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v3.0.0.0 Alpha Merge pull request #791 from Die4Ever/develop
* v2.7.3.0 Alpha bump version for dev * Jock drops gibs when he explodes. Louis Pan screams are now controlled by the Memes toggle * Louis Pan death screams no longer alert enemies * Jock only explodes into meat chunks in Area 51 * Jock leaves the bar before flying to the NSF warehouse (#776) * remove jock from the bar after destroying the generator * remove jock instead of killing him * More info in messages after using bots (#771) * add more info to medical bot message * add repair bot client message * revert parameter name to vanilla (even though I hate it) * return correct value in MedicalBot.HealPlayer and RepairBot.ChargePlayer * cleanup switch with break at the end, just in case * MedicalBot fix other mods * messages for skill upgrades * dockyard roof backtrack button for the crane * reduce ammo respect bIsSecretGoal, mostly for jail * Restore 2 Nicollete lines in the Chateau cellar (#775) * restore 2 nicollete lines in chateau cellar * use FixConversationFlag for Nicolette cellar lines * increase area for restored nicolette lines * move NicoletteInCellar FixConversationFlag call to AnyEntry * use vectm for ChateauInCellar FlagTriggers * Fix crates that allow you to jump out of the Warehouse sewer water (#773) * set bIsSecretGoal for the crates that let you get out of the warehouse sewer water * move m02 sewer escape crates so that they aren't blocked by a generator * use #var(prefix) and nonzero radius for M02 sewer crate fix * use vectm for offset movement, just in case we do transformations on the Y axis --------- Co-authored-by: Die4Ever <die4ever2005@gmail.com> * Update rotation on HK Helibase flight deck buttons to use rotm * Clean up usage of Button1 variables in Mission 6 fixups * Loot Refusal (#768) * add (nonfunctional) trash/autouse inventory butons * items can be added to refusal list * add basic functionality to item refusal button * give item refusal button a hotkey * allow un-refusing inventory items * drop entire stack when refusing an item * drop spawned Pickups roughly in front of player * loot ammo from refused weapons * correctly disable btnRefusal when selecting a non-inventory item * move refusal logic in Carcass from Frob to TryLootItem * item refusal refactor --------- Co-authored-by: Die4Ever <die4ever2005@gmail.com> * HUDEnergyDisplay reuse CalcEnergyUse function from AugmentationManager * rework snyth heart aug (#657) * spy drone rework (#657) * fix aug descriptions for spy drone and synth heart (#657) * nerfed damage of spy drone, no longer disables walker bots in 1 hit in Zero Rando (#657) * tweak spy drone description (#657) * close windows in PreTravel to prevent crashes with autorun and realtime menus * fix Anna pepper spray when EMP'd * PS20/40 get thrown away more quickly * A first pass at petting animals. Some potential improvements still remain, such as better animation choosing when crouching, getting the "high" pet animation to play consistently with the mp_jumpsuit mesh, possibly more. #750 * Some messy logic to prevent other animations from taking priority over our much more important petting animation #750 * Allow petting hostile animals * Rename bPetting to bBlockAnimations (as a more generic piece of functionality) #750 * Ensure FemJC can actually get the default jacket * fix GMDX v10 missing Animal.ModifyDamage (#767) * Animal petting improvements. Must have free hands to pet. Can't pet while swimming. Flies can't be pet. #750 * Multiple new animal petting bingo goals. Killing an animal while it's being pet will no longer leave you in third person. #750 * stun and gas for enemies with shields when EMPed * Fix crash on New Game Plus, trying to clear the window stack while the credits are being destroyed * buff update notifications * speedrun splits display tweaks * fix timer names in credits (#782) * fix balanced splits being faster than gold (#787) (obviously only when the goal time is slower than the sum of bests) * Add 'TerroristCommander_Dead' == false requirement to 'DL_Top' (#783) * add 'TerroristCommander_Dead' == false requirement to 'DL_Top' * move new AddFlagRef to AnyEntryMapFixes * Add default refusal options to the Gameplay settings menu (#785) * add default refusal options to gameplay settings menu * change refusal settings wordings * refusal settings apply immediately * add "miscellaneous" item set to refusal defaults * don't create refusal settings options in non-vanilla * fix item refusal menu options conflicting with VMD --------- Co-authored-by: Die4Ever <die4ever2005@gmail.com> * tone down lamps a bit to retain mood of the game * fix floating nanokeys and datacubes I had to git bisect to find commit 8860b02 * Bingo Goal for disabling electrical control panels in Vandenberg Computer room no longer gets completed by merging Helios * Highlighting decorations will now show the proper number of shots from sabot and explosive weapons. New hint for using sabot on decorations, and fix a typo in another hint * speedrun splits slightly more red in the pink color * alex turns the lights out when he leaves his office (#784) * Beam and Laser Triggers now take damage from sabot and explosives even when under the min damage threshold, to match DeusExDecoration behaviour. Highlight info reflects this as well. * clean up airfield tower keys (#758) * fix consistency of shields fixes for 5bcc347 --------- Co-authored-by: theastropath@gmail.com <theastropath@gmail.com> Co-authored-by: Jeffrey Thomas Piercy <mqduck@mqduck.net>
