- correct readme
- make minigun work also on Netplay - fix mutator
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@@ -16,13 +16,14 @@ var config bool bReplacePainter;
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var config bool bReplaceStartWeapons;
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simulated function PreBeginPlay()
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function PostBeginPlay()
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{
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local xPickupBase P;
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//local xPickupBase P;
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Super.PreBeginPlay();
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Super.PostBeginPlay();
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//Apparently CheckReplacement doesn't work on the client side
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/*
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foreach AllActors (class'xPickupBase', P)
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{
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P.bHidden = True;
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@@ -30,6 +31,7 @@ simulated function PreBeginPlay()
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P.SetDrawType(DT_None);
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P.SetStaticMesh(None);
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}
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*/
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}
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@@ -123,6 +125,7 @@ function bool CheckReplacement( Actor Other, out byte bSuperRelevant )
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local PhysicsVolume PV;
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bSuperRelevant = 0;
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/*
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PV = PhysicsVolume(Other);
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if ( PV != None )
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{
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@@ -130,7 +133,8 @@ function bool CheckReplacement( Actor Other, out byte bSuperRelevant )
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PV.RemoteRole = ROLE_DumbProxy;
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return true;
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}
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*/
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if (xPawn(Other) != None)
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{
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@@ -142,11 +146,11 @@ function bool CheckReplacement( Actor Other, out byte bSuperRelevant )
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if (xLastManStandingGame(Level.Game) != None)
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xPawn(Other).RequiredEquipment[2] = "UT2341WeaponsReducedv1a.UT2341Ripper";
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return true;
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}
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return true;
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}
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else if (xPickupBase(Other) != None)
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if (xPickupBase(Other) != None)
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{
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Other.bHidden = True;
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Other.SetDrawType(DT_None);
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@@ -232,7 +236,7 @@ function bool CheckReplacement( Actor Other, out byte bSuperRelevant )
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return true;
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}
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else if (Pickup(Other) != None)
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if (Pickup(Other) != None)
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{
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if ( WeaponLocker(Other) != None )
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{
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@@ -285,7 +289,8 @@ function bool CheckReplacement( Actor Other, out byte bSuperRelevant )
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}
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return true;
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}
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else if (UTAmmoPickup(Other) != None)
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if (UTAmmoPickup(Other) != None)
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{
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switch(UTAmmoPickup(Other).Class)
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{
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@@ -336,14 +341,10 @@ function bool CheckReplacement( Actor Other, out byte bSuperRelevant )
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}
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return true;
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}
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else
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return true;
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return false;
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}
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else
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return true;
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return false;
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return true;
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}
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defaultproperties
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@@ -368,4 +369,5 @@ defaultproperties
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bReplaceRedeemer = True
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bReplacePainter = True
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bReplaceStartWeapons = True
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bAddToServerpackages = True
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}
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@@ -6,6 +6,14 @@ class UT2341Minigun extends Minigun
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#EXEC OBJ LOAD FILE=InterfaceContent.utx
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replication
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{
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reliable if( ROLE<ROLE_Authority)
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ForceFiringServer;
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}
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simulated function PostBeginPlay()
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{
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Super.PostBeginPlay();
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@@ -21,6 +29,20 @@ simulated function PostBeginPlay()
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}
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}
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simulated function ForceFiring(int Mode)
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{
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Log("ForceFiring()");
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GetFireMode(Mode).bIsFiring = True;
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ForceFiringServer(Mode);
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}
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function ForceFiringServer(int Mode)
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{
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Log("ForceFiringServer()");
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GetFireMode(Mode).bIsFiring = True;
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}
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simulated function bool ConsumeAmmo(int Mode, float load, optional bool bAmountNeededIsMax)
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{
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local int AmountNeeded;
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@@ -165,16 +165,17 @@ state WindDown
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if( ((C.bFire==1)&&(ThisModeNum == 0)) ||
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((C.bAltFire==1)&&(ThisModeNum == 1)) )
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{
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bIsFiring=True;
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//Restart same firing mode
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UT2341Minigun(Weapon).ForceFiring(ThisModeNum);
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Gun.UpdateRoll(dt, RollSpeed, ThisModeNum);
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GotoState('WindUp');
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}
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else if(C.bAltFire==1)
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{
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UT2341MinigunAltFire(Weapon.GetFireMode(1)).RollSpeed = RollSpeed;
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//Switch to AltFire
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UT2341MinigunAltFire(Weapon.GetFireMode(1)).RollSpeed = RollSpeed;
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UT2341MinigunAltFire(Weapon.GetFireMode(1)).FireTime = FireTime;
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UT2341MinigunAltFire(Weapon.GetFireMode(1)).bIsFiring = True;
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UT2341Minigun(Weapon).ForceFiring(1);
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UT2341MinigunAltFire(Weapon.GetFireMode(1)).GotoState('WindUp');
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Gun.UpdateRoll(dt, RollSpeed, 1);
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RollSpeed = 0.f;
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@@ -183,9 +184,11 @@ state WindDown
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}
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else if(C.bFire==1)
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{
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UT2341MinigunFire(Weapon.GetFireMode(0)).RollSpeed = RollSpeed;
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//Switch to Main Fire
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UT2341MinigunFire(Weapon.GetFireMode(0)).RollSpeed = RollSpeed;
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UT2341MinigunFire(Weapon.GetFireMode(0)).FireTime = FireTime;
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UT2341MinigunFire(Weapon.GetFireMode(0)).bIsFiring = True;
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//UT2341MinigunFire(Weapon.GetFireMode(0)).bIsFiring = True;
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UT2341Minigun(Weapon).ForceFiring(0);
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UT2341MinigunFire(Weapon.GetFireMode(0)).GotoState('WindUp');
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Gun.UpdateRoll(dt, RollSpeed, 0);
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RollSpeed = 0.f;
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