fix: Rack 'em up combo
add upper limit for combos and decrease combo points over time
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@ -2,6 +2,7 @@ Class Ext_PerkRhythmPerkBase extends Ext_PerkBase;
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var byte HeadShotComboCount,MaxRhythmCombo,MissComboCount;
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var float RhythmComboDmg;
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var private const float HeadShotCountdownIntervall;
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simulated function ModifyDamageGiven( out int InDamage, optional Actor DamageCauser, optional KFPawn_Monster MyKFPM, optional KFPlayerController DamageInstigator, optional class<KFDamageType> DamageType, optional int HitZoneIdx )
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{
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@ -23,13 +24,28 @@ final function ResetRhythm()
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HeadShotMessage(0,true,1);
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}
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function SubstractHeadShotCombo()
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{
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if( HeadShotComboCount > 0 )
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{
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--HeadShotComboCount;
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HeadShotMessage( HeadShotComboCount, true, MaxRhythmCombo );
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}
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else if( HeadShotComboCount <= 0 )
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{
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ClearTimer( nameOf( SubstractHeadShotCombo ) );
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}
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}
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final function UpdateDmgScale( bool bUp )
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{
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if( bUp )
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{
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MissComboCount = 0;
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HeadShotComboCount = Min(HeadShotComboCount+1,255);
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if (HeadShotComboCount < MaxRhythmCombo)
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HeadShotComboCount = Min(HeadShotComboCount+1,255);
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HeadShotMessage(HeadShotComboCount,false,MaxRhythmCombo);
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SetTimer( HeadShotCountdownIntervall, true, nameOf( SubstractHeadShotCombo ) );
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}
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else if( HeadShotComboCount>0 && ++MissComboCount==3 )
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{
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@ -40,6 +56,7 @@ final function UpdateDmgScale( bool bUp )
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else return;
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RhythmComboDmg = FMin(HeadShotComboCount,MaxRhythmCombo)*0.075;
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}
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function UpdatePerkHeadShots( ImpactInfo Impact, class<DamageType> DamageType, int NumHit )
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{
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local int HitZoneIdx;
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@ -110,4 +127,5 @@ reliable client function HeadShotMessage( byte HeadShotNum, bool bMissed, byte M
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defaultproperties
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{
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HeadShotCountdownIntervall=2.f
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}
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