style: controls
This commit is contained in:
parent
ee260f7a10
commit
8fa925e1e5
@ -38,7 +38,7 @@ function DoAutoPurchase()
|
|||||||
|
|
||||||
TopTierWeapon = GetTopTierWeapon(OnPerkWeapons);
|
TopTierWeapon = GetTopTierWeapon(OnPerkWeapons);
|
||||||
//can I afford my top teir without selling my current weapon?
|
//can I afford my top teir without selling my current weapon?
|
||||||
if(!DoIOwnThisWeapon(TopTierWeapon) && GetCanAfford(GetAdjustedBuyPriceFor(TopTierWeapon) + DoshBuffer) && CanCarry(TopTierWeapon))
|
if (!DoIOwnThisWeapon(TopTierWeapon) && GetCanAfford(GetAdjustedBuyPricefor (TopTierWeapon) + DoshBuffer) && CanCarry(TopTierWeapon))
|
||||||
{
|
{
|
||||||
bUpgradeSuccess = AttemptUpgrade(TotalDosh, OnPerkWeapons, true);
|
bUpgradeSuccess = AttemptUpgrade(TotalDosh, OnPerkWeapons, true);
|
||||||
}
|
}
|
||||||
@ -234,7 +234,7 @@ function bool CanCarry(const out STraderItem Item, optional int OverrideLevelVal
|
|||||||
{
|
{
|
||||||
local int Result;
|
local int Result;
|
||||||
|
|
||||||
Result = TotalBlocks + MyKFIM.GetDisplayedBlocksRequiredFor(Item);
|
Result = TotalBlocks + MyKFIM.GetDisplayedBlocksRequiredfor (Item);
|
||||||
if (Result > MaxBlocks)
|
if (Result > MaxBlocks)
|
||||||
{
|
{
|
||||||
return false;
|
return false;
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
class ExtExplosion_SirenScream extends KFExplosion_SirenScream;
|
class ExtExplosion_SirenScream extends KFExplosion_SirenScream;
|
||||||
|
|
||||||
protected function SpecialCringeEffectsFor(Actor Victim, float VictimDist)
|
protected function SpecialCringeEffectsfor (Actor Victim, float VictimDist)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -75,7 +75,7 @@ simulated function bool Died(Controller Killer, class<DamageType> damageType, ve
|
|||||||
}
|
}
|
||||||
Health = 0;
|
Health = 0;
|
||||||
foreach LatentActions(Action)
|
foreach LatentActions(Action)
|
||||||
Action.AbortFor(self);
|
Action.Abortfor (self);
|
||||||
if (Controller != None)
|
if (Controller != None)
|
||||||
WorldInfo.Game.Killed(Killer, Controller, self, damageType);
|
WorldInfo.Game.Killed(Killer, Controller, self, damageType);
|
||||||
else WorldInfo.Game.Killed(Killer, Controller(Owner), self, damageType);
|
else WorldInfo.Game.Killed(Killer, Controller(Owner), self, damageType);
|
||||||
@ -1182,9 +1182,9 @@ simulated function SetMeshLightingChannels(LightingChannelContainer NewLightingC
|
|||||||
FPBodyMesh.SetLightingChannels(NewLightingChannels);
|
FPBodyMesh.SetLightingChannels(NewLightingChannels);
|
||||||
}
|
}
|
||||||
|
|
||||||
simulated function PlayWeaponSwitch(Weapon OldWeapon, Weapon NewWeapon)
|
simulated function PlayWeaponswitch (Weapon OldWeapon, Weapon NewWeapon)
|
||||||
{
|
{
|
||||||
Super.PlayWeaponSwitch(OldWeapon, NewWeapon);
|
Super.PlayWeaponswitch (OldWeapon, NewWeapon);
|
||||||
|
|
||||||
if (WorldInfo.NetMode!=NM_Client)
|
if (WorldInfo.NetMode!=NM_Client)
|
||||||
{
|
{
|
||||||
|
@ -56,7 +56,7 @@ final function AddSettingsPage(string PageName, class<Object> Obj, const out arr
|
|||||||
ConfigList[i].GetValue = GetFunc;
|
ConfigList[i].GetValue = GetFunc;
|
||||||
ConfigList[i].SetValue = SetFunc;
|
ConfigList[i].SetValue = SetFunc;
|
||||||
}
|
}
|
||||||
final function bool HasConfigFor(class<Object> Obj)
|
final function bool HasConfigfor (class<Object> Obj)
|
||||||
{
|
{
|
||||||
