remove auto turret fix

This commit is contained in:
GenZmeY 2022-06-29 21:19:18 +05:00
parent f86693d014
commit 73b4522d2c
6 changed files with 0 additions and 222 deletions

View File

@ -1,7 +0,0 @@
class KFWeapDef_AutoTurretFixed extends KFWeapDef_AutoTurret;
defaultproperties
{
BuyPrice=666
WeaponClassPath="KFGameContent.KFWeap_AutoTurretFixed"
}

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@ -1,14 +0,0 @@
class KFWeap_AutoTurretFixed extends KFWeap_AutoTurret;
function CheckTurretAmmo()
{
if (KFPC != None)
{
Super.CheckTurretAmmo();
}
}
defaultproperties
{
}

View File

@ -120,12 +120,6 @@ function Initialize()
MyKFGI.KFGFxManagerClass = class'MskGsGFxMoviePlayer_Manager';
MyKFGI.MyKFGRI.VoteCollectorClass = class'MskGsVoteCollector';
if (MyKFGI.PlayerControllerClass == class'KFGame.KFPlayerController')
MyKFGI.PlayerControllerClass = class'MskGsPlayerController';
else if (MyKFGI.PlayerControllerClass == class'KFGameContent.KFPlayerControllerVersus')
MyKFGI.PlayerControllerClass = class'MskGsPlayerControllerVersus';
else if (MyKFGI.PlayerControllerClass == class'KFGame.KFPlayerController_WeeklySurvival')
MyKFGI.PlayerControllerClass = class'MskGsPlayerController_WeeklySurvival';
MyKFGI.MyKFGRI.VoteCollector = new(MyKFGI.MyKFGRI) MyKFGI.MyKFGRI.VoteCollectorClass;
VoteCollector = MskGsVoteCollector(MyKFGI.MyKFGRI.VoteCollector);

View File

@ -1,65 +0,0 @@
class MskGsPlayerController extends KFPlayerController;
event Destroyed()
{
local KFProjectile KFProj;
local int i;
// Stop currently playing stingers when the map is being switched
if( StingerAkComponent != none )
{
StingerAkComponent.StopEvents();
}
// Useful:
// https://wiki.beyondunreal.com/What_happens_when_an_Actor_is_destroyed
for (i = DeployedTurrets.Length - 1; i >= 0; --i)
{
if (DeployedTurrets[i] != None)
if (!DeployedTurrets[i].bPendingDelete && !DeployedTurrets[i].bDeleteMe)
DeployedTurrets[i].Destroy();
// don't worry about the Destroyed event on Turret
// because it doesn't do anything if the turret is not in the list
DeployedTurrets.Remove(i, 1);
}
SetRTPCValue( 'Health', 100, true );
PostAkEvent( LowHealthStopEvent );
bPlayingLowHealthSFX = false;
// Update projectiles in the world
foreach DynamicActors( class'KFProjectile', KFProj )
{
if( KFProj.InstigatorController == self )
{
KFProj.OnInstigatorControllerLeft();
}
}
if( LocalCustomizationPawn != none && !LocalCustomizationPawn.bPendingDelete )
{
LocalCustomizationPawn.Destroy();
}
if (OnlineSub != none)
{
OnlineSub.ClearAllReadOnlineAvatarByNameCompleteDelegates();
OnlineSub.ClearAllReadOnlineAvatarCompleteDelegates();
}
if (WorldInfo.NetMode != NM_DedicatedServer)
{
ClearMixerDelegates();
ClearDiscord();
}
ClientMatchEnded();
Super(GamePlayerController).Destroyed();
}
defaultproperties
{
}

View File

@ -1,65 +0,0 @@
class MskGsPlayerControllerVersus extends KFPlayerControllerVersus;
event Destroyed()
{
local KFProjectile KFProj;
local int i;
// Stop currently playing stingers when the map is being switched
if( StingerAkComponent != none )
{
StingerAkComponent.StopEvents();
}
// Useful:
// https://wiki.beyondunreal.com/What_happens_when_an_Actor_is_destroyed
for (i = DeployedTurrets.Length - 1; i >= 0; --i)
{
if (DeployedTurrets[i] != None)
if (!DeployedTurrets[i].bPendingDelete && !DeployedTurrets[i].bDeleteMe)
DeployedTurrets[i].Destroy();
// don't worry about the Destroyed event on Turret
// because it doesn't do anything if the turret is not in the list
DeployedTurrets.Remove(i, 1);
}
SetRTPCValue( 'Health', 100, true );
PostAkEvent( LowHealthStopEvent );
bPlayingLowHealthSFX = false;
// Update projectiles in the world
foreach DynamicActors( class'KFProjectile', KFProj )
{
if( KFProj.InstigatorController == self )
{
KFProj.OnInstigatorControllerLeft();
}
}
if( LocalCustomizationPawn != none && !LocalCustomizationPawn.bPendingDelete )
{
LocalCustomizationPawn.Destroy();
}
if (OnlineSub != none)
{
OnlineSub.ClearAllReadOnlineAvatarByNameCompleteDelegates();
OnlineSub.ClearAllReadOnlineAvatarCompleteDelegates();
}
if (WorldInfo.NetMode != NM_DedicatedServer)
{
ClearMixerDelegates();
ClearDiscord();
}
ClientMatchEnded();
Super(GamePlayerController).Destroyed();
}
defaultproperties
{
}

View File

@ -1,65 +0,0 @@
class MskGsPlayerController_WeeklySurvival extends KFPlayerController_WeeklySurvival;
event Destroyed()
{
local KFProjectile KFProj;
local int i;
// Stop currently playing stingers when the map is being switched
if( StingerAkComponent != none )
{
StingerAkComponent.StopEvents();
}
// Useful:
// https://wiki.beyondunreal.com/What_happens_when_an_Actor_is_destroyed
for (i = DeployedTurrets.Length - 1; i >= 0; --i)
{
if (DeployedTurrets[i] != None)
if (!DeployedTurrets[i].bPendingDelete && !DeployedTurrets[i].bDeleteMe)
DeployedTurrets[i].Destroy();
// don't worry about the Destroyed event on Turret
// because it doesn't do anything if the turret is not in the list
DeployedTurrets.Remove(i, 1);
}
SetRTPCValue( 'Health', 100, true );
PostAkEvent( LowHealthStopEvent );
bPlayingLowHealthSFX = false;
// Update projectiles in the world
foreach DynamicActors( class'KFProjectile', KFProj )
{
if( KFProj.InstigatorController == self )
{
KFProj.OnInstigatorControllerLeft();
}
}
if( LocalCustomizationPawn != none && !LocalCustomizationPawn.bPendingDelete )
{
LocalCustomizationPawn.Destroy();
}
if (OnlineSub != none)
{
OnlineSub.ClearAllReadOnlineAvatarByNameCompleteDelegates();
OnlineSub.ClearAllReadOnlineAvatarCompleteDelegates();
}
if (WorldInfo.NetMode != NM_DedicatedServer)
{
ClearMixerDelegates();
ClearDiscord();
}
ClientMatchEnded();
Super(GamePlayerController).Destroyed();
}
defaultproperties
{
}