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@ -59,7 +59,7 @@ function SetFavoriteButtonActive(bool bActive)
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function SetDetails(KFOnlineGameSettings ServerResult)
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{
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local GFxObject TempObj;
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local int Ping;
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local int Ping, PlayerCount;
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local KFOnlineGameSettings TempOnlingGamesSettings;
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if(ServerResult != none)
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@ -68,7 +68,15 @@ function SetDetails(KFOnlineGameSettings ServerResult)
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TempObj = CreateObject("Object");
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TempObj.SetString("serverName", TempOnlingGamesSettings.OwningPlayerName);
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TempObj.SetFloat("playerCount", (TempOnlingGamesSettings.NumPublicConnections-TempOnlingGamesSettings.NumOpenPublicConnections-TempOnlingGamesSettings.NumSpectators));
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PlayerCount = TempOnlingGamesSettings.NumPublicConnections-TempOnlingGamesSettings.NumOpenPublicConnections;
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if (PlayerCount < 0)
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{
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PlayerCount = 0;
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}
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TempObj.SetFloat("playerCount", PlayerCount);
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TempObj.SetFloat("maxPlayerCount", TempOnlingGamesSettings.NumPublicConnections);
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TempObj.SetFloat("waveCount", TempOnlingGamesSettings.CurrentWave);
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@ -921,7 +921,7 @@ function UpdateListDataProvider()
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local GFxObject TempObj;
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local KFOnlineGameSearch LatestGameSearch;
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local int Ping;
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local int Ping, PlayerCount;
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local KFOnlineGameSettings TempOnlineGamesSettings;
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LatestGameSearch = KFOnlineGameSearch(SearchDataStore.GetActiveGameSearch());
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@ -954,8 +954,16 @@ function UpdateListDataProvider()
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TempObj = CreateObject("Object");
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TempObj.SetString("serverName", TempOnlineGamesSettings.OwningPlayerName);
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TempObj.SetFloat("playerCount", (TempOnlineGamesSettings.NumPublicConnections-TempOnlineGamesSettings.NumOpenPublicConnections-TempOnlineGamesSettings.NumSpectators));
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TempObj.SetString("serverName", TempOnlineGamesSettings.OwningPlayerName);
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PlayerCount = TempOnlineGamesSettings.NumPublicConnections-TempOnlineGamesSettings.NumOpenPublicConnections;
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if (PlayerCount < 0)
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{
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PlayerCount = 0;
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}
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TempObj.SetFloat("playerCount", PlayerCount);
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TempObj.SetFloat("maxPlayerCount", TempOnlineGamesSettings.NumPublicConnections);
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TempObj.SetFloat("waveCount", TempOnlineGamesSettings.CurrentWave);
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TempObj.SetFloat("maxWaveCount", IsEndlessModeIndex(TempOnlineGamesSettings.Mode) ? INDEX_NONE : TempOnlineGamesSettings.NumWaves);
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@ -2114,7 +2114,7 @@ simulated function HidePauseGameVote()
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UnloadCurrentPopup();
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}
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SkipTraderVotePRI = none;
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PauseGameVotePRI = none;
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}
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function CastYesVotePauseGame()
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@ -2119,6 +2119,7 @@ client reliable function ClientOverrideHumanDefaults()
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{
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local KFPlayerController_WeeklySurvival KFPC_WS;
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local KFPlayerReplicationInfo KFPRI;
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local KFGameReplicationInfo KFGRI;
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local KFCharacterInfo_Human KFCIH;
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local int CowboyHatIndex;
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@ -2127,8 +2128,10 @@ client reliable function ClientOverrideHumanDefaults()
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{
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return;
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}
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if (class'KFGameEngine'.static.GetWeeklyEventIndexMod() == 12)
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KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
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if (KFGRI != none && KFGRI.CurrentWeeklyIndex == 12)
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{
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KFPRI = KFPlayerReplicationInfo(KFPC_WS.PlayerReplicationInfo);
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if (KFPRI != none)
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@ -195,7 +195,7 @@ simulated function bool HasHeavyArmor()
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return IsHeavyArmorActive();
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}
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static simulated private function bool Is9mm( KFWeapon KFW )
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static simulated public function bool Is9mm( KFWeapon KFW )
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{
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return KFW != none && KFW.default.bIsBackupWeapon && !KFW.IsMeleeWeapon();
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}
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@ -279,7 +279,8 @@ simulated function ModifyDamageGiven( out int InDamage, optional Actor DamageCau
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if( KFW != none )
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{
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// KFDT_Bludgeon_Doshinegun_Shot is a special case of Bludgeon damage that doesn't apply this mod.
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if( IsBackupActive() && (IsBackupWeapon( KFW ) || IsDual9mm( KFW ) || ClassIsChildOf(DamageType, class'KFDT_Bludgeon')) && (IsDoshinegun(KFW) && DamageType.Name != 'KFDT_Bludgeon_Doshinegun_Shot' ))
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if( IsBackupActive() && (IsBackupWeapon( KFW ) || IsDual9mm( KFW ) ||
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((!IsDoshinegun(KFW) && ClassIsChildOf(DamageType, class'KFDT_Bludgeon') ) || (IsDoshinegun(KFW) && DamageType.Name != 'KFDT_Bludgeon_Doshinegun_Shot' ))))
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{
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`QALog( "Backup Damage" @ KFW @ GetPercentage( InDamage, InDamage * GetSkillValue(PerkSkills[ESWAT_Backup])), bLogPerk );
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TempDamage += InDamage * GetSkillValue( PerkSkills[ESWAT_Backup] );
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@ -57,6 +57,9 @@ var float FiringViewRotationSpeed;
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/* Pawn movement speed used when the weapon is firing */
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var float FiringPawnMovementSpeed;
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/** Rotation Speed limit when the weapon is equipped */
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var const float EquippedRotationSpeedLimit;
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simulated event ReplicatedEvent(name VarName)
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{
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switch (VarName)
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@ -375,9 +378,13 @@ simulated event Tick( float DeltaTime )
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{
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NewRotationSpeedLimit = WindUpViewRotationSpeed;
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}
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else
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else if (!IsInState('Inactive')) // Weapon hold
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{
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NewRotationSpeedLimit = 2000.0f;
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NewRotationSpeedLimit = EquippedRotationSpeedLimit;
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}
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else // Weapon holstered
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{
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NewRotationSpeedLimit = OwnerController.default.RotationSpeedLimit;
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}
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if( NewRotationSpeedLimit != OwnerController.RotationSpeedLimit )
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@ -624,6 +631,8 @@ defaultproperties
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bAlwaysRelevant=True
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bOnlyRelevantToOwner=False
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EquippedRotationSpeedLimit=2000;
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WindUpViewRotationSpeed=2000 // base rotation
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WindUpPawnMovementSpeed=1 // base speed
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@ -4268,7 +4268,7 @@ simulated protected native function int SendClientProjectileExplosion(vector Exp
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// Compress our fragment impact into a ImpactRepInfo for replication (returns number of impacts sent)
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simulated protected native function int SendClientFragmentImpact(const out ImpactInfo Impact, class<KFProjectile> FragmentClass);
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simulated protected native function vector GetSafeStartTraceLocation();
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simulated native function Actor DoTraceNative(out Vector OutLocation, Vector StartLocation, Vector EndLocation);
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/**
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* Allows subclass to perform extra bullet traces
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* Network: Local Player
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