upload
This commit is contained in:
parent
9a5bfed23e
commit
415265eca9
@ -436,11 +436,6 @@ enum EMonsterProperties
|
||||
|
||||
var int SpawnedMonsterProperties[EMonsterProperties];
|
||||
|
||||
/************************************************************************************
|
||||
* @name Force to sort maps by name
|
||||
***********************************************************************************/
|
||||
var bool bForceMapSorting;
|
||||
|
||||
/************************************************************************************
|
||||
* @name Native
|
||||
***********************************************************************************/
|
||||
@ -2896,10 +2891,10 @@ function string GetNextMap()
|
||||
{
|
||||
MapCycleIndex = MapCycleIndex + 1 < GameMapCycles[ActiveMapCycle].Maps.length ? (MapCycleIndex + 1) : 0;
|
||||
|
||||
if (class'KFGameEngine'.static.GetWeeklyEventIndexMod() == 11)
|
||||
if ((class'KFGameEngine'.static.GetWeeklyEventIndexMod() == 11 || OutbreakEvent.ActiveEvent == OutbreakEvent.SetEvents[11])
|
||||
&& MyKFGRI.IsA('KFGameReplicationInfo_WeeklySurvival'))
|
||||
{
|
||||
if (MyKFGRI.IsA('KFGameReplicationInfo_WeeklySurvival') &&
|
||||
GameMapCycles[ActiveMapCycle].Maps[MapCycleIndex] == "KF-Biolapse" ||
|
||||
if (GameMapCycles[ActiveMapCycle].Maps[MapCycleIndex] == "KF-Biolapse" ||
|
||||
GameMapCycles[ActiveMapCycle].Maps[MapCycleIndex] == "KF-Nightmare" ||
|
||||
GameMapCycles[ActiveMapCycle].Maps[MapCycleIndex] == "KF-PowerCore_Holdout" ||
|
||||
GameMapCycles[ActiveMapCycle].Maps[MapCycleIndex] == "KF-TheDescent" ||
|
||||
@ -3895,6 +3890,4 @@ defaultproperties
|
||||
|
||||
DebugForcedOutbreakIdx=INDEX_NONE
|
||||
DebugForceSpecialWaveZedType=INDEX_NONE
|
||||
|
||||
bForceMapSorting=True
|
||||
}
|
||||
|
@ -159,7 +159,7 @@ simulated function ModifyDamageGiven( out int InDamage, optional Actor DamageCau
|
||||
}
|
||||
|
||||
`QALog( GetFuncName() @ "Base damage:" @ InDamage , bLogPerk);
|
||||
if( (MyKFWeapon != none && IsWeaponOnPerk( MyKFWeapon,, self.class )) || IsDamageTypeOnPerk( DamageType ) )
|
||||
if( ((MyKFWeapon != none && IsWeaponOnPerk( MyKFWeapon,, self.class )) || IsDamageTypeOnPerk( DamageType )) && !IsBlastBrawlers(MyKFWeapon) )
|
||||
{
|
||||
TempDamage += InDamage * GetPassiveValue( BerserkerDamage, CurrentLevel );
|
||||
if( IsSpeedActive() )
|
||||
|
@ -303,6 +303,8 @@ simulated function float GetZedTimeModifier( KFWeapon W )
|
||||
local name StateName;
|
||||
StateName = W.GetStateName();
|
||||
|
||||
`Log("STATE NAME: " $StateName);
|
||||
|
||||
if( IsProfessionalActive() && (IsWeaponOnPerk( W,, self.class ) || IsBackupWeapon( W ) || IsDual9mm( W )) )
|
||||
{
|
||||
if( StateName == 'Reloading' ||
|
||||
@ -315,8 +317,9 @@ simulated function float GetZedTimeModifier( KFWeapon W )
|
||||
return 0.3f;
|
||||
}
|
||||
}
|
||||
|
||||
if( CouldRapidFireActive() && (Is9mm(W) || IsDual9mm( W ) || IsWeaponOnPerk( W,, self.class )) && ZedTimeModifyingStates.Find( StateName ) != INDEX_NONE )
|
||||
