//============================================================================= // KFPerk //============================================================================= // Base class for the KF2 perks //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - Christian "schneidzekk" Schneider //============================================================================= class KFPerk extends ReplicationInfo config(game) native nativereplication; `include(KFOnlineStats.uci) const SKILLFLAG_0 = 0x1; const SKILLFLAG_1 = 0x2; const SKILLFLAG_2 = 0x4; const SKILLFLAG_3 = 0x8; const SKILLFLAG_4 = 0x10; const SKILLFLAG_5 = 0x20; const SKILLFLAG_6 = 0x40; const SKILLFLAG_7 = 0x80; const SKILLFLAG_8 = 0x100; const SKILLFLAG_9 = 0x200; const SKILL_NONE = 0; const SKILL_1 = 1; const SKILL_2 = 2; /** Stat ID of xp value for this perk */ var private const int ProgressStatID; var private const int PerkBuildStatID; /** Skill Tiers **/ const RANK_1_LEVEL = 5; const RANK_2_LEVEL = 10; const RANK_3_LEVEL = 15; const RANK_4_LEVEL = 20; const RANK_5_LEVEL = 25; const UNLOCK_INTERVAL = 5; var const int SecondaryXPModifier[4]; /********************************************************************************************* * Localization ********************************************************************************************* */ var localized string PerkName; struct native PassivePerk { var localized string Title; var localized string Description; var string IconPath; }; var array Passives; var localized string SkillCatagories[`MAX_PERK_SKILLS]; var localized string EXPAction1; //The first line description of how specific classes get EXP var localized string EXPAction2; //The second line description of how specific classes get EXP var localized string LevelString; /** The location of this perks icon */ var Texture2D PerkIcon; var array ColumnOneIcons; var array ColumnTwoIcons; var Texture2D InteractIcon; var array PrestigeIcons; var localized string WeaponDroppedMessage; /********************************************************************************************* * Skill related vars ********************************************************************************************* */ struct native PerkSkill { var() editconst string Name; var() const float Increment; var const byte Rank; var() const float StartingValue; var() const float MaxValue; var() const float ModifierValue; var() const string IconPath; var() bool bActive; }; var private const float AssistDoshModifier; var array PerkSkills; var protected byte SelectedSkills[`MAX_PERK_SKILLS]; var() const float RegenerationInterval; // Duration till next RegenerationAmount var() const int RegenerationAmount; // Amount health given per RegenerationIntervall var float TimeUntilNextRegen; var const float BarrageDamageModifier; var const float FormidableDamageModifier; var const float VaccinationDuration; struct native BuffedPlayerInfo { var() int PreBuffValue; var() KFPawn_Human BuffedPawn; }; var array BuffedPlayerInfos; // This trigger is created to allow other players to interact with your perk abilities var KFUsablePerkTrigger InteractionTrigger; var const array ZedTimeModifyingStates; var protected array BodyPartsCanStumble; var protected array BodyPartsCanKnockDown; /********************************************************************************************* * Special abilities ********************************************************************************************* */ var bool bCanSeeCloakedZeds; var() const float SignatureDamageScale; var() const float SignatureRecoilScale; var int CurrentAbilityPoints; var byte MaxAbilityPoints; /********************************************************************************************* * Temporary abilities ********************************************************************************************* */ var bool bHasTempSkill_TacticalReload; /********************************************************************************************* * Shared Skills ********************************************************************************************* */ var() const PerkSkill TacticalReload; // Reload speed modifier Only set the StartValue var protected const class ToxicDmgTypeClass; /********************************************************************************************* * Loading ********************************************************************************************* */ var const protected byte CurrentLevel; var const protected byte CurrentPrestigeLevel; var int SavedBuild; /** Initialization */ var const bool bInitialized; /********************************************************************************************* * Inventory ********************************************************************************************* */ /** The weapon class string used to load the weapon class for this perk */ var class PrimaryWeaponDef; var class SecondaryWeaponDef; /** default starting knife */ var class KnifeWeaponDef; /** perk specific grenade class */ var class GrenadeWeaponDef; /** The grenade archetype for this perk. Don't set directly in defaultprops. Set the GrenadeClassName so it will be dynamically loaded */ var class GrenadeClass; /** The number of grenades this perk spawns with */ var int InitialGrenadeCount; /** The maximum number of grenades this perk can carry */ var int MaxGrenadeCount; /** The backup weapon damage types */ var array BackupWeaponDamageTypeNames; var array > AutoBuyLoadOutPath; /********************************************************************************************* * Player Skill Trakcing ********************************************************************************************* */ /** How much to handicap this perk when calculating the player's accuracy */ var float HitAccuracyHandicap; /** How much to handicap this perk when calculating the player's headshot accuracy */ var float HeadshotAccuracyHandicap; /********************************************************************************************* * @name Prestige Rewards ********************************************************************************************* */ var array