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add missing classes
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Azarael committed Apr 22, 2023
1 parent 7fabea6 commit 0c39468
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Showing 16 changed files with 116 additions and 39 deletions.
10 changes: 10 additions & 0 deletions BCoreProV55/Classes/AmmoParams.uc
Original file line number Diff line number Diff line change
@@ -0,0 +1,10 @@
class AmmoParams extends Object;

var float KillInitialAmmoMult;
var bool bResuppliesFromPack;

defaultproperties
{
KillInitialAmmoMult=0.34f
bResuppliesFromPack=True
}
36 changes: 36 additions & 0 deletions BWBP_SKC_Pro/Classes/Ammo_G51Grenades.uc
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@@ -0,0 +1,36 @@
//=============================================================================
// Ammo_Chaff. The smoke that can extinguish fires.
//
// by Logan "BlackEagle" Richert.
// uses code by Nolan "Dark Carnivour" Richert.
// Copyright� 2011 RuneStorm. All Rights Reserved.
//=============================================================================
class Ammo_G51Grenades extends BallisticAmmo;

defaultproperties
{
MaxAmmo=3
InitialAmount=2
ItemName="G51 Grenades"

Begin Object Class=AmmoParams Name=ArenaParams
KillInitialAmmoMult=0.51f
End Object

Begin Object Class=AmmoParams Name=ClassicParams
KillInitialAmmoMult=0.51f
End Object

Begin Object Class=AmmoParams Name=RealismParams
KillInitialAmmoMult=0.0f
End Object

Begin Object Class=AmmoParams Name=TacticalParams
KillInitialAmmoMult=0.0f
End Object

Params[0]=ArenaParams
Params[1]=ClassicParams
Params[2]=RealismParams
Params[3]=TacticalParams
}
8 changes: 4 additions & 4 deletions BWBP_SKC_Pro/Classes/BulldogWeaponParamsTactical.uc
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Expand Up @@ -11,8 +11,8 @@ defaultproperties
DecayRange=(Min=2363,Max=7000)
RangeAtten=0.75
Damage=110
HeadMult=2f
LimbMult=0.75f
HeadMult=1.5f
LimbMult=0.85f
DamageType=Class'BWBP_SKC_Pro.DTBulldog'
DamageTypeHead=Class'BWBP_SKC_Pro.DTBulldogHead'
DamageTypeArm=Class'BWBP_SKC_Pro.DTBulldog'
Expand All @@ -30,10 +30,10 @@ defaultproperties
End Object

Begin Object Class=FireParams Name=TacticalPrimaryFireParams
FireInterval=0.7
FireInterval=1
FireEndAnim=
AimedFireAnim="SightFire"
FireAnimRate=2.250000
FireAnimRate=2.000000
FireEffectParams(0)=InstantEffectParams'TacticalPrimaryEffectParams'
End Object

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2 changes: 1 addition & 1 deletion BWBP_SKC_Pro/Classes/G51SecondaryFire.uc
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Expand Up @@ -50,7 +50,7 @@ defaultproperties
FireAnim="FireGrenade"
FireForce="AssaultRifleAltFire"
FireRate=0.600000
AmmoClass=Class'BWBP_SKC_Pro.Ammo_Chaff'
AmmoClass=Class'BWBP_SKC_Pro.Ammo_G51Grenades'
ShakeRotTime=2.000000
ShakeOffsetMag=(X=-8.000000)
ShakeOffsetRate=(X=-1000.000000)
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6 changes: 3 additions & 3 deletions BWBP_SKC_Pro/Classes/HVPCMk5WeaponParamsTactical.uc
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Expand Up @@ -14,9 +14,9 @@ defaultproperties
MaxSpeed=9000.000000
AccelSpeed=90000.000000
Damage=100
HeadMult=2.75f
LimbMult=0.65f
DamageRadius=512.000000
HeadMult=1.5f
LimbMult=0.85f
DamageRadius=256.000000
MomentumTransfer=65000.000000
MuzzleFlashClass=Class'BallisticProV55.HVCMk9RedMuzzleFlash'
FireSound=(Sound=Sound'BWBP_SKC_Sounds.XavPlas.Xav-Fire',Volume=2.500000,Slot=SLOT_Interact,bNoOverride=False)
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3 changes: 1 addition & 2 deletions BallisticProV55/Classes/BOGPGrenade.uc
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Expand Up @@ -22,7 +22,6 @@ defaultproperties
bNoInitialSpin=True
bAlignToVelocity=True
DetonateDelay=1.000000
ImpactDamage=25
ImpactDamageType=Class'BallisticProV55.DTBOGPGrenade'
ImpactManager=Class'BallisticProV55.IM_M50Grenade'
ReflectImpactManager=Class'BallisticProV55.IM_GunHit'
Expand All @@ -33,7 +32,7 @@ defaultproperties
ShakeRadius=256.000000
MotionBlurRadius=384.000000
MotionBlurFactor=3.000000
MotionBlurTime=4.000000
MotionBlurTime=2.000000
WallPenetrationForce=64
MyDamageType=Class'BallisticProV55.DTBOGPGrenadeRadius'
ImpactSound=SoundGroup'BW_Core_WeaponSound.NRP57.NRP57-Concrete'
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10 changes: 6 additions & 4 deletions BallisticProV55/Classes/BOGPWeaponParamsComp.uc
Original file line number Diff line number Diff line change
Expand Up @@ -6,13 +6,15 @@ defaultproperties
// PRIMARY FIRE
//=================================================================

