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