PrestigeRewardItemIconPaths; /********************************************************************************************* * Caching ********************************************************************************************* */ var KFPlayerReplicationInfo MyPRI; var KFGameInfo MyKFGI; var KFGameReplicationInfo MyKFGRI; var KFPlayerController OwnerPC; var KFPawn_Human OwnerPawn; /** Debugging */ var config bool bLogPerk; cpptext { // Override BeginPlay to do initial loading virtual void PreBeginPlay(); // Override replication for set owner / RPC calls INT* GetOptimizedRepList( BYTE* Recent, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel ); virtual void PostNetReceive(); // specific abilities virtual UBOOL UseBlueMeleeTrails() {return FALSE;} virtual UBOOL UseRedMeleeTrails() {return FALSE;} } replication { if( bNetDirty && bNetOwner ) CurrentLevel, CurrentPrestigeLevel; } /** * @brief Let's make sure we have an owner apwn * @return We have a pawn.... */ simulated final protected native function bool CheckOwnerPawn(); /********************************************************************************************* * @name Loading/Saving ********************************************************************************************* */ native final function LoadPerk(); native static final function LoadTierUnlockFromConfig(class PerkClass, out byte bTierUnlocked, out int UnlockedPerkLevel); native static final function LoadPerkData(); native static final function SaveTierUnlockToConfig(class PerkClass, byte bTierUnlocked, int PerkLevel); native final function SaveBuildToStats( Class PerkClass, int NewPerkBuild ); native final function SavePerkDataToConfig( Class PerkClass, int NewPerkBuild ); reliable server final private native event ServerSetPerkBuild( int NewPerkBuild, byte ClientLevel, byte ClientPrestigeLevel); reliable client final private native event ClientACK( bool bSuccess, byte AckLevel, Int PerkBuild ); /********************************************************************************************* * @name Static ********************************************************************************************* */ native static simulated function int GetProgressStatID(); native static simulated function int GetPerkBuildStatID(); final static function class GetPerkClass() { return default.class; } /** returns concatenated string for analytics logging */ function string DumpPerkLoadout() { local int i; local string Ret; Ret = ""; for( i=0; i<`MAX_PERK_SKILLS; i++ ) { Ret $= SelectedSkills[i]; } return Ret; } /** * @brief Grabs the AssociatedPerkClass from an actor * * @param WeaponActor Weapon or projectile * @return Weapon used */ static function KFWeapon GetWeaponFromDamageCauser( Actor WeaponActor ) { local KFWeapon KFW; if( WeaponActor != none ) { if( WeaponActor.IsA('Weapon') ) { KFW = KFWeapon(WeaponActor); } else if( WeaponActor.IsA('Projectile') ) { KFW = KFWeapon(WeaponActor.Owner); } else if( WeaponActor.IsA('KFSprayActor') ) { KFW = KFWeapon(WeaponActor.Base); } return KFW; } return none; } /** * @brief Grabs the AssociatedPerkClass from an actor * * @param WeaponActor The used weapon or projectile * @return the weapon's or projectile's perk class */ static function class GetPerkFromDamageCauser( Actor WeaponActor, class InstigatorPerkClass ) { local KFWeapon KFW; local KFProjectile KFPrj; local KFSprayActor KFSpray; KFW = KFWeapon(WeaponActor); KFPrj = KFProjectile(WeaponActor); if( WeaponActor != none && KFW == none ) { if( KFPrj != none && KFPrj.AssociatedPerkClass == none ) { KFW = KFWeapon(WeaponActor.Owner); } else if( KFPrj != none ) { return GetPerkFromProjectile( WeaponActor ); } else if( WeaponActor.IsA( 'KFSprayActor' ) ) { KFSpray = KFSprayActor(WeaponActor); if (ClassIsChildOf(KFSpray.MyDamageType, class'KFDT_Fire') || ClassIsChildOf(KFSpray.MyDamageType, class'KFDT_Microwave')) { return class'KFPerk_Firebug'; } else if (ClassIsChildOf(KFSpray.MyDamageType, class'KFDT_Freeze')) { return class'KFPerk_Survivalist'; } else if (ClassIsChildOf(KFSpray.MyDamageType, class'KFDT_Toxic')) { return class'KFPerk_FieldMedic'; } } else if( WeaponActor.IsA( 'KFDoorActor' ) ) { return class'KFPerk_Demolitionist'; } } if( KFW != none ) // avoid accessed none if killed from cheat (killzeds, etc.) { return KFW.static.GetWeaponPerkClass( InstigatorPerkClass ); } return none; } static function class GetPerkFromProjectile( Actor WeaponActor ) { local KFProjectile Proj; Proj = KFProjectile(WeaponActor); if( Proj != none ) { return Proj.default.AssociatedPerkClass; } return none; } /** * @brief Returns true if the weapon is associated with this perk * @details Uses WeaponPerkClass if we do not have a spawned weapon (such as in the trader menu) * * @param W the weapon * @param WeaponPerkClass weapon's perk class (optional) * * @return true/false */ static simulated function bool IsWeaponOnPerk( KFWeapon W, optional array < class > WeaponPerkClass, optional class InstigatorPerkClass, optional name WeaponClassName ) { if( W != none ) { return W.static.AllowedForAllPerks() || W.static.GetWeaponPerkClass( InstigatorPerkClass ) == default.Class; } else if( WeaponPerkClass.length > 0 ) { return WeaponPerkClass.Find(default.Class) != INDEX_NONE; } return false; } /** * @brief DamageType on perk? * * @param KFDT The damage type * @return true/false */ static function bool IsDamageTypeOnPerk( class KFDT ) { if( KFDT != none ) { return KFDT.default.ModifierPerkList.Find( default.class ) > INDEX_NONE; } return false; } /** * @brief Checks if a damage type is from valid perk backup weapon * * @param DT the damage type * @return true if valid damage type */ static function bool IsBackupDamageTypeOnPerk( class DT ) { if( DT != none ) { return default.BackupWeaponDamageTypeNames.Find( DT.name ) > INDEX_NONE; } return false; } /** * @brief DamageType on passed in perk? * * @param KFDT The damage type * @param PerkClass The perk we are chking for * @return true/false */ static function bool IsDamageTypeOnThisPerk( class KFDT, class PerkClass ) { if( KFDT != none ) { return KFDT.default.ModifierPerkList.Find( PerkClass ) > INDEX_NONE ; } return false; } /** * @brief