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class KFVetSharpshooter extends KFVeterancyTypes abstract; // Removed all General Damage additions for the Sharpshooter in Balance Round 6 in favor of a headshot focus //static function int AddDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn Instigator, int InDamage, class<DamageType> DmgType) static function float GetHeadShotDamMulti(KFPlayerReplicationInfo KFPRI, KFPawn P, class<DamageType> DmgType) { local float ret; // Removed extra SS Crossbow headshot damage in Round 1(added back in Round 2) and Removed Single/Dualies Damage for Hell on Earth in Round 6 // Added Dual Deagles back in for Balance Round 7 if ( DmgType == class'DamTypeCrossbow' || DmgType == class'DamTypeCrossbowHeadShot' || DmgType == class'DamTypeWinchester' || DmgType == class'DamTypeDeagle' || DmgType == class'DamTypeDualDeagle' || DmgType == class'DamTypeM14EBR' || DmgType == class'DamTypeMagnum44Pistol' || DmgType == class'DamTypeDual44Magnum' || DmgType == class'DamTypeMK23Pistol' || DmgType == class'DamTypeDualMK23Pistol' || DmgType == class'DamTypeM99SniperRifle' || DmgType == class'DamTypeM99HeadShot' || DmgType == class'DamTypeSPSniper' || (DmgType == class'DamTypeDualies' && KFPRI.Level.Game.GameDifficulty < 7.0) ) { if ( KFPRI.ClientVeteranSkillLevel <= 3 ) { ret = 1.05 + (0.05 * float(KFPRI.ClientVeteranSkillLevel)); } else if ( KFPRI.ClientVeteranSkillLevel == 4 ) { ret = 1.30; } else if ( KFPRI.ClientVeteranSkillLevel == 5 ) { ret = 1.50; } else { ret = 1.60; // 60% increase in Crossbow/Winchester/Handcannon damage } } // Reduced extra headshot damage for Single/Dualies in Hell on Earth difficulty(added in Balance Round 6) else if ( DmgType == class'DamTypeDualies' && KFPRI.Level.Game.GameDifficulty >= 7.0 ) { return (1.0 + (0.08 * float(Min(KFPRI.ClientVeteranSkillLevel, 5)))); // 40% increase in Headshot Damage } else { ret = 1.0; // Fix for oversight in Balance Round 6(which is the reason for the Round 6 second attempt patch) } if ( KFPRI.ClientVeteranSkillLevel == 0 ) { return ret * 1.05; } return ret * (1.0 + (0.10 * float(Min(KFPRI.ClientVeteranSkillLevel, 5)))); // 50% increase in Headshot Damage } static function float ModifyRecoilSpread(KFPlayerReplicationInfo KFPRI, WeaponFire Other, out float Recoil) { if ( Crossbow(Other.Weapon) != none || Winchester(Other.Weapon) != none || Single(Other.Weapon) != none || Dualies(Other.Weapon) != none || Deagle(Other.Weapon) != none || DualDeagle(Other.Weapon) != none || M14EBRBattleRifle(Other.Weapon) != none || M99SniperRifle(Other.Weapon) != none || SPSniperRifle(Other.Weapon) != none ) { if ( KFPRI.ClientVeteranSkillLevel == 1) { Recoil = 0.75; } else if ( KFPRI.ClientVeteranSkillLevel == 2 ) { Recoil = 0.50; } else { Recoil = 0.25; // 75% recoil reduction with Crossbow/Winchester/Handcannon } return Recoil; } Recoil = 1.0; Return Recoil; } // Modify fire speed static function float GetFireSpeedMod(KFPlayerReplicationInfo KFPRI, Weapon Other) { if ( Winchester(Other) != none || Crossbow(Other) != none || M99SniperRifle(Other) != none || SPSniperRifle(Other) != none ) { if ( KFPRI.ClientVeteranSkillLevel == 0 ) { return 1.0; } return 1.0 + (0.10 * float(KFPRI.ClientVeteranSkillLevel)); // Up to 60% faster fire rate with Winchester } return 1.0; } static function float GetReloadSpeedModifier(KFPlayerReplicationInfo KFPRI, KFWeapon Other) { if ( Crossbow(Other) != none || Winchester(Other) != none || Single(Other) != none || Dualies(Other) != none || Deagle(Other) != none || DualDeagle(Other) != none || MK23Pistol(Other) != none || DualMK23Pistol(Other) != none || M14EBRBattleRifle(Other) != none || Magnum44Pistol(Other) != none || Dual44Magnum(Other) != none || SPSniperRifle(Other) != none ) { if ( KFPRI.ClientVeteranSkillLevel == 0 ) { return 1.0; } return 1.0 + (0.10 * float(KFPRI.ClientVeteranSkillLevel)); // Up to 60% faster reload with