return (ConfigList.Find('ObjClass',Obj)>=0);
|
return (ConfigList.Find('ObjClass',Obj)>=0);
|
||||||
}
|
}
|
||||||
|
@ -581,7 +581,7 @@ function SetInitialLevel()
|
|||||||
}
|
}
|
||||||
PerkTraits[i].CurrentLevel = a;
|
PerkTraits[i].CurrentLevel = a;
|
||||||
if (PerkTraits[i].CurrentLevel>0 && PerkTraits[i].Data==None)
|
if (PerkTraits[i].CurrentLevel>0 && PerkTraits[i].Data==None)
|
||||||
PerkTraits[i].Data = PerkTraits[i].TraitType.Static.InitializeFor(Self,ExtPlayerController(Owner));
|
PerkTraits[i].Data = PerkTraits[i].TraitType.Static.Initializefor (Self,ExtPlayerController(Owner));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (PerkTraits[i].CurrentLevel==0 && PerkTraits[i].Data!=None)
|
if (PerkTraits[i].CurrentLevel==0 && PerkTraits[i].Data!=None)
|
||||||
@ -609,7 +609,7 @@ function SetInitialLevel()
|
|||||||
}
|
}
|
||||||
PerkTraits[i].CurrentLevel = a;
|
PerkTraits[i].CurrentLevel = a;
|
||||||
if (PerkTraits[i].CurrentLevel>0 && PerkTraits[i].Data==None)
|
if (PerkTraits[i].CurrentLevel>0 && PerkTraits[i].Data==None)
|
||||||
PerkTraits[i].Data = PerkTraits[i].TraitType.Static.InitializeFor(Self,ExtPlayerController(Owner));
|
PerkTraits[i].Data = PerkTraits[i].TraitType.Static.Initializefor (Self,ExtPlayerController(Owner));
|
||||||
}
|
}
|
||||||
if (PerkTraits[i].CurrentLevel==0 && PerkTraits[i].Data!=None)
|
if (PerkTraits[i].CurrentLevel==0 && PerkTraits[i].Data!=None)
|
||||||
PerkTraits[i].TraitType.Static.CleanupTrait(ExtPlayerController(Owner),Self,PerkTraits[i].Data);
|
PerkTraits[i].TraitType.Static.CleanupTrait(ExtPlayerController(Owner),Self,PerkTraits[i].Data);
|
||||||
@ -745,7 +745,7 @@ static function InitWebAdmin(ExtWebAdmin_UI UI)
|
|||||||
for (i=0; i<Default.TraitClasses.Length; ++i)
|
for (i=0; i<Default.TraitClasses.Length; ++i)
|
||||||
{
|
{
|
||||||
T = class<Ext_TraitBase>(DynamicLoadObject(Default.TraitClasses[i],Class'Class'));
|
T = class<Ext_TraitBase>(DynamicLoadObject(Default.TraitClasses[i],Class'Class'));
|
||||||
if(T==None || UI.HasConfigFor(T))
|
if (T==None || UI.HasConfigfor (T))
|
||||||
continue;
|
continue;
|
||||||
T.Static.InitWebAdmin(UI);
|
T.Static.InitWebAdmin(UI);
|
||||||
}
|
}
|
||||||
|
@ -82,7 +82,7 @@ static function int GetTraitCost(byte LevelNum)
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Trait initialization/cleanup.
|
// Trait initialization/cleanup.
|
||||||
static function Ext_TraitDataStore InitializeFor(Ext_PerkBase Perk, ExtPlayerController Player)
|
static function Ext_TraitDataStore Initializefor (Ext_PerkBase Perk, ExtPlayerController Player)
|
||||||
{
|
{
|
||||||
local Ext_TraitDataStore T;
|
local Ext_TraitDataStore T;
|
||||||
|
|
||||||
|
@ -96,7 +96,7 @@ simulated final function NotifyLevelChange(optional bool bMapswitch)
|
|||||||
if (bMapswitch)
|
if (bMapswitch)
|
||||||
SetTimer(0.5,false,'PendingMapSwitch');
|
SetTimer(0.5,false,'PendingMapSwitch');
|
||||||
}
|
}
|
||||||
simulated function PendingMapSwitch()
|
simulated function PendingMapswitch ()
|
||||||
{
|
{
|
||||||
// Make sure we dont garbage collect the game:
|
// Make sure we dont garbage collect the game:
|
||||||
class'MS_Game'.Static.SetReference();
|
class'MS_Game'.Static.SetReference();
|
||||||
|
@ -171,7 +171,7 @@ function bool MeleeDamageTarget(vector pushdir)
|
|||||||
Return False; // Never should be done on client.