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Original file line number | Diff line number | Diff line change |
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@@ -1,8 +1,25 @@ | ||
class DXRAugHeartLung injects AugHeartLung; | ||
|
||
function PostPostBeginPlay() | ||
{ | ||
Super.PostPostBeginPlay(); | ||
// description gets overwritten by language file, also DXRAugmentations reads from the default.Description | ||
default.Description = "This synthetic heart circulates not only blood but a steady concentration of mechanochemical power cells, smart phagocytes, and liposomes containing prefab diamondoid machine parts," | ||
$ " resulting in upgraded performance for all installed augmentations, but also increasing their energy use." | ||
$ "|n|n<UNATCO OPS FILE NOTE JR133-VIOLET> However, this will not enhance any augmentation past its maximum upgrade level. -- Jaime Reyes <END NOTE>"; | ||
Description = default.Description; | ||
} | ||
|
||
defaultproperties | ||
{ | ||
bAutomatic=true | ||
AutoLength=1.2 | ||
AutoLength=0 | ||
AutoEnergyMult=1 | ||
|
||
EnergyRate=0 | ||
MaxLevel=3 | ||
LevelValues(0)=2 | ||
LevelValues(1)=1.75 | ||
LevelValues(2)=1.5 | ||
LevelValues(3)=1.25 | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -1,11 +1,25 @@ | ||
class BalanceAugDrone injects AugDrone; | ||
// original values went from 10 to 50, but we also adjust the damage values in BalanceSpyDrone.uc | ||
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||
function PostPostBeginPlay() | ||
{ | ||
Super.PostPostBeginPlay(); | ||
// description gets overwritten by language file, also DXRAugmentations reads from the default.Description | ||
default.Description = "Advanced nanofactories can assemble a spy drone upon demand which can then be remotely controlled by the agent until released or destroyed, at which a point a new drone will be assembled." | ||
$ " Detonating the drone costs 10 energy. Further upgrades equip the spy drones with better armor and a one-shot EMP attack." | ||
$ "|n|nTECH ONE: The drone is slow and has a very light EMP attack." | ||
$ "|n|nTECH TWO: The drone is fast and has a light EMP attack." | ||
$ "|n|nTECH THREE: The drone is very fast and has a medium EMP attack." | ||
$ "|n|nTECH FOUR: The drone is extremely fast and has a strong EMP attack."; | ||
Description = default.Description; | ||
} | ||
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||
// original values went from 10 to 50, but we also adjust the multipliers in BalancePlayer.uc | ||
defaultproperties | ||
{ | ||
reconstructTime=1 | ||
EnergyRate=100 | ||
LevelValues(0)=50 | ||
LevelValues(1)=75 | ||
LevelValues(2)=100 | ||
LevelValues(3)=150 | ||
EnergyRate=20 | ||
LevelValues(0)=30 | ||
LevelValues(1)=50 | ||
LevelValues(2)=70 | ||
LevelValues(3)=100 | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,16 @@ | ||
class DXRGuntherHermann injects GuntherHermann; | ||
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||
// if his shields are down, allow him to be stunned/gassed | ||
function GotoDisabledState(name damageType, EHitLocation hitPos) | ||
{ | ||
if(ShieldDamage(damageType) < 1) { | ||
if(EmpHealth > 0) { | ||
MaybeDrawShield(); | ||
Super.GotoDisabledState(damageType, hitPos); | ||
} | ||
else | ||
Super(HumanMilitary).GotoDisabledState(damageType, hitPos); | ||
} else { | ||
Super.GotoDisabledState(damageType, hitPos); | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,16 @@ | ||
class DXRPaulDenton injects PaulDenton; | ||
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||
// if his shields are down, allow him to be stunned/gassed | ||
function GotoDisabledState(name damageType, EHitLocation hitPos) | ||
{ | ||
if(ShieldDamage(damageType) < 1) { | ||
if(EmpHealth > 0) { | ||
MaybeDrawShield(); | ||
Super.GotoDisabledState(damageType, hitPos); | ||
} | ||
else | ||
Super(HumanMilitary).GotoDisabledState(damageType, hitPos); | ||
} else { | ||
Super.GotoDisabledState(damageType, hitPos); | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,16 @@ | ||
class DXRWaltonSimons injects WaltonSimons; | ||
|
||
// if his shields are down, allow him to be stunned/gassed | ||
function GotoDisabledState(name damageType, EHitLocation hitPos) | ||
{ | ||
if(ShieldDamage(damageType) < 1) { | ||
if(EmpHealth > 0) { | ||
MaybeDrawShield(); | ||
Super.GotoDisabledState(damageType, hitPos); | ||
} | ||
else | ||
Super(HumanMilitary).GotoDisabledState(damageType, hitPos); | ||
} else { | ||
Super.GotoDisabledState(damageType, hitPos); | ||
} | ||
} |
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