Multiplies the XP to get the right amount for a certain perk * * @param XP XP modified */ static function MultiplySecondaryXPPoints( out int XP, byte Difficulty ) { XP *= default.SecondaryXPModifier[Difficulty]; } /** * @brief Return if a weapon qualifies a as backup weapon (9mm etc) * * @param KFW Weapon to check * @return true if backup weapon */ static function bool IsBackupWeapon( KFWeapon KFW ) { return KFW != none && KFW.default.bIsBackupWeapon; } /** * @brief Return if a weapon is a knife * * @param KFW Weapon to check * @return true if knife weapon */ static simulated public function bool IsKnife( KFWeapon KFW ) { return KFW != none && KFW.default.bIsBackupWeapon && KFW.IsMeleeWeapon(); } /** * @brief Return if a weapon is a welder * * @param KFW Weapon to check * @return true if knife weapon */ static simulated public function bool IsWelder( KFWeapon KFW ) { return KFW != none && KFW.Class.Name == 'KFWeap_Welder'; } /** * @brief Return if a weapon is the syringe * * @param KFW Weapon to check * @return true if syringe weapon */ static simulated public function bool IsSyringe( KFWeapon KFW ) { return KFW != none && KFW.Class.Name == 'KFWeap_Healer_Syringe'; } /** * @brief Return if a weapon is Dual 9mm * * @param KFW Weapon to check * @return true if backup weapon */ static function bool IsDual9mm( KFWeapon KFW ) { return KFW != none && KFW.Class.Name == 'KFWeap_Pistol_Dual9mm'; } /** * @brief Return if a weapon is FAMAS (special case for high capacity perk) * * @param KFW Weapon to check * @return true if backup weapon */ static function bool IsFAMAS( KFWeapon KFW ) { return KFW != none && KFW.Class.Name == 'KFWeap_AssaultRifle_FAMAS'; } /** * @brief Return if a weapon is the Blast Brawlers (special case needed for ZedTime perks) * * @param KFW Weapon to check * @return true if backup weapon */ static function bool IsBlastBrawlers( KFWeapon KFW ) { return KFW != none && KFW.Class.Name == 'KFWeap_HRG_BlastBrawlers'; } /** * @brief Return if a weapon is Doshinegun * * @param KFW Weapon to check * @return true if backup weapon */ static function bool IsDoshinegun( KFWeapon KFW ) { return KFW != none && KFW.Class.Name == 'KFWeap_AssaultRifle_Doshinegun'; } /** * @brief Return if a weapon is Crossboom (special case for high rounds perk) * * @param KFW Weapon to check * @return true if backup weapon */ static function bool IsHRGCrossboom( KFWeapon KFW ) { return KFW != none && KFW.Class.Name == 'KFWeap_HRG_Crossboom'; } /** * @brief Return if a weapon is AutoTurret (should ignore ammo upgrades) * * @param KFW Weapon to check * @return true if backup weapon */ static function bool IsAutoTurret( KFWeapon KFW ) { return KFW != none && KFW.Class.Name == 'KFWeap_AutoTurret'; } /** * @brief Return if a weapon is HRG Ballistic Bouncer * * @param KFW Weapon to check * @return true if backup weapon */ static function bool IsHRGBallisticBouncer( KFWeapon KFW ) { return KFW != none && KFW.Class.Name == 'KFWeap_HRG_BallisticBouncer'; } /********************************************************************************************* * @name Build / Level Management - Apply and save the updated build and level ********************************************************************************************* */ simulated function int GetCurrentPrestigeLevel() { return CurrentPrestigeLevel; } /** * @brief Gets the perk's level * @return The perk's level */ simulated native function byte GetLevel(); /** * @brief Sets a perk's level * * @param NewLevel The new level */ simulated native function SetLevel( byte NewLevel ); simulated native function byte GetPrestigeLevel(); simulated native function SetPrestigeLevel(byte NewLevel); static native final function int GetPrestigeRewardID(class PerkClass, byte NewLvl); /** Whether or not the passed in perk level is active. * Value will be 0-9, which then should be converted to * 0-4 and compared against the GRI max value. */ simulated function bool IsPerkLevelAllowed(int PerkIndex) { if (MyKFGRI != none) { return (PerkIndex / 2) <= MyKFGRI.MaxPerkLevel; } return true; } /** * @brief Callback that lets the perk know that its rank has been set or updated */ event PerkLevelUpdated() { if( MyKFGI != none ) { MyKFGI.GameConductor.UpdateAveragePerkRank(); } } /** * @brief Applies the active skills and abilities to the perk */ simulated event UpdateSkills() { local byte i, SkillIndex; // Apply perk skills for( i = 0; i < `MAX_PERK_SKILLS; i++ ) { SkillIndex = i * 2; if( SkillIndex < PerkSkills.length ) { PerkSkills[SkillIndex].bActive = SelectedSkills[i] == Skill_1; //1 PerkSkills[SkillIndex+1].bActive = SelectedSkills[i] == Skill_2;//2 } } //At this point, pending skill changes have been applied. Reset Pending Build to -1 PostSkillUpdate(); ApplySkillsToPawn(); } /** * @brief Updates the selected perk * @details Updates selected skills, packs them, sends it to the server, and saves to the cloud * * @param InSelectedSkills The skill array * @param PerkClass The perk's class */ simulated event UpdatePerkBuild( const out byte InSelectedSkills[`MAX_PERK_SKILLS], class PerkClass) { local int NewPerkBuild; if( Controller(Owner).IsLocalController() ) { PackPerkBuild( NewPerkBuild, InSelectedSkills ); ServerSetPerkBuild( NewPerkBuild, CurrentLevel, CurrentPrestigeLevel); SaveBuildToStats( PerkClass, NewPerkBuild ); SavePerkDataToConfig( PerkClass, NewPerkBuild ); } } /** * @brief Packs the slected skills into an int * * @param NewPerkBuild The new packed perk build * @param SelectedSkillsHolder Array of the perk's skills */ simulated event PackPerkBuild( out int NewPerkBuild, const out byte SelectedSkillsHolder[`MAX_PERK_SKILLS] ) { PackSkill( NewPerkBuild, SelectedSkillsHolder[0], SKILLFLAG_0, SKILLFLAG_1 ); PackSkill( NewPerkBuild, SelectedSkillsHolder[1], SKILLFLAG_2, SKILLFLAG_3 ); PackSkill( NewPerkBuild, SelectedSkillsHolder[2], SKILLFLAG_4, SKILLFLAG_5 ); PackSkill( NewPerkBuild, SelectedSkillsHolder[3], SKILLFLAG_6, SKILLFLAG_7 ); PackSkill( NewPerkBuild, SelectedSkillsHolder[4], SKILLFLAG_8, SKILLFLAG_9 ); } /** * @brief Packs 2 skills into an updated perk build int * * @param NewPerkBuild The updated perk build * @param