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@ -436,11 +436,6 @@ enum EMonsterProperties
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var int SpawnedMonsterProperties[EMonsterProperties];
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/************************************************************************************
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* @name Force to sort maps by name
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***********************************************************************************/
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var bool bForceMapSorting;
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/************************************************************************************
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* @name Native
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***********************************************************************************/
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@ -2896,10 +2891,10 @@ function string GetNextMap()
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{
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MapCycleIndex = MapCycleIndex + 1 < GameMapCycles[ActiveMapCycle].Maps.length ? (MapCycleIndex + 1) : 0;
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if (class'KFGameEngine'.static.GetWeeklyEventIndexMod() == 11)
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if ((class'KFGameEngine'.static.GetWeeklyEventIndexMod() == 11 || OutbreakEvent.ActiveEvent == OutbreakEvent.SetEvents[11])
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&& MyKFGRI.IsA('KFGameReplicationInfo_WeeklySurvival'))
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{
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if (MyKFGRI.IsA('KFGameReplicationInfo_WeeklySurvival') &&
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GameMapCycles[ActiveMapCycle].Maps[MapCycleIndex] == "KF-Biolapse" ||
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if (GameMapCycles[ActiveMapCycle].Maps[MapCycleIndex] == "KF-Biolapse" ||
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GameMapCycles[ActiveMapCycle].Maps[MapCycleIndex] == "KF-Nightmare" ||
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GameMapCycles[ActiveMapCycle].Maps[MapCycleIndex] == "KF-PowerCore_Holdout" ||
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GameMapCycles[ActiveMapCycle].Maps[MapCycleIndex] == "KF-TheDescent" ||
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@ -3895,6 +3890,4 @@ defaultproperties
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DebugForcedOutbreakIdx=INDEX_NONE
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DebugForceSpecialWaveZedType=INDEX_NONE
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bForceMapSorting=True
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}
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@ -159,7 +159,7 @@ simulated function ModifyDamageGiven( out int InDamage, optional Actor DamageCau
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}
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`QALog( GetFuncName() @ "Base damage:" @ InDamage , bLogPerk);
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if( (MyKFWeapon != none && IsWeaponOnPerk( MyKFWeapon,, self.class )) || IsDamageTypeOnPerk( DamageType ) )
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if( ((MyKFWeapon != none && IsWeaponOnPerk( MyKFWeapon,, self.class )) || IsDamageTypeOnPerk( DamageType )) && !IsBlastBrawlers(MyKFWeapon) )
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{
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TempDamage += InDamage * GetPassiveValue( BerserkerDamage, CurrentLevel );
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if( IsSpeedActive() )
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@ -303,6 +303,8 @@ simulated function float GetZedTimeModifier( KFWeapon W )
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local name StateName;
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StateName = W.GetStateName();
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`Log("STATE NAME: " $StateName);
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if( IsProfessionalActive() && (IsWeaponOnPerk( W,, self.class ) || IsBackupWeapon( W ) || IsDual9mm( W )) )
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{
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if( StateName == 'Reloading' ||
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@ -315,8 +317,9 @@ simulated function float GetZedTimeModifier( KFWeapon W )
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return 0.3f;
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}
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}
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if( CouldRapidFireActive() && (Is9mm(W) || IsDual9mm( W ) || IsWeaponOnPerk( W,, self.class )) && ZedTimeModifyingStates.Find( StateName ) != INDEX_NONE )
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// FAMAS uses alt fire as common firing. Needs a special case
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if( CouldRapidFireActive() && (Is9mm(W) || IsDual9mm( W ) || IsWeaponOnPerk( W,, self.class )) &&
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(ZedTimeModifyingStates.Find( StateName ) != INDEX_NONE || (IsFAMAS(W) && StateName == 'FiringSecondaryState')) )
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{
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return RapidFireFiringRate;
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}
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@ -561,8 +561,11 @@ simulated function float GetZedTimeModifier( KFWeapon W )
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StateName = W.GetStateName();
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// Blast Brawlers use a different state for shooting (combining melee + firing). Needs a special case for this
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// FAMAS uses alt fire as common firing. Another special case added
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if( IsWeaponOnPerk( W,, self.class ) && CouldBarrageActive() &&
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(ZedTimeModifyingStates.Find( StateName ) != INDEX_NONE || (StateName == 'MeleeChainAttacking' && IsBlastBrawlers(W))))
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(ZedTimeModifyingStates.Find( StateName ) != INDEX_NONE ||
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(StateName == 'MeleeChainAttacking' && IsBlastBrawlers(W)) ||
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(IsFAMAS(W) && StateName == 'FiringSecondaryState')))
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{
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return BarrageFiringRate;
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}
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@ -468,7 +468,10 @@ simulated function float GetZedTimeModifier( KFWeapon W )
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`Warn(StateName);
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// Blast Brawlers use a different state for shooting (combining melee + firing). Needs a special case for this
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if( ZedTimeModifyingStates.Find( StateName ) != INDEX_NONE || (StateName == 'MeleeChainAttacking' && IsBlastBrawlers(W)) )
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// FAMAS uses alt fire as common firing. Another special case added
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if( ZedTimeModifyingStates.Find( StateName ) != INDEX_NONE ||
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(StateName == 'MeleeChainAttacking' && IsBlastBrawlers(W)) ||
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(StateName == 'FiringSecondaryState' && IsFAMAS(W)))
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{
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return GetSkillValue( PerkSkills[ESurvivalist_MadMan] );
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}
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@ -105,6 +105,8 @@ enum EWeaponState
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WEP_ReloadSingleEmpty_Elite,
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WEP_ReloadSecondary,
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WEP_ReloadSecondary_Elite,
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WEP_ReloadSecondaryEmpty,
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WEP_ReloadSecondaryEmpty_Elite,
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WEP_ReloadDualsOneEmpty,
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WEP_ReloadDualsOneEmpty_Elite,
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WEP_MeleeBasic,
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@ -799,6 +801,8 @@ simulated function UpdateThirdPersonWeaponAction(EWeaponState NewWeaponState, KF
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case WEP_ReloadSecondary_Elite:
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case WEP_ReloadDualsOneEmpty:
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case WEP_ReloadDualsOneEmpty_Elite:
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case WEP_ReloadSecondaryEmpty:
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case WEP_ReloadSecondaryEmpty_Elite:
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bIsReloading = true;
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PlayReloadMagazineAnim(NewWeaponState, P);
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break;
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