Update Recoil / Spread to be flat
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06c326507e
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@ -1171,10 +1171,10 @@ simulated function float ApplyEffect(name Type, float Value, float Progress)
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Modifiers[1] = 1.f + (Value*Progress);
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Modifiers[1] = 1.f + (Value*Progress);
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break;
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break;
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case 'Recoil':
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case 'Recoil':
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Modifiers[2] = 1.f / (1.f+Value*Progress);
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Modifiers[2] = 1.f - (Value*Progress);
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break;
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break;
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case 'Spread':
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case 'Spread':
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Modifiers[3] = 1.f / (1.f+Value*Progress);
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Modifiers[3] = 1.f - (Value*Progress);
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break;
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break;
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case 'Rate':
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case 'Rate':
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Modifiers[4] = 1.f / (1.f+Value*Progress);
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Modifiers[4] = 1.f / (1.f+Value*Progress);
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@ -1556,8 +1556,8 @@ defaultproperties
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DefPerkStats(0)=(MaxValue=50,CostPerValue=1,StatType="Speed",Progress=0.4)
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DefPerkStats(0)=(MaxValue=50,CostPerValue=1,StatType="Speed",Progress=0.4)
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DefPerkStats(1)=(MaxValue=1000,CostPerValue=1,StatType="Damage",Progress=0.5)
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DefPerkStats(1)=(MaxValue=1000,CostPerValue=1,StatType="Damage",Progress=0.5)
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DefPerkStats(2)=(MaxValue=90,CostPerValue=1,StatType="Recoil",Progress=1)
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DefPerkStats(2)=(MaxValue=100,CostPerValue=1,StatType="Recoil",Progress=1)
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DefPerkStats(3)=(MaxValue=80,CostPerValue=1,StatType="Spread",Progress=0.75)
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DefPerkStats(3)=(MaxValue=100,CostPerValue=1,StatType="Spread",Progress=1)
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DefPerkStats(4)=(MaxValue=1000,CostPerValue=1,StatType="Rate",Progress=0.5)
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DefPerkStats(4)=(MaxValue=1000,CostPerValue=1,StatType="Rate",Progress=0.5)
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DefPerkStats(5)=(MaxValue=1000,CostPerValue=1,StatType="Reload",Progress=0.5)
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DefPerkStats(5)=(MaxValue=1000,CostPerValue=1,StatType="Reload",Progress=0.5)
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DefPerkStats(6)=(MaxValue=150,CostPerValue=1,StatType="Health",Progress=1)
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DefPerkStats(6)=(MaxValue=150,CostPerValue=1,StatType="Health",Progress=1)
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