SkillIndex Skil pair (0-4) * @param SkillFlag1 "left" skill * @param SkillFlag2 "right" skill Chris: This is kinda redundant @fixme? */ simulated event PackSkill( out int NewPerkBuild, byte SkillIndex, int SkillFlag1, int SkillFlag2 ) { if( SkillIndex == SKILL_1 ) { NewPerkBuild = NewPerkBuild | SkillFlag1; } else if( SkillIndex == SKILL_2 ) { NewPerkBuild = NewPerkBuild | SkillFlag2; } } /** * @brief Set the bytes for SelectedSkills and AbilityRanks on initialization of the perk * * @param NewPerkBuild The new passed in perk build */ simulated event SetPerkBuild( int NewPerkBuild ) { if( SavedBuild != NewPerkBuild ) { SavedBuild = NewPerkBuild; } UnpackSkill( CurrentLevel, NewPerkBuild, 0, SKILLFLAG_0, SKILLFLAG_1, SelectedSkills ); UnpackSkill( CurrentLevel, NewPerkBuild, 1, SKILLFLAG_2, SKILLFLAG_3, SelectedSkills ); UnpackSkill( CurrentLevel, NewPerkBuild, 2, SKILLFLAG_4, SKILLFLAG_5, SelectedSkills ); UnpackSkill( CurrentLevel, NewPerkBuild, 3, SKILLFLAG_6, SKILLFLAG_7, SelectedSkills ); UnpackSkill( CurrentLevel, NewPerkBuild, 4, SKILLFLAG_8, SKILLFLAG_9, SelectedSkills ); UpdateSkills(); } /** * @brief Get an unpacked array of skills * * @param PerkClass The perk class * @param NewPerkBuild passed in packed perk build * @param SelectedSkillsHolder array of skills */ simulated event GetUnpackedSkillsArray( Class PerkClass, int NewPerkBuild, out byte SelectedSkillsHolder[`MAX_PERK_SKILLS] ) { local Byte PerkLevel; if( OwnerPC == none ) { OwnerPC = KFPlayerController(Owner); } PerkLevel = OwnerPC.GetPerkLevelFromPerkList( PerkClass ); UnpackSkill( PerkLevel, NewPerkBuild, 0, SKILLFLAG_0, SKILLFLAG_1, SelectedSkillsHolder ); UnpackSkill( PerkLevel, NewPerkBuild, 1, SKILLFLAG_2, SKILLFLAG_3, SelectedSkillsHolder ); UnpackSkill( PerkLevel, NewPerkBuild, 2, SKILLFLAG_4, SKILLFLAG_5, SelectedSkillsHolder ); UnpackSkill( PerkLevel, NewPerkBuild, 3, SKILLFLAG_6, SKILLFLAG_7, SelectedSkillsHolder ); UnpackSkill( PerkLevel, NewPerkBuild, 4, SKILLFLAG_8, SKILLFLAG_9, SelectedSkillsHolder ); } /** * @brief Unpacks an individual skill from the SelectedSkills array to use * * @param PerkLevel Current perk level * @param NewPerkBuild The new perk build * @param SkillTier Skil pair (0-4) */ simulated function UnpackSkill( byte PerkLevel, int NewPerkBuild, byte SkillTier, int SkillFlag1, int SkillFlag2, out byte SelectedSkillsHolder[`MAX_PERK_SKILLS] ) { local int SkillUnlockLevel; SkillUnlockLevel = RANK_1_LEVEL + UNLOCK_INTERVAL * SkillTier; if( SkillUnlockLevel <= PerkLevel ) { if( (NewPerkBuild & SkillFlag1) > 0 ) { SelectedSkillsHolder[SkillTier] = SKILL_1; } else if( (NewPerkBuild & SkillFlag2) > 0 ) { SelectedSkillsHolder[SkillTier] = SKILL_2; } // If we've unlocked this skill, autoset it to 1 else { SelectedSkillsHolder[SkillTier] = SKILL_1; } } else { SelectedSkillsHolder[SkillTier] = SKILL_NONE; } } /** * @brief Applies skill specific changes after new skills were selected */ simulated protected event PostSkillUpdate() { local Inventory Inv; local KFWeapon KFW; local KFPawn_Human KFP; if( OwnerPC == none ) { OwnerPC = KFPlayerController(Owner); } KFP = KFPawn_Human(OwnerPC.Pawn); if( KFP != none && KFP.InvManager != none ) { for( Inv = KFP.InvManager.InventoryChain; Inv != none; Inv = Inv.Inventory ) { KFW = KFWeapon(Inv); if( KFW != none ) { // Reinitialize ammo counts KFW.ReInitializeAmmoCounts(self); } } } PerkSetOwnerHealthAndArmor( false ); ApplySkillsToPawn(); } simulated static function GetPassiveStrings( out array PassiveValues, out array Increments, byte Level ); static simulated function float GetSkillValue( const PerkSkill Skill ) { return FMin( Skill.MaxValue, Skill.StartingValue ); } static simulated function float GetPassiveValue( const out PerkSkill Skill, byte Level, optional float Divider=1.f) { return FMin(Skill.MaxValue, Skill.StartingValue + (float(Level) * Skill.Increment) / Divider); } static simulated event string GetPerkIconPath() { local string PerkIconPath; PerkIconPath = PathName(default.PerkIcon); return PerkIconPath; } static simulated event string GetPrestigeIconPath(byte PerkPrestigeLevel) { if (PerkPrestigeLevel > 0) { return "img://"$ PathName(default.PrestigeIcons[PerkPrestigeLevel - 1]); //0 based array but 0 level is ignored } return ""; } simulated final function int GetSavedBuild() { return SavedBuild; } /********************************************************************************************* * @name Spawning ********************************************************************************************* */ /** Called immediately before gameplay begins. */ simulated event PreBeginPlay() { // Set the grenade class for this perk GrenadeClass = class(DynamicLoadObject(GetGrenadeClassPath(), class'Class')); PerkIcon = Texture2D(DynamicLoadObject(GetPerkIconPath(), class'Texture2D')); MyKFGRI = KFGameReplicationInfo(WorldInfo.GRI); if( WorldInfo.Game != None ) { MyKFGI = KFGameInfo(WorldInfo.Game); } if( OwnerPC == none ) { OwnerPC = KFPlayerController(Owner); } if( OwnerPC != none ) { OwnerPC.SetPerkEffect( false ); } } /** On spawn, modify owning pawn based on perk selection */ function SetPlayerDefaults(Pawn PlayerPawn) { OwnerPawn = KFPawn_Human(PlayerPawn); bForceNetUpdate = TRUE; OwnerPC = KFPlayerController(Owner); if( OwnerPC != none ) { MyPRI = KFPlayerReplicationInfo(OwnerPC.PlayerReplicationInfo); } PerkSetOwnerHealthAndArmor( true ); // apply all other pawn changes ApplySkillsToPawn(); } /** On perk customization or change, modify owning pawn based on perk selection */ event NotifyPerkModified() { PostLevelUp(); } simulated final function PerkSetOwnerHealthAndArmor( optional bool bModifyHealth ) { // don't allow clients to set health, since health/healthmax/playerhealth/playerhealthpercent is replicated if( Role != ROLE_Authority ) { return; } if( CheckOwnerPawn() ) { if( bModifyHealth ) { OwnerPawn.Health = OwnerPawn.default.Health; ModifyHealth( OwnerPawn.Health ); } OwnerPawn.HealthMax = OwnerPawn.default.Health; ModifyHealth( OwnerPawn.HealthMax ); if (ModifyHealthMaxWeekly(OwnerPawn.HealthMax)) { // Change current health directly, Pawn.HealDamage does a lot of other stuff that can block the