// FAMAS uses alt fire as common firing. Needs a special case
|
||||
if( CouldRapidFireActive() && (Is9mm(W) || IsDual9mm( W ) || IsWeaponOnPerk( W,, self.class )) &&
|
||||
(ZedTimeModifyingStates.Find( StateName ) != INDEX_NONE || (IsFAMAS(W) && StateName == 'FiringSecondaryState')) )
|
||||
{
|
||||
return RapidFireFiringRate;
|
||||
}
|
||||
|
@ -561,8 +561,11 @@ simulated function float GetZedTimeModifier( KFWeapon W )
|
||||
StateName = W.GetStateName();
|
||||
|
||||
// Blast Brawlers use a different state for shooting (combining melee + firing). Needs a special case for this
|
||||
// FAMAS uses alt fire as common firing. Another special case added
|
||||
if( IsWeaponOnPerk( W,, self.class ) && CouldBarrageActive() &&
|
||||
(ZedTimeModifyingStates.Find( StateName ) != INDEX_NONE || (StateName == 'MeleeChainAttacking' && IsBlastBrawlers(W))))
|
||||
(ZedTimeModifyingStates.Find( StateName ) != INDEX_NONE ||
|
||||
(StateName == 'MeleeChainAttacking' && IsBlastBrawlers(W)) ||
|
||||
(IsFAMAS(W) && StateName == 'FiringSecondaryState')))
|
||||
{
|
||||
return BarrageFiringRate;
|
||||
}
|
||||
|
@ -468,7 +468,10 @@ simulated function float GetZedTimeModifier( KFWeapon W )
|
||||
`Warn(StateName);
|
||||
|
||||
// Blast Brawlers use a different state for shooting (combining melee + firing). Needs a special case for this
|
||||
if( ZedTimeModifyingStates.Find( StateName ) != INDEX_NONE || (StateName == 'MeleeChainAttacking' && IsBlastBrawlers(W)) )
|
||||
// FAMAS uses alt fire as common firing. Another special case added
|
||||
if( ZedTimeModifyingStates.Find( StateName ) != INDEX_NONE ||
|
||||
(StateName == 'MeleeChainAttacking' && IsBlastBrawlers(W)) ||
|
||||
(StateName == 'FiringSecondaryState' && IsFAMAS(W)))
|
||||
{
|
||||
return GetSkillValue( PerkSkills[ESurvivalist_MadMan] );
|
||||
}
|
||||
|
@ -105,6 +105,8 @@ enum EWeaponState
|
||||
WEP_ReloadSingleEmpty_Elite,
|
||||
WEP_ReloadSecondary,
|
||||
WEP_ReloadSecondary_Elite,
|
||||
WEP_ReloadSecondaryEmpty,
|
||||
WEP_ReloadSecondaryEmpty_Elite,
|
||||
WEP_ReloadDualsOneEmpty,
|
||||
WEP_ReloadDualsOneEmpty_Elite,
|
||||
WEP_MeleeBasic,
|
||||
@ -799,6 +801,8 @@ simulated function UpdateThirdPersonWeaponAction(EWeaponState NewWeaponState, KF
|
||||
case WEP_ReloadSecondary_Elite:
|
||||
case WEP_ReloadDualsOneEmpty:
|
||||
case WEP_ReloadDualsOneEmpty_Elite:
|
||||
case WEP_ReloadSecondaryEmpty:
|
||||
case WEP_ReloadSecondaryEmpty_Elite:
|
||||
bIsReloading = true;
|
||||
PlayReloadMagazineAnim(NewWeaponState, P);
|
||||
break;
|
||||
|
@ -249,6 +249,29 @@ function vector CalculateResidualFlameVelocity( vector HitNormal, vector HitVelD
|
||||
return SpawnDir * ResidualFlameForceMultiplier;
|
||||
}
|
||||
|
||||
simulated protected function PrepareExplosionTemplate()
|
||||
{
|
||||
local Weapon OwnerWeapon;
|
||||
local Pawn OwnerPawn;
|
||||
local KFPerk_Survivalist Perk;
|
||||
|
||||
super(KFProjectile).PrepareExplosionTemplate();
|
||||
OwnerWeapon = Weapon(Owner);
|
||||
if (OwnerWeapon != none)
|
||||
{
|
||||