Begin Object Class=ProjectileEffectParams Name=ArenaGrenadeEffectParams
Begin Object Class=GrenadeEffectParams Name=ArenaGrenadeEffectParams
ProjectileClass=Class'BallisticProV55.BOGPGrenade'
SpawnOffset=(X=15.000000,Y=10.000000,Z=-9.000000)
MuzzleFlashClass=Class'BallisticProV55.M50M900FlashEmitter'
Speed=4200.000000
Damage=120.000000
DamageRadius=512.000000
Speed=4200.000000 // 80 m/s
MaxSpeed=4200.000000
Damage=100
ImpactDamage=125
DamageRadius=1024.000000
Recoil=3072
Chaos=0.700000
Inaccuracy=(X=64,Y=64)
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20 changes: 14 additions & 6 deletions BallisticProV55/Classes/BOGPWeaponParamsTactical.uc
Original file line number Diff line number Diff line change
Expand Up @@ -9,13 +9,21 @@ defaultproperties
Begin Object Class=GrenadeEffectParams Name=TacticalGrenadeEffectParams
ProjectileClass=Class'BallisticProV55.BOGPGrenade'
SpawnOffset=(X=15.000000,Y=10.000000,Z=-9.000000)
MuzzleFlashClass=Class'BallisticProV55.M50M900FlashEmitter'
Speed=2700.000000 // 4200 = 80 m/s, we slow it down in accordance with the ranges we're playing at
MaxSpeed=2700.000000
AccelSpeed=0
Damage=150.000000

Speed=2700.000000 // 4200 = 80 m/s, we slow it down in accordance with the ranges we're playing at
MaxSpeed=2700.000000

Damage=100
ImpactDamage=50
DamageRadius=1024.000000
DamageRadius=768.000000

bOverrideArming=True
ArmingDelay=0
ArmedDetonateOn=DT_Timer
ArmedPlayerImpactType=PIT_Bounce
DetonateDelay=3

MuzzleFlashClass=Class'BallisticProV55.M50M900FlashEmitter'
Recoil=3072
Chaos=0.700000
Inaccuracy=(X=128,Y=128)
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10 changes: 5 additions & 5 deletions BallisticProV55/Classes/BallisticPawn.uc
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Expand Up @@ -626,8 +626,8 @@ simulated function ClientPlayLinearSound(Sound sound, ESoundSlot slot, float vol
volume *= 0.65f;
else if (!FastTrace(Location, Level.GetLocalPlayerController().ViewTarget.Location))
{
volume *= 0.9f;
radius *= 0.75f;
volume *= 0.7f;
radius *= 0.5f;
}

// have to manually calculate a volume and radius in order to bypass NATIVE BULLSHIT
Expand Down Expand Up @@ -3211,9 +3211,9 @@ defaultproperties
ShieldFlashV=(X=750,Y=500,Z=350)

FootstepVolume=0.15
FootstepRadius=1536.000000
GruntVolume=0.3
GruntRadius=48.000000
FootstepRadius=1024.000000
GruntVolume=0.25
GruntRadius=28.000000