healing OwnerPawn.Health = OwnerPawn.HealthMax; } OwnerPawn.Health = Min( OwnerPawn.Health, OwnerPawn.HealthMax ); if( OwnerPC == none ) { OwnerPC = KFPlayerController(Owner); } MyPRI = KFPlayerReplicationInfo(OwnerPC.PlayerReplicationInfo); if( MyPRI != none ) { MyPRI.PlayerHealth = OwnerPawn.Health; MyPRI.PlayerHealthPercent = FloatToByte( float(OwnerPawn.Health) / float(OwnerPawn.HealthMax) ); } OwnerPawn.MaxArmor = OwnerPawn.default.MaxArmor; ModifyArmor( OwnerPawn.MaxArmor ); OwnerPawn.Armor = Min( OwnerPawn.Armor, OwnerPawn.MaxArmor ); } } function bool ModifyHealthMaxWeekly(out int InHealth) { local KFGameReplicationInfo KFGRI; local KFPlayerController_WeeklySurvival KFPC_WS; local bool bNeedToFullyHeal; KFGRI = KFGameReplicationInfo(Owner.WorldInfo.GRI); bNeedToFullyHeal = false; //`Log("PerkSetOwnerHealthAndArmor: Max Health Before Weekly " $OwnerPawn.HealthMax); if (KFGRI.IsVIPMode()) { KFPC_WS = KFPlayerController_WeeklySurvival(Owner); if (KFPC_WS != none && OwnerPawn != none) { if (KFPC_WS.VIPGameData.isVIP) { // We don't need to check if already applied as this function resets the HealthMax to the value the Perk says InHealth += KFPC_WS.VIPGameData.ExtraHealth; // Heal if we are on trader time if (KFGRI != none && KFGRI.bWaveIsActive == false) { bNeedToFullyHeal = true; } } else { // We don't need to check if already applied as this function resets the HealthMax to the value the Perk says // So no need to further reduce } } } //`Log("PerkSetOwnerHealthAndArmor: Max Health " $OwnerPawn.HealthMax); return bNeedToFullyHeal; } /** (Server) Modify Instigator settings based on selected perk */ function ApplySkillsToPawn() { if( CheckOwnerPawn() ) { OwnerPawn.UpdateGroundSpeed(); OwnerPawn.bMovesFastInZedTime = false; if( MyPRI == none ) { MyPRI = KFPlayerReplicationInfo(OwnerPawn.PlayerReplicationInfo); } MyPRI.bExtraFireRange = false; MyPRI.bSplashActive = false; MyPRI.bNukeActive = false; MyPRI.bConcussiveActive = false; MyPRI.PerkSupplyLevel = 0; ApplyWeightLimits(); } } function ClearPerkEffects() { if (InteractionTrigger != none) { InteractionTrigger.DestroyTrigger(); InteractionTrigger = none; } ClientClearPerkEffects(); } reliable client function ClientClearPerkEffects() { if (Role != ROLE_Authority) { if (InteractionTrigger != none) { InteractionTrigger.DestroyTrigger(); InteractionTrigger = none; } } } /** * We need to separate this from ApplySkillsToPawn() to avoid resetting weight limits (and losing weapons) * every time a skill or level is changed */ function ApplyWeightLimits() { local KFInventoryManager KFIM; KFIM = KFInventoryManager( OwnerPawn.InvManager ); if( KFIM != none ) { KFIM.MaxCarryBlocks = KFIM.default.MaxCarryBlocks; CheckForOverWeight( KFIM ); } } simulated function NotifyPawnTeamChanged() { // @note: Instigator is not replicated yet so we're using Controller.Pawn // Could add a repnotify and cache the pawn as soon we as get an instigator // Cache all the things OwnerPC = KFPlayerController(Owner); if( OwnerPC != none ) { MyPRI = KFPlayerReplicationInfo(OwnerPC.PlayerReplicationInfo); } } // Update pawn skills, abilities etc after a level up/change. simulated event PostLevelUp() { PerkSetOwnerHealthAndArmor(); PostSkillUpdate(); ApplySkillsToPawn(); } /********************************************************************************************* * @name Inventory ********************************************************************************************* */ /** @see GameInfo.AddDefaultInventory */ function AddDefaultInventory( KFPawn P ) { local KFInventoryManager KFIM; if( P != none && P.InvManager != none ) { KFIM = KFInventoryManager(P.InvManager); if( KFIM != none ) { //Grenades added on spawn KFIM.GiveInitialGrenadeCount(); } if (KFGameInfo(WorldInfo.Game) != none) { if (KFGameInfo(WorldInfo.Game).AllowPrimaryWeapon(GetPrimaryWeaponClassPath())) { P.DefaultInventory.AddItem(class(DynamicLoadObject(GetPrimaryWeaponClassPath(), class'Class'))); } if(KFGameInfo(WorldInfo.Game).AllowSecondaryWeapon(GetSecondaryWeaponClassPath())) { P.DefaultInventory.AddItem(class(DynamicLoadObject(GetSecondaryWeaponClassPath(), class'Class'))); } KFGameInfo(WorldInfo.Game).AddWeaponsFromSpawnList(P); } else { P.DefaultInventory.AddItem(class(DynamicLoadObject(GetPrimaryWeaponClassPath(), class'Class'))); P.DefaultInventory.AddItem(class(DynamicLoadObject(GetSecondaryWeaponClassPath(), class'Class'))); } P.DefaultInventory.AddItem(class(DynamicLoadObject(GetKnifeWeaponClassPath(), class'Class'))); } } /* Returns the grenade class for this perk */ simulated function class< KFProj_Grenade > GetGrenadeClass() { return GrenadeClass; } /* Returns the primary weapon's class path for this perk */ simulated function string GetPrimaryWeaponClassPath() { return PrimaryWeaponDef.default.WeaponClassPath; } /* Returns the secondary weapon's class path for this perk */ simulated function string GetSecondaryWeaponClassPath() { return SecondaryWeaponDef.default.WeaponClassPath; } /* Returns the knife's class path for this perk */ simulated function string GetKnifeWeaponClassPath() { return KnifeWeaponDef.default.WeaponClassPath; } /* Returns the primary weapon's class path for this perk */ simulated function string GetGrenadeClassPath() { return GrenadeWeaponDef.default.WeaponClassPath; } simulated function bool PerkNeedsTick(){ return false; } /** * @brief Checks if the carrying cpacity has changed and drops weapons if needed * * @param KFIM The inventory manager */ protected function CheckForOverWeight( KFInventoryManager KFIM ) { local int OverWeight, BestWeight; local Inventory Inv; local KFWeapon BestWeapon, KFW; local array > DroppedWeaponClasses; local string TempString; local bool bDone; if( KFIM.CurrentCarryBlocks > KFIM.MaxCarryBlocks ) { OverWeight = KFIM.CurrentCarryBlocks - KFIM.MaxCarryBlocks; for( Inv = OwnerPawn.InvManager.InventoryChain; Inv != none; Inv = Inv.Inventory ) { KFW = KFWeapon(Inv); if( KFW != none && KFW.CanThrow() ) { if( KFW.InventorySize == OverWeight ) { DroppedWeaponClasses.AddItem( KFW.class ); OwnerPawn.TossInventory( KFW ); bDone = true; } else if( (BestWeight < 1 || BestWeapon == none) || (KFW.InventorySize > Overweight && KFW.InventorySize - Overweight < BestWeight) ) { BestWeight = KFW.InventorySize - Overweight; BestWeapon = KFW; } } } if( !bDone ) { if( BestWeapon == none ) { for( Inv = OwnerPawn.InvManager.InventoryChain; Inv != none; Inv = Inv.Inventory ) { KFW = KFWeapon(Inv); if( KFW != none && KFW.CanThrow() ) { DroppedWeaponClasses.AddItem( KFW.class ); OwnerPawn.TossInventory( KFW ); if( KFIM.CurrentCarryBlocks <= KFIM.MaxCarryBlocks ) { break; } } } } else { DroppedWeaponClasses.AddItem( BestWeapon.class ); OwnerPawn.TossInventory( BestWeapon ); } } TempString = BuildDroppedMessageString( DroppedWeaponClasses ); OwnerPC.ClientMessage( Repl( WeaponDroppedMessage, "%%%%", TempString )); } } protected function string BuildDroppedMessageString( array > DroppedWeaponClasses ) { local int i; local String TempString; for( i = 0; i < DroppedWeaponClasses.Length; i++ ) { TempString = TempString @ DroppedWeaponClasses[i].default.ItemName; } return TempString; } /********************************************************************************************* * @name Gameplay ********************************************************************************************* */ /** old stuff, kept it to find old hook locations */ simulated function float GetCloakDetectionRange(){ return 0.0f; } //simulated function float GetHealthBarDetectionRange(){ return 1.0f; } simulated function float GetAwarenessDamageScale(){ return 1.0f; } simulated function float GetSuppressingFireSnareScale(){ return 1.0f; } /** shared functions */ /** Tactical Reload - Reloading rate increased */ simulated function float GetReloadRateScale(KFWeapon KFW) {return 1.f;} /** Movement - all movement speeds increased */ simulated function ModifySpeed( out float Speed ); simulated function ModifySprintSpeed( out float Speed ){ ModifySpeed( Speed ); } function FinalizeSpeedVariables(); /** Kickback - recaoil bonus */ simulated function ModifyRecoil( out float CurrentRecoilModifier, KFWeapon KFW ); /** Allow perk to adjust damage given */ function ModifyDamageGiven( out int InDamage, optional Actor DamageCauser, optional KFPawn_Monster MyKFPM, optional KFPlayerController DamageInstigator, optional class DamageType, optional int HitZoneIdx ); function ModifyDamageTaken( out int InDamage, optional class DamageType, optional Controller InstigatedBy ); /** Ammunition capacity and mag count increased */ simulated function ModifyMagSizeAndNumber( KFWeapon KFW, out int MagazineCapacity, optional array< Class > WeaponPerkClass, optional bool bSecondary=false, optional name WeaponClassname ); /** Update our weapons spare ammo count, *Use WeaponPerkClass for the trader when no weapon actually exists */ simulated function ModifySpareAmmoAmount( KFWeapon KFW, out int PrimarySpareAmmo, optional const out STraderItem TraderItem, optional bool bSecondary=false ); /** Set our weapon's spare ammo to maximum (needed another function besides ModifySpareAmmoAmount because we need to be able to specify maximum somehow) */ simulated function MaximizeSpareAmmoAmount( array< Class > WeaponPerkClass, out int PrimarySpareAmmo, int MaxPrimarySpareAmmo ); /** Update our weapons Max spare ammo count, *Use WeaponPerkClass for the trader when no weapon actually exists */ simulated function ModifyMaxSpareAmmoAmount( KFWeapon KFW, out int MaxSpareAmmo, optional const out STraderItem TraderItem, optional bool bSecondary=false ); /** Determines if a modified magazine size affects the spare ammo capacity of a weapon */ simulated function bool ShouldMagSizeModifySpareAmmo( KFWeapon KFW, optional Class WeaponPerkClass ) { return false; } /** Fortitude - max health goes up*/ function ModifyHealth( out int InHealth ); static simulated function float GetZedTimeExtension( byte Level ){ return 1.0f; } function float GetKnockdownPowerModifier( optional class DamageType, optional byte BodyPart, optional bool bIsSprinting=false ){ return 0.f; } function float GetStumblePowerModifier( optional KFPawn KFP, optional class DamageType, optional out float CooldownModifier, optional byte BodyPart ){ return 0.f; } function float GetStunPowerModifier( optional class DamageType, optional byte HitZoneIdx ){ return 0.f; } function bool IsStunGuaranteed( optional class DamageType, optional byte HitZoneIdx ){ return false; } function float GetReactionModifier( optional class DamageType ){ return 1.f; } simulated function float GetSnareSpeedModifier() { return 1.f; } simulated function float GetSnarePowerModifier( optional class DamageType, optional byte HitZoneIdx ){ return 1.f; } function GameExplosion GetExplosionTemplate(){ return none; } function bool ShouldGetAllTheXP(){ return false; } /** Support functions */ /** Welding Proficiency - faster welding/unwelding */ simulated function ModifyWeldingRate( out float FastenRate, out float UnfastenRate ); simulated function bool CanInteract( KFPawn_Human KFPH ){ return false; } simulated function Interact( KFPawn_Human KFPH ); simulated function float GetPenetrationModifier( byte Level, class DamageType, optional bool bForce ); static function float GetBarrageDamageModifier(){ return default.BarrageDamageModifier; } simulated function float GetTightChokeModifier(){ return 1.f; } /** Commando functions */ simulated function bool IsCallOutActive(){ return false; } simulated function bool IsShootAndMoveActive(){ return false; } simulated function bool HasNightVision(){ return false; } simulated protected function bool IsRapidFireActive(){ return false; } simulated function float GetZedTimeModifier( KFWeapon W ){ return 0.f; } simulated function float GetZedTimeModifierForWindUp(){ return 0.f; } simulated function ModifySpread( out float InSpread ); /** Berserker functions */ function ModifyMeleeAttackSpeed( out float InDuration, KFWeapon KFW ); function ModifyScreamEffectDuration( out float InDuration ); function bool CanNotBeGrabbed(){ return false; } function bool CanEarnSmallRadiusKillXP( class DT ){ return false; } function ModifyHardAttackDamage( out int InDamage ); function ModifyLightAttackDamage( out int InDamaghe ); simulated function SetSuccessfullBlock(); simulated function