OwnerPawn = Pawn(OwnerWeapon.Owner);
|
||||
if (OwnerPawn != none)
|
||||
{
|
||||
Perk = KFPerk_Survivalist(KFPawn(OwnerPawn).GetPerk());
|
||||
if (Perk != none)
|
||||
{
|
||||
ExplosionTemplate.DamageRadius *= Perk.GetAoERadiusModifier();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ProjFlightTemplate=ParticleSystem'WEP_Thermite_EMIT.FX_Harpoon_Projectile'
|
||||
|
@ -9,18 +9,21 @@
|
||||
|
||||
class KFWeapAttach_FAMAS extends KFWeaponAttachment;
|
||||
|
||||
const SecondaryFireAnim = 'Shoot_Secondary';
|
||||
const SecondaryFireIronAnim = 'Shoot_Secondary_Iron';
|
||||
const SecondaryFireAnimLast = 'Shoot_Secondary_Last';
|
||||
const SecondaryFireIronAnimLast = 'Shoot_Secondary_Iron_Last';
|
||||
const SecondaryFireBodyAnim = 'ADD_Shoot_Secondary';
|
||||
const SecondaryFireBodyAnimCH = 'ADD_Shoot_Secondary_CH';
|
||||
const SecondaryFireBodyAnimIron = 'ADD_Shoot_Secondary_Iron';
|
||||
const SecondaryReloadAnimEmpty = 'Reload_Secondary_Empty';
|
||||
const SecondaryReloadAnimHalf = 'Reload_Secondary_Half';
|
||||
const SecondaryReloadAnimEliteEmpty = 'Reload_Secondary_Elite_Empty';
|
||||
const SecondaryReloadAnimEliteHalf = 'Reload_Secondary_Elite_Half';
|
||||
const ShotgunMuzzleSocket = 'ShotgunMuzzleFlash';
|
||||
const SecondaryFireAnim = 'Shoot_Secondary';
|
||||
const SecondaryFireAnimCrouch = 'Shoot_Secondary_CH';
|
||||
const SecondaryFireIronAnim = 'Shoot_Secondary_Iron';
|
||||
const SecondaryFireBodyAnim = 'ADD_Shoot_Secondary';
|
||||
const SecondaryFireBodyAnimCH = 'ADD_Shoot_Secondary_CH';
|
||||
const SecondaryFireBodyAnimIron = 'ADD_Shoot_Secondary_Iron';
|
||||
const SecondaryReloadAnimEmpty = 'Reload_Secondary_Empty';
|
||||
const SecondaryReloadAnimEmptyCrouch = 'Reload_Secondary_Empty_CH';
|
||||
const SecondaryReloadAnimHalf = 'Reload_Secondary_Half';
|
||||
const SecondaryReloadAnimHalfCrouch = 'Reload_Secondary_Half_CH';
|
||||
const SecondaryReloadAnimEliteEmpty = 'Reload_Secondary_Elite_Empty';
|
||||
const SecondaryReloadAnimEliteEmptyCrouch = 'Reload_Secondary_Elite_Empty_CH';
|
||||
const SecondaryReloadAnimEliteHalf = 'Reload_Secondary_Elite_Half';
|
||||
const SecondaryReloadAnimEliteHalfCrouch = 'Reload_Secondary_Elite_Half_CH';
|
||||
const ShotgunMuzzleSocket = 'ShotgunMuzzleFlash';
|
||||
|
||||
var protected transient KFMuzzleFlash ShotgunMuzzleFlash;
|
||||
|
||||
@ -30,18 +33,25 @@ simulated function PlayReloadMagazineAnim(EWeaponState NewWeaponState, KFPawn P)
|
||||
{
|
||||
local name AnimName;
|
||||
|
||||
if(NewWeaponState == WEP_ReloadSecondary || NewWeaponState == WEP_ReloadSecondary_Elite)
|
||||
switch (NewWeaponState)
|
||||
{
|
||||
switch (NewWeaponState)
|
||||
{
|
||||
case WEP_ReloadSecondary:
|
||||
AnimName = (P.MyKFWeapon.AmmoCount[1] == 0) ? SecondaryReloadAnimEmpty : SecondaryReloadAnimHalf;
|
||||
break;
|
||||
case WEP_ReloadSecondary_Elite:
|
||||
AnimName = (P.MyKFWeapon.AmmoCount[1] == 0) ? SecondaryReloadAnimEliteEmpty : SecondaryReloadAnimEliteHalf;
|
||||
break;
|
||||
}
|
||||
|
||||
