Some changes
9mm and MedPistol is perked for all now and used by Rack'em Up Standart pistol has unlimited ammo without reloading
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@ -1307,6 +1307,7 @@ defaultproperties
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DefaultInventory.Empty()
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DefaultInventory.Add(class'ExtWeap_Pistol_9mm')
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// DefaultInventory.Add(class'KFWeap_Pistol_9mm')
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DefaultInventory.Add(class'KFWeap_Healer_Syringe')
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DefaultInventory.Add(class'KFWeap_Welder')
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DefaultInventory.Add(class'KFInventory_Money')
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@ -228,6 +228,7 @@ function Destroyed()
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function EarnedEXP( int EXP, optional byte Mode )
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{
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`log("EarnedEXP" @ GetScriptTrace());
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if( CurrentPerk!=None )
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{
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// Limit how much EXP we got for healing and welding.
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@ -172,7 +172,7 @@ function OnPlayerXPAdded(INT XP, class<KFPerk> PerkClass)
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AwardXP(XP);
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}
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function AddSmallRadiusKill( byte Difficulty )
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function AddSmallRadiusKill( byte Difficulty, class<KFPerk> PerkClass )
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{
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AwardXP(class'KFPerk_Berserker'.static.GetSmallRadiusKillXP(Difficulty));
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}
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@ -8,5 +8,31 @@ defaultproperties
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bInfiniteSpareAmmo=True
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DualClass=class'ExtWeap_Pistol_Dual9mm'
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'ExtDT_Ballistic_9mm'
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}
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simulated static function bool AllowedForAllPerks()
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{
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return true;
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}
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simulated function ConsumeAmmo( byte FireModeNum )
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{
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}
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simulated static event class<KFPerk> GetWeaponPerkClass( class<KFPerk> InstigatorPerkClass )
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{
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if(InstigatorPerkClass != None)
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return InstigatorPerkClass;
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return default.AssociatedPerkClasses[0];
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}
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simulated function KFPerk GetPerk()
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{
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if(KFPlayer != None)
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return KFPlayer.GetPerk();
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return super.GetPerk();
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}
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@ -2,6 +2,30 @@ class ExtWeap_Pistol_Dual9mm extends KFWeap_Pistol_Dual9mm;
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defaultproperties
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{
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SpareAmmoCapacity[0]=-1
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InitialSpareMags[0]=0
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bInfiniteSpareAmmo=True
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SingleClass=class'ExtWeap_Pistol_9mm'
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'ExtDT_Ballistic_9mm' // KFDT_Ballistic_9mm
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}
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simulated static function bool AllowedForAllPerks()
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{
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return true;
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}
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simulated function ConsumeAmmo( byte FireModeNum )
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{
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}
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simulated static event class<KFPerk> GetWeaponPerkClass( class<KFPerk> InstigatorPerkClass )
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{
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if(InstigatorPerkClass != None)
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return InstigatorPerkClass;
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return default.AssociatedPerkClasses[0];
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}
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@ -2,11 +2,31 @@ class ExtWeap_Pistol_MedicS extends KFWeap_Pistol_Medic;
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defaultproperties
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{
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AssociatedPerkClasses(0)=none
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bCanThrow=false
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SpareAmmoCapacity[0]=-1
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InitialSpareMags[0]=0
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bInfiniteSpareAmmo=True
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'ExtDT_Ballistic_Pistol_Medic'
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}
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simulated static function bool AllowedForAllPerks()
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{
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return true;
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}
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simulated function ConsumeAmmo( byte FireModeNum )
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{
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if(FireModeNum == ALTFIRE_FIREMODE)
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super.ConsumeAmmo(FireModeNum);
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}
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simulated static event class<KFPerk> GetWeaponPerkClass( class<KFPerk> InstigatorPerkClass )
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{
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if(InstigatorPerkClass != None)
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return InstigatorPerkClass;
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return default.AssociatedPerkClasses[0];
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}
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@ -100,6 +100,9 @@ simulated final function bool IsWeaponOnPerk( KFWeapon W )
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if( class<KFPerk_Survivalist>(BasePerk) != None )
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return true;
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//if( W.AllowedForAllPerks() )
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// return true;
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return W!=None && W.GetWeaponPerkClass(BasePerk)==BasePerk;
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}
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@ -42,9 +42,11 @@ final function UpdateDmgScale( bool bUp )
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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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local int HitZoneIdx;
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local KFPawn_Monster KFPM;
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// `log("RACKEMUP" @ GetScriptTrace());
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if( MaxRhythmCombo<=0 )
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return;
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KFPM = KFPawn_Monster(Impact.HitActor);
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@ -58,7 +60,12 @@ function UpdatePerkHeadShots( ImpactInfo Impact, class<DamageType> DamageType, i
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HitZoneIdx = KFPM.HitZones.Find('ZoneName', Impact.HitInfo.BoneName);
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if( HitZoneIdx == HZI_Head && KFPM.IsAliveAndWell() )
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{
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if( class<KFDamageType>(DamageType)!=None && class<KFDamageType>(DamageType).Default.ModifierPerkList.Find(BasePerk)>=0 )
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if( class<KFDamageType>(DamageType)!=None
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&& (class<KFDamageType>(DamageType).Default.ModifierPerkList.Find(BasePerk)>=0
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|| DamageType == class'ExtDT_Ballistic_9mm'
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|| DamageType == class'ExtDT_Ballistic_Pistol_Medic'
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|| DamageType == class'KFDT_Ballistic_9mm'
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|| DamageType == class'KFDT_Ballistic_Pistol_Medic'))
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UpdateDmgScale(true);
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else if( HeadShotComboCount>0 )
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UpdateDmgScale(false);
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