SetSuccessfullParry(); function AddVampireHealth( KFPlayerController KFPC, class DT ); function bool ShouldKnockdown(); function bool IsUnAffectedByZedTime(){ return false; } simulated event bool ShouldUseFastInstigatorDilation(KFWeapon Weap){ return false; } /** Medic functions */ function ModifyHealerRechargeTime( out float RechargeRate ); function bool ModifyHealAmount( out float HealAmount ){ return false; }; function ModifyArmor( out byte MaxArmor ); simulated function float GetArmorDiscountMod(){ return 1; } native function bool CanRepairDoors(); function bool RepairArmor( Pawn HealTarget ); function bool IsToxicDmgActive() { return false; } static function class GetToxicDmgTypeClass(){ return default.ToxicDmgTypeClass; } static function ModifyToxicDmg( out int ToxicDamage ); simulated function float GetSirenScreamStrength(){ return 1.f; } simulated function bool IsHealingSurgeActive(){ return false; } simulated function float GetSelfHealingSurgePct(){ return 0.f; } simulated function bool GetHealingSpeedBoostActive(){ return false; } simulated function bool GetHealingDamageBoostActive(){ return false; } simulated function bool GetHealingShieldActive(){ return false; } simulated function bool IsZedativeActive(){ return false; } function bool CouldBeZedToxicCloud( class KFDT ){ return false; } function ToxicCloudExplode( Controller Killer, Pawn ZedKilled ); /** Firebug functions */ simulated function bool IsFlarotovActive(){ return false; } function float GetDoTScalerAdditions(class KFDT); function bool GetFireStumble( optional KFPawn KFP, optional class DamageType ){ return false; } function bool CanSpreadNapalm(){ return false; } function bool CanSpreadInferno(){ return false; } function bool CouldBeZedShrapnel( class KFDT ){ return false; } simulated function bool ShouldShrapnel(){ return false; } simulated function float GetSplashDamageModifier(){ return 1.f; } simulated function bool IsRangeActive(){ return false; } /** Demo functions */ simulated function bool IsOnContactActive(){ return false; } simulated function bool IsSharedExplosiveResistaneActive(){ return false; } simulated function bool ShouldSacrifice(){ return false; } simulated function bool ShouldRandSirenResist(){ return false; } simulated function bool CanExplosiveWeld(){ return false; } simulated function float GetAoERadiusModifier(){ return 1.f; } simulated function float GetAoEDamageModifier(){ return 1.f; } simulated function bool DoorShouldNuke(){ return false; } simulated function bool ShouldGetDaZeD( class DamageType ){ return false; } simulated function float GetDaZedEMPPower(){ return 0; } simulated function bool ShouldNeverDud(){ return false; } simulated function SetLastHX25NukeTime( float NewTime ); simulated function float GetLastHX25NukeTime() { return 0.f; } /** "Rack 'em Up" perk skill functions (Gunslinger, Sharpshooter) */ simulated function bool GetIsUberAmmoActive( KFWeapon KFW ){ return false; } function UpdatePerkHeadShots( ImpactInfo Impact, class DamageType, int NumHit ); function AddToHeadShotCombo( class KFDT, KFPawn_Monster KFPM ); function ResetHeadShotCombo(); simulated event bool GetIsHeadShotComboActive(){ return false; } reliable private final server event ServerResetHeadShotCombo(); simulated function ModifyRateOfFire( out float InRate, KFWeapon KFW ); simulated event float GetIronSightSpeedModifier( KFWeapon KFW ){ return 1.f; } simulated function ModifyWeaponSwitchTime( out float ModifiedSwitchTime ); simulated function bool ShouldInstantlySwitchWeapon( KFWeapon KFW ){ return false; } simulated function ModifyWeaponBopDamping( out float BobDamping, KFWeapon PawnWeapon ); simulated event float GetCameraViewShakeModifier( KFWeapon OwnerWeapon ){ return 1.f; } simulated function bool IgnoresPenetrationDmgReduction(){ return false; } /** SWAT functions */ simulated event float GetCrouchSpeedModifier( KFWeapon KFW ) { return 1.f; } simulated function bool HasHeavyArmor(){ return false; } simulated function OnBump(Actor BumpedActor, KFPawn_Human BumpInstigator, vector BumpedVelocity, rotator BumpedRotation); simulated function int GetArmorDamageAmount( int AbsorbedAmt ) { return AbsorbedAmt; } simulated event float GetZedTimeSpeedScale() { return 1.f; } static function ModifyAssistDosh( out int EarnedDosh ) { local float TempDosh; TempDosh = EarnedDosh; TempDosh *= GetAssistDoshModifer(); EarnedDosh = Round( TempDosh ); } protected static function float GetAssistDoshModifer() { return default.AssistDoshModifier; } function string GetModifierString( byte ModifierIndex ) { return ""; } function ModifyBloatBileDoT( out float DoTScaler ); /** other shared getters */ simulated function KFWeapon GetOwnerWeapon() { if( CheckOwnerPawn() ) { if( OwnerPawn.Weapon != none ) { return KFWeapon( OwnerPawn.Weapon ); } } return none; } /** * @brief Resets certain perk values on wave start/end */ function OnWaveEnded(); function OnWaveStart(); /** * Notifications for Wave start / end but on client */ simulated function OnClientWaveEnded(); simulated function bool GetUsingTactialReload( KFWeapon KFW ) { return false; } function DrawSpecialPerkHUD( Canvas C ); /** Player entering/exiting zed time, Server only */ function NotifyZedTimeStarted(); function NotifyZedTimeEnded(); simulated event KFPawn_Human GetOwnerPawn() { local KFPawn_Human KFPH; OwnerPC = KFPlayerController(Owner); if( OwnerPC != none ) { KFPH = KFPawn_Human(OwnerPC.Pawn); if( KFPH != none ) { return KFPH; } } return none; } protected function bool HitShouldStumble( byte BodyPart ) { return BodyPartsCanStumble.Find( BodyPart ) != INDEX_NONE; } protected function bool HitShouldKnockdown( byte BodyPart ) { return BodyPartsCanKnockDown.Find( BodyPart ) != INDEX_NONE; } function bool ShouldAutosellWeapon(class DefClass) { return AutoBuyLoadOutPath.Find(DefClass) == INDEX_NONE; } event Destroyed() { ClearPerkEffects(); super.Destroyed(); } /********************************************************************************************* * @name Common Skills ********************************************************************************************* */ function TickRegen( float DeltaTime ) { local int