case WEP_ReloadSecondary:
|
||||
AnimName = (P.bIsCrouched) ? SecondaryReloadAnimHalfCrouch : SecondaryReloadAnimHalf;
|
||||
break;
|
||||
case WEP_ReloadSecondaryEmpty:
|
||||
AnimName = (P.bIsCrouched) ? SecondaryReloadAnimEmptyCrouch : SecondaryReloadAnimEmpty;
|
||||
break;
|
||||
case WEP_ReloadSecondary_Elite:
|
||||
AnimName = (P.bIsCrouched) ? SecondaryReloadAnimEliteHalfCrouch : SecondaryReloadAnimEliteHalf;
|
||||
break;
|
||||
case WEP_ReloadSecondaryEmpty_Elite:
|
||||
AnimName = (P.bIsCrouched) ? SecondaryReloadAnimEliteEmptyCrouch : SecondaryReloadAnimEliteEmpty;
|
||||
break;
|
||||
}
|
||||
|
||||
if (AnimName != '')
|
||||
{
|
||||
PlayCharacterMeshAnim(P, AnimName, true);
|
||||
}
|
||||
else
|
||||
@ -103,21 +113,19 @@ simulated function PlayFireAnim(KFPawn P)
|
||||
}
|
||||
else if (OwnerPawn.FiringMode == 1) // ALT FIRE MODE (Shotgun)
|
||||
{
|
||||
// Anim = (P.MyKFWeapon.AmmoCount[1] == 0) ? SecondaryFireIronAnimLast : SecondaryFireIronAnim;
|
||||
Anim = SecondaryFireIronAnim;
|
||||
|
||||
}
|
||||
}
|
||||
else // Normal anims
|
||||
{
|
||||
if (Pawn(Owner).FiringMode == 0) // DEFAULT FIRE MODE (Rifle)
|
||||
if (OwnerPawn.FiringMode == 0) // DEFAULT FIRE MODE (Rifle)
|
||||
{
|
||||
Anim = WeaponFireAnim;
|
||||
}
|
||||
else if (Pawn(Owner).FiringMode == 1) // ALT FIRE MODE (Shotgun)
|
||||
else if (OwnerPawn.FiringMode == 1) // ALT FIRE MODE (Shotgun)
|
||||
{
|
||||
// Anim = (P.MyKFWeapon.AmmoCount[1] == 0) ? SecondaryFireAnimLast : SecondaryFireAnim;
|
||||
Anim = SecondaryFireAnim;
|
||||
Anim = OwnerPawn.bIsCrouched ? SecondaryFireAnimCrouch : SecondaryFireAnim;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -387,7 +387,14 @@ simulated state AltReloading extends Reloading
|
||||
Perk = GetPerk();
|
||||
bTacticalReload = (Perk != None && Perk.GetUsingTactialReload(self));
|
||||
|
||||
return (bTacticalReload ? WEP_ReloadSecondary_Elite : WEP_ReloadSecondary);
|
||||
if (AmmoCount[ALTFIRE_FIREMODE] == 0)
|
||||
{
|
||||
return (bTacticalReload ? WEP_ReloadSecondaryEmpty_Elite : WEP_ReloadSecondaryEmpty);
|
||||
}
|
||||
else
|
||||
{
|
||||
return (bTacticalReload ? WEP_ReloadSecondary_Elite : WEP_ReloadSecondary);
|
||||
}
|
||||
}
|
||||
|
||||
simulated event BeginState(Name PreviousStateName)
|
||||
|
@ -373,7 +373,21 @@ simulated function float GetReloadRateScale()
|
||||
|
||||
simulated function bool HasAnyAmmo()
|
||||
{
|
||||
return AmmoCount[0] != 0 && SpareAmmoCount[0] != 0;
|
||||
return AmmoCount[0] > 0 || SpareAmmoCount[0] > 0;
|
||||
}
|
||||
|
||||
simulated function int GetMeleeDamage(byte FireModeNum, optional vector RayDir)
|
||||
{
|
||||
local int Damage;
|
||||
|
||||
Damage = GetModifiedDamage(FireModeNum, RayDir);
|
||||
// decode damage scale (see GetDamageScaleByAngle) from the RayDir
|
||||
if ( !IsZero(RayDir) )
|
||||
{
|
||||
Damage = Round(float(Damage) * FMin(VSize(RayDir), 1.f));
|
||||
}
|
||||
|
||||
return Damage;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
|
Loading…
Reference in New Issue
Block a user