|
Return False; // Never should be done on client.
|
||||||
|
|
||||||
Start = GetPawnViewLocation();
|
Start = GetPawnViewLocation();
|
||||||
Dir = vector(GetAdjustedAimFor(None,Start));
|
Dir = vector(GetAdjustedAimfor (None,Start));
|
||||||
T = GetTeamNum();
|
T = GetTeamNum();
|
||||||
|
|
||||||
// First try if can hit with a small extent trace.
|
// First try if can hit with a small extent trace.
|
||||||
|
@ -1169,7 +1169,7 @@ final function bool AddPlayerSpecificInv(Pawn Other)
|
|||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
final function Pawn SpawnDefaultPawnFor(Controller NewPlayer, Actor StartSpot) // Clone of GameInfo one, but with Actor StartSpot.
|
final function Pawn SpawnDefaultPawnfor (Controller NewPlayer, Actor StartSpot) // Clone of GameInfo one, but with Actor StartSpot.
|
||||||
{
|
{
|
||||||
local class<Pawn> PlayerClass;
|
local class<Pawn> PlayerClass;
|
||||||
local Rotator R;
|
local Rotator R;
|
||||||
@ -1214,7 +1214,7 @@ final function bool RespawnPlayer(Controller NewPlayer)
|
|||||||
}
|
}
|
||||||
|
|
||||||
// try to create a pawn to use of the default class for this player
|
// try to create a pawn to use of the default class for this player
|
||||||
NewPlayer.Pawn = SpawnDefaultPawnFor(NewPlayer, StartSpot);
|
NewPlayer.Pawn = SpawnDefaultPawnfor (NewPlayer, StartSpot);
|
||||||
|
|
||||||
if (NewPlayer.Pawn == None)
|
if (NewPlayer.Pawn == None)
|
||||||
{
|
{
|
||||||
@ -1410,7 +1410,7 @@ function PlayerBoughtTrait(ExtPlayerController PC, class<Ext_PerkBase> PerkClass
|
|||||||
++P.PerkTraits[i].CurrentLevel;
|
++P.PerkTraits[i].CurrentLevel;
|
||||||
P.ClientReceiveTraitLvl(i,P.PerkTraits[i].CurrentLevel);
|
P.ClientReceiveTraitLvl(i,P.PerkTraits[i].CurrentLevel);
|
||||||
if (P.PerkTraits[i].CurrentLevel==1)
|
if (P.PerkTraits[i].CurrentLevel==1)
|
||||||
P.PerkTraits[i].Data = Trait.Static.InitializeFor(P,PC);
|
P.PerkTraits[i].Data = Trait.Static.Initializefor (P,PC);
|
||||||
|
|
||||||
if (PC.ActivePerkManager.CurrentPerk==P)
|
if (PC.ActivePerkManager.CurrentPerk==P)
|
||||||
{
|
{
|
||||||
|
@ -466,7 +466,7 @@ final function SwitchToLevel(int GameIndex, int MapIndex, bool bAdminForce)
|
|||||||
`Log("MapVote: Switch map to "$PendingMapURL);
|
`Log("MapVote: Switch map to "$PendingMapURL);
|
||||||
SetTimer(FMax(MapChangeDelay,0.1),false,'PendingSwitch');
|
SetTimer(FMax(MapChangeDelay,0.1),false,'PendingSwitch');
|
||||||
}
|
}
|
||||||
function PendingSwitch()
|
function Pendingswitch ()
|
||||||
{
|
{
|
||||||
WorldInfo.ServerTravel(PendingMapURL,false);
|
WorldInfo.ServerTravel(PendingMapURL,false);
|
||||||
SetTimer(1,true);
|
SetTimer(1,true);
|
||||||
|
Loading…
x
Reference in New Issue
Block a user