServerDropFaster(NiceHumanPawn nicePawn){
|
||||
if(nicePawn == none) return;
|
||||
if(Health > 0)
|
||||
@ -1932,7 +1808,7 @@ simulated function RemoveHead(){
|
||||
if(kfDmgType != none && kfDmgType.default.bIsMeleeDamage)
|
||||
bMeleeDecapitated = true;
|
||||
SetAnimAction('HitF');
|
||||
UpdateGroundSpeed();
|
||||
SetGroundSpeed(GroundSpeed *= 0.80);
|
||||
// No more raspy breathin'...cuz he has no throat or mouth :S
|
||||
AmbientSound = MiscSound;
|
||||
if(Health > 0)
|
||||
@ -2131,8 +2007,8 @@ function float HeatIncScale(){
|
||||
return 100.0 / default.health;
|
||||
}
|
||||
function CapHeat(){
|
||||
heat = FMin(heat, MAX_HEAT);
|
||||
heat = FMax(heat, MIN_HEAT);
|
||||
heat = FMin(heat, 135 + rand(10) - 5);
|
||||
heat = FMax(heat, -150 + rand(10) - 5);
|
||||
}
|
||||
function bool TryMeleeReachTarget(out Vector hitLocation){
|
||||
local Actor hitActor;
|
||||
@ -2173,7 +2049,6 @@ function bool MeleeDamageTarget(int hitDamage, Vector pushDir){
|
||||
local KFHumanPawn kfHumanPawn;
|
||||
if(Level.netMode == NM_Client) return false;
|
||||
if(controller == none || controller.target == none) return false;
|
||||
ModDamageFromZed(hitDamage, niceZombieDamType);
|
||||
// Melee for doors
|
||||
kfHumanPawn = KFHumanPawn(controller.target);
|
||||
bTargetIsDoor = controller.target.IsA('KFDoorMover');
|
||||
@ -2326,10 +2201,13 @@ defaultproperties
|
||||
lastStunTime=-1.000000
|
||||
headDamageRecoveryRate=100.000000
|
||||
headRecoveryTime=1.000000
|
||||
mind=1.000000
|
||||
accStunMindLvl=0.500000
|
||||
bCanBurn=True
|
||||
fuelRatio=0.750000
|
||||
heatDissipationRate=0.666000
|
||||
heatTicksPerSecond=3.000000
|
||||
bFrugalFuelUsage=True
|
||||
clientHeadshotScale=1.000000
|
||||
FrozenMaterial=Texture'HTec_A.Overlay.IceOverlay'
|
||||
ShatteredIce=class'NiceIceChunkEmitter'
|
||||
@ -2338,12 +2216,7 @@ defaultproperties
|
||||
DamageToMonsterScale=5.000000
|
||||
RagdollLifeSpan=120.000000
|
||||
ControllerClass=class'NiceMonsterController'
|
||||
stoppingEffect=0.0
|
||||
stoppingRecoveryRate=0.025
|
||||
maxStoppingEffect=0.25
|
||||
minStoppingThreshold=0.0
|
||||
MIN_HEAT = -150.0
|
||||
MAX_HEAT = 200.0
|
||||
|
||||
Begin Object Class=KarmaParamsSkel Name=KarmaParamsSkelN
|
||||
KConvulseSpacing=(Max=2.200000)
|
||||
KLinearDamping=0.150000
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user