//============================================================================== // NicePack / NiceSharpshooterAbilitiesAdapter //============================================================================== // Temporary stand-in for future functionality. // Use this class to catch events from sharpshooter players' abilities. //============================================================================== // 'Nice pack' source // Do whatever the fuck you want with it // Author: dkanus // E-mail: dkanus@gmail.com //============================================================================== class NiceEnforcerAbilitiesAdapter extends NiceAbilitiesAdapter; static function AbilityActivated( string abilityID, NicePlayerController relatedPlayer) { local NiceHumanPawn nicePawn; if (relatedPlayer == none) return; nicePawn = NiceHumanPawn(relatedPlayer.pawn); if (nicePawn == none) return; if (abilityID == "fullcounter") { nicePawn.invincibilityTimer += 2.0; relatedPlayer.abilityManager.SetAbilityState(0, ASTATE_COOLDOWN); } if (abilityID == "juggernaut") { relatedPlayer.abilityManager.SetAbilityState(1, ASTATE_COOLDOWN); relatedPlayer.ServerStartleZeds( class'NiceSkillEnforcerJuggernautA'.default.distance, class'NiceSkillEnforcerJuggernautA'.default.duration); } if (abilityID == "brute") { 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; } } defaultproperties { }