// used to play footsteps at consistent volume regardless of position
// the fine sound controls, like occlusion factors and rolloff curves, are native
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8 changes: 2 additions & 6 deletions BallisticProV55/Classes/M50Grenade.uc
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Expand Up @@ -21,21 +21,17 @@ defaultproperties
bNoInitialSpin=True
bAlignToVelocity=True
DetonateDelay=1.000000
ImpactDamage=80
ImpactDamageType=Class'BallisticProV55.DTM50Grenade'
ImpactManager=Class'BallisticProV55.IM_M50Grenade'
ReflectImpactManager=Class'BallisticProV55.IM_GunHit'
TrailClass=Class'BallisticProV55.M50GrenadeTrail'
TrailOffset=(X=-8.000000)
MyRadiusDamageType=Class'BallisticProV55.DTM50GrenadeRadius'
SplashManager=Class'BallisticProV55.IM_ProjWater'
ShakeRadius=512.000000
ShakeRadius=256.000000
MotionBlurRadius=384.000000
MotionBlurFactor=3.000000
MotionBlurTime=4.000000
Speed=3500.000000
Damage=110.000000
DamageRadius=512.000000
MotionBlurTime=2.000000
WallPenetrationForce=64
MyDamageType=Class'BallisticProV55.DTM50GrenadeRadius'
ImpactSound=SoundGroup'BW_Core_WeaponSound.NRP57.NRP57-Concrete'
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4 changes: 2 additions & 2 deletions BallisticProV55/Classes/M50WeaponParamsComp.uc
Original file line number Diff line number Diff line change
Expand Up @@ -43,8 +43,8 @@ defaultproperties
Speed=4200.000000 // 80 m/s
MaxSpeed=4200.000000
Damage=100
ImpactDamage=150
DamageRadius=1050.000000
ImpactDamage=125
DamageRadius=1024.000000
MuzzleFlashClass=Class'BallisticProV55.M50M900FlashEmitter'
BotRefireRate=0.3
WarnTargetPct=0.5
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2 changes: 1 addition & 1 deletion BallisticProV55/Classes/M50WeaponParamsTactical.uc
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Expand Up @@ -53,7 +53,7 @@ defaultproperties
MaxSpeed=2700.000000

Damage=100
ImpactDamage=60
ImpactDamage=50
DamageRadius=768.000000

bOverrideArming=True
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2 changes: 1 addition & 1 deletion BallisticProV55/Classes/NRP57Thrown.uc
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Expand Up @@ -47,7 +47,7 @@ defaultproperties
SplashManager=Class'BallisticProV55.IM_ProjWater'
ShakeRadius=512.000000
MotionBlurRadius=512.000000
WallPenetrationForce=64
WallPenetrationForce=16
Speed=1400.000000
MaxSpeed=1500.000000
Damage=150.000000
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4 changes: 2 additions & 2 deletions BallisticProV55/Classes/NRP57WeaponParamsComp.uc
Original file line number Diff line number Diff line change
Expand Up @@ -16,7 +16,7 @@ defaultproperties
SpawnOffset=(X=25.000000,Y=10.000000,Z=2.000000)
Speed=1000.000000
MaxSpeed=1000.000000
Damage=200
Damage=150
DamageRadius=1024.000000
HeadMult=1.0
LimbMult=1.0
Expand All @@ -40,7 +40,7 @@ defaultproperties
SpawnOffset=(Z=-14.000000)
Speed=1000.000000
MaxSpeed=1500.000000
Damage=200.000000
Damage=150.000000
DamageRadius=450.000000
HeadMult=1.0
LimbMult=1.0
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4 changes: 2 additions & 2 deletions BallisticProV55/Classes/NRP57WeaponParamsTactical.uc
Original file line number Diff line number Diff line change
Expand Up @@ -16,7 +16,7 @@ defaultproperties
SpawnOffset=(X=25.000000,Y=10.000000,Z=2.000000)
Speed=1000.000000
MaxSpeed=1000.000000
Damage=150
Damage=100
DamageRadius=1024.000000
HeadMult=1.0
LimbMult=1.0
Expand All @@ -40,7 +40,7 @@ defaultproperties
SpawnOffset=(Z=-14.000000)
Speed=1400.000000
MaxSpeed=1500.000000
Damage=150
Damage=100
DamageRadius=1024.000000
HeadMult=1.0
LimbMult=1.0
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26 changes: 26 additions & 0 deletions LDGGameBW/Classes/Game_TeamDeathMatch.uc
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Expand Up @@ -37,6 +37,32 @@ var config int PlayerSuperHealth;
//Inserted 29 lines.
//END_BW_GAME_DECL

function PostBeginPlay()
{
local NavigationPoint N;
local PlayerStart PS;
local int flags;

// use spawns indexed by team if game type has compat
for ( N = Level.NavigationPointList; N != None; N = N.NextNavigationPoint)
{
PS = PlayerStart(N);

if (PS != None && PS.TeamNumber < 2)
{
flags = flags | (1 << PS.TeamNumber);

if (flags == 3)
{
bSpawnInTeamArea = true;
break;
}
}
}

Super.PostBeginPlay();
}

//BEGIN_BW_GAME_BASE
function bool BecomeSpectator(PlayerController P)
{
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