Crossbow/Winchester/Handcannon } return 1.0; } // Change the cost of particular items static function float GetCostScaling(KFPlayerReplicationInfo KFPRI, class<Pickup> Item) { if ( Item == class'DeaglePickup' || Item == class'DualDeaglePickup' || Item == class'MK23Pickup' || Item == class'DualMK23Pickup' || Item == class'Magnum44Pickup' || Item == class'Dual44MagnumPickup' || Item == class'M14EBRPickup' || Item == class'M99Pickup' || Item == class'SPSniperPickup' || Item == class'GoldenDeaglePickup' || Item == class'GoldenDualDeaglePickup' ) { return 0.9 - (0.10 * float(KFPRI.ClientVeteranSkillLevel)); // Up to 70% discount on Handcannon/Dual Handcannons/EBR/44 Magnum(s) } return 1.0; } static function float GetAmmoCostScaling(KFPlayerReplicationInfo KFPRI, class<Pickup> Item) { if ( Item == class'CrossbowPickup' ) { return 1.0 - (0.07 * float(KFPRI.ClientVeteranSkillLevel)); // Up to 42% discount on Crossbow Bolts(Added in Balance Round 4 at 30%, increased to 42% in Balance Round 7) } return 1.0; } // Give Extra Items as default static function AddDefaultInventory(KFPlayerReplicationInfo KFPRI, Pawn P) { // If Level 5, give them a Lever Action Rifle if ( KFPRI.ClientVeteranSkillLevel == 5 ) { KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Winchester", default.StartingWeaponSellPriceLevel5); } // If Level 6, give them a Crossbow if ( KFPRI.ClientVeteranSkillLevel == 6 ) { KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Crossbow", default.StartingWeaponSellPriceLevel6); } } defaultproperties { PerkIndex=2 OnHUDIcon=Texture'KillingFloorHUD.Perks.Perk_SharpShooter' OnHUDGoldIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_SharpShooter_Gold' VeterancyName="Sharpshooter" Requirements(0)="Get %x headshot kills with Pistols, Rifle, Crossbow, M14, M99, or S.P. Musket" LevelEffects(0)="5% more damage with Pistols, Rifle, Crossbow, M14, and M99|5% extra Headshot damage with all weapons|10% discount on Handcannon/M14/M99" LevelEffects(1)="10% more damage with Pistols, Rifle, Crossbow, M14, and M99|25% less recoil with Pistols, Rifle, Crossbow, M14, M99, and S.P. Musket|10% faster reload with Pistols, Rifle, Crossbow, M14, M99, and S.P. Musket|10% extra headshot damage|20% discount on Handcannon/44 Magnum/M14/M99/S.P. Musket" LevelEffects(2)="15% more damage with Pistols, Rifle, Crossbow, M14, and M99|50% less recoil with Pistols, Rifle, Crossbow, M14, M99, and S.P. Musket|20% faster reload with Pistols, Rifle, Crossbow, M14, M99, and S.P. Musket|20% extra headshot damage|30% discount on Handcannon/44 Magnum/M14/M99/S.P. Musket" LevelEffects(3)="20% more damage with Pistols, Rifle, Crossbow, M14, and M99|75% less recoil with Pistols, Rifle, Crossbow, M14, M99, and S.P. Musket|30% faster reload with Pistols, Rifle, Crossbow, M14, M99, and S.P. Musket|30% extra headshot damage|40% discount on Handcannon/44 Magnum/M14/M99/S.P. Musket" LevelEffects(4)="30% more damage with Pistols, Rifle, Crossbow, M14, and M99|75% less recoil with Pistols, Rifle, Crossbow, M14, M99, and S.P. Musket|40% faster reload with Pistols, Rifle, Crossbow, M14, M99, and S.P. Musket|40% extra headshot damage|50% discount on Handcannon/44 Magnum/M14/M99/S.P. Musket" LevelEffects(5)="50% more damage with Pistols, Rifle, Crossbow, M14, and M99|75% less recoil with Pistols, Rifle, Crossbow, M14, M99, and S.P. Musket|50% faster reload with Pistols, Rifle, Crossbow, M14, M99, and S.P. Musket|50% extra headshot damage|60% discount on Handcannon/44 Magnum/M14/M99/S.P. Musket|Spawn with a Lever Action Rifle" LevelEffects(6)="60% more damage with Pistols, Rifle, Crossbow, M14, and M99|75% less recoil with Pistols, Rifle, Crossbow, M14, M99, and S.P. Musket|60% faster reload with Pistols, Rifle, Crossbow, M14, M99, and S.P. Musket|50% extra headshot damage|70% discount on Handcannon/44 Magnum/M14/M99/S.P. Musket|Spawn with a Crossbow" } |
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