add short alias for mutator
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@ -16,7 +16,7 @@ No. This mod is not whitelisted and will de-rank your server. Any XP gained will
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[*]Add the following string to the [b][OnlineSubsystemSteamworks.KFWorkshopSteamworks][/b] section (create one if it doesn't exist):
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[b]ServerSubscribedWorkshopItems=2379769040[/b]
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[*]Start the server and wait while the mutator is downloading;
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[*]Add mutator to server start parameters: [b]?Mutator=TAWOD.TAWODMut[/b] and restart the server.
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[*]Add mutator to server start parameters: [b]?Mutator=TAWOD.Mut[/b] and restart the server.
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[/olist]
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[h1]Sources:[/h1]
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42
TAWOD/Classes/Mut.uc
Normal file
42
TAWOD/Classes/Mut.uc
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@ -0,0 +1,42 @@
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class Mut extends KFMutator;
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public simulated function bool SafeDestroy()
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{
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return (bPendingDelete || bDeleteMe || Destroy());
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}
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public event PreBeginPlay()
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{
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Super.PreBeginPlay();
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`log("Loaded.", true, 'TAWOD');
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}
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public function AddMutator(Mutator M)
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{
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if (M == Self) return;
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if (M.Class == Class)
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Mut(M).SafeDestroy();
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else
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Super.AddMutator(M);
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}
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public function bool PreventDeath(Pawn Killed, Controller Killer, class<DamageType> damageType, vector HitLocation)
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{
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local KFWeapon TempWeapon;
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local KFPawn_Human KFP;
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KFP = KFPawn_Human(Killed);
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if (Role >= ROLE_Authority && KFP != None && KFP.InvManager != None)
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foreach KFP.InvManager.InventoryActors(class'KFWeapon', TempWeapon)
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if (TempWeapon != None && TempWeapon.bDropOnDeath && TempWeapon.CanThrow())
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KFP.TossInventory(TempWeapon);
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return Super.PreventDeath(Killed, Killer, damageType, HitLocation);
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}
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defaultproperties
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{
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}
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@ -1,37 +1 @@
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class TAWODMut extends KFMutator;
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public event PreBeginPlay()
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{
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Super.PreBeginPlay();
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`log("Loaded.", true, 'TAWOD');
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}
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public function AddMutator(Mutator Mut)
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{
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if (Mut == Self) return;
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if (Mut.Class == Class)
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Mut.Destroy();
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else
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Super.AddMutator(Mut);
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}
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public function bool PreventDeath(Pawn Killed, Controller Killer, class<DamageType> damageType, vector HitLocation)
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{
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local KFWeapon TempWeapon;
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local KFPawn_Human KFP;
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KFP = KFPawn_Human(Killed);
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if (Role >= ROLE_Authority && KFP != None && KFP.InvManager != None)
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foreach KFP.InvManager.InventoryActors(class'KFWeapon', TempWeapon)
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if (TempWeapon != None && TempWeapon.bDropOnDeath && TempWeapon.CanThrow())
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KFP.TossInventory(TempWeapon);
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return Super.PreventDeath(Killed, Killer, damageType, HitLocation);
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}
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defaultproperties
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{
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}
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class TAWODMut extends Mut; // backward compatibility
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