OldHealth; local KFPlayerReplicationInfo KFPRI; local KFPlayerController KFPC; local KFPlayerController_WeeklySurvival KFPCWS; local KFPowerUp PowerUp; local bool bCannotBeHealed; local KFGameInfo GameInfo; TimeUntilNextRegen -= DeltaTime; if( TimeUntilNextRegen <= 0.f ) { if( CheckOwnerPawn() && OwnerPawn.Health < OwnerPawn.HealthMax ) { KFPC = KFPlayerController(OwnerPawn.Controller); if( KFPC != none ) { PowerUp = KFPC.GetPowerUp(); bCannotBeHealed = PowerUp != none && !PowerUp.CanBeHealed(); } GameInfo = KFGameInfo(WorldInfo.Game); bCannotBeHealed = bCannotBeHealed || (GameInfo.OutbreakEvent != none && GameInfo.OutbreakEvent.ActiveEvent.bCannotBeHealed); // VIP cannot heal KFPCWS = KFPlayerController_WeeklySurvival(OwnerPawn.Controller); if (KFPCWS != none && KFPCWS.VIPGameData.IsVIP) { bCannotBeHealed = true; } // If the Pawn cannot be healed return... if( bCannotBeHealed ) { return; } OldHealth = OwnerPawn.Health; `QALog( "Regeneration" @ GetPercentage(OwnerPawn.Health, Min(OwnerPawn.Health + RegenerationAmount, OwnerPawn.HealthMax)), bLogPerk ); OwnerPawn.Health = Min(OwnerPawn.Health + RegenerationAmount, OwnerPawn.HealthMax); KFPRI = KFPlayerReplicationInfo(OwnerPawn.PlayerReplicationInfo); if( KFPRI != none ) { KFPRI.PlayerHealth = OwnerPawn.Health; KFPRI.PlayerHealthPercent = FloatToByte( float(OwnerPawn.Health) / float(OwnerPawn.HealthMax) );; } if( OldHealth <= OwnerPawn.HealthMax * 0.25f && OwnerPawn.Health >= OwnerPawn.HealthMax * 0.25f ) { KFPlayerController(OwnerPawn.Controller).ReceiveLocalizedMessage(class'KFLocalMessage_Interaction', IMT_None); } if (KFGameInfo(WorldInfo.Game) != none) { KFGameInfo(WorldInfo.Game).PassiveHeal(OwnerPawn.Health - OldHealth, OldHealth, OwnerPawn.Controller, OwnerPawn); } } TimeUntilNextRegen = RegenerationInterval; } } /********************************************************************************************* * @name UI / HUD ********************************************************************************************* */ simulated function class GetPerkLensEffect( class DmgType ) { return DmgType.default.CameraLensEffectTemplate; } static simulated function Texture2d GetInteractIcon() { return default.InteractIcon; } simulated function string GetGrenadeImagePath() { return default.GrenadeWeaponDef.Static.GetImagePath(); } simulated function class GetGrenadeWeaponDef() { return default.GrenadeWeaponDef; } /********************************************************************************************* * @name Debug ********************************************************************************************* */ /** QA Function for logging percentage change in values */ simulated function float GetPercentage( float OriginalValue, float NewValue ) { if( OriginalValue == 0 ) { return -1; } return (NewValue - OriginalValue) / OriginalValue; } unreliable server function ServerLogPerks() { local KFPlayerController KFPC; local KFPerk MyPerk; foreach WorldInfo.AllControllers( class'KFPlayerController', KFPC ) { MyPerk = KFPC.CurrentPerk; if( MyPerk != none ) { MyPerk.LogPerkSkills(); if( !KFPC.IsLocalPlayerController() ) { MyPerk.ClientLogPerks(); } } } } unreliable client function ClientLogPerks() { LogPerkSkills(); } simulated function LogPerkSkills() { local int TierUnlockLevel; local int i; `log(" ==================================== "); `log( MyPRI.PlayerName @ PerkName @ GetLevel() ); `log(" ** SKILLS ** "); for( i = 0; i < `MAX_PERK_SKILLS; i++ ) { TierUnlockLevel = RANK_1_LEVEL + UNLOCK_INTERVAL * i; if( GetLevel() >= TierUnlockLevel ) { `log( "-Unlocked Skill Category:" @ i @ SkillCatagories[i] ); `log( "--Selected Skill:" @ SelectedSkills[i] ); } } } simulated function FormatPerkSkills() { } simulated function PlayerDied(){} static simulated function bool CanChoosePrimaryWeapon() { return false; } static simulated function bool CanChooseGrenade() { return false; } simulated function byte OnPrevWeaponSelected() { return 255; } simulated function byte OnNextWeaponSelected() { return 255; } simulated function byte OnPrevGrenadeSelected() { return 255; } simulated function byte OnNextGrenadeSelected() { return 255; } simulated function byte SetWeaponSelectedIndex(byte idx); simulated function byte SetGrenadeSelectedIndex(byte idx); simulated function byte SetGrenadeSelectedIndexUsingSkills(byte idx, byte InSelectedSkills[`MAX_PERK_SKILLS], bool IsChoosingPrev, bool IsChoosingNext); simulated function byte GetGrenadeSelectedIndex() { return 255;} simulated function InitializeGrenades(); static simulated function string GetPrimaryWeaponName(byte Idx) { return default.PrimaryWeaponDef.static.GetItemName(); } static simulated function string GetPrimaryWeaponImagePath(byte Idx) { return default.PrimaryWeaponDef.static.GetImagePath(); } static simulated function string GetGrenadeWeaponName(byte Idx) { return default.GrenadeWeaponDef.static.GetItemName(); } static simulated function string GetGrenadeWeaponImagePath(byte Idx) { return default.GrenadeWeaponDef.static.GetImagePath(); } DefaultProperties { bTickIsDisabled=TRUE CurrentLevel=255 PerkIcon=Texture2D'UI_PerkIcons_TEX.UI_PerkIcon_Berserker' PrestigeIcons(0)=Texture2D'UI_PerkIcons_TEX.Prestige_Rank_1' PrestigeIcons(1)=Texture2D'UI_PerkIcons_TEX.Prestige_Rank_2' PrestigeIcons(2)=Texture2D'UI_PerkIcons_TEX.Prestige_Rank_3' PrestigeIcons(3)=Texture2D'UI_PerkIcons_TEX.Prestige_Rank_4' PrestigeIcons(4)=Texture2D'UI_PerkIcons_TEX.Prestige_Rank_5' ProgressStatID=INDEX_NONE BarrageDamageModifier=1.15 FormidableDamageModifier=0.75f ToxicDmgTypeClass=class'KFDT_Toxic' RegenerationInterval=1.f RegenerationAmount=0 BackupWeaponDamageTypeNames(0)="KFDT_Ballistic_9mm"; BackupWeaponDamageTypeNames(1)="KFDT_Slashing_Knife"; // network RemoteRole=ROLE_SimulatedProxy NetUpdateFrequency=1.0 bAlwaysRelevant=FALSE bOnlyRelevantToOwner=TRUE // weapon content SecondaryWeaponDef=class'KFWeapDef_9mm' KnifeWeaponDef=class'KFWeapDef_Knife_Commando' GrenadeWeaponDef=class'KFWeapDef_Grenade_Berserker' InitialGrenadeCount=2 MaxGrenadeCount=5 SignatureDamageScale=1.f SecondaryXPModifier=1 AssistDoshModifier=1.f PrestigeRewardItemIconPaths[0]="Xmas_UI.UI_Objectives_Xmas_Krampus" }