Added, Updated and Removed Mods; Removed Backups
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@@ -522,7 +522,7 @@ function actor_hit_npc(npc, s_hit, bone_id, flags)
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if not kind then return end
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-- machine guns
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kind = machine_guns_t[wpn:section()] and "w_machine_gun" or kind
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kind = is_mg_type(wpn:section()) and "w_machine_gun" or kind
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-- sniper
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if picked_class == "sniper" then
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@@ -1309,7 +1309,7 @@ function talent_heavy_guns_expert_reload(obj) -- reload
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if heavy_guns_expert_t.level <= 0 then return end
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local kind = obj and ini_sys:r_string_ex(obj:section(), "kind")
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local kind_fits = (kind and kind == "w_shotgun") or machine_guns_t[obj:section()]
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local kind_fits = (kind and kind == "w_shotgun") or is_mg_type(obj:section())
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if kind_fits then
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local val = 1 + heavy_guns_expert_t.reload[heavy_guns_expert_t.level] / 100
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return val
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@@ -2893,7 +2893,10 @@ function actor_on_hud_animation_play(t, obj)
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-- merc grenadier
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local grenadier_t = talents_table["defensive"]["merc"]["grenadier"]
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if grenadier_t.level > 0 and t.anm_name == "anm_throw" then
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durations_t.grenadier_var = grenadier_t.duration
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local kind = obj and ini_sys:r_string_ex(obj:section(), "kind")
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if kind and kind == "w_explosive" then
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durations_t.grenadier_var = grenadier_t.duration
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end
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end
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-- assassin knifeman
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@@ -3648,6 +3651,16 @@ function get_left_communities()
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return ret_str
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end
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function is_mg_type(sec)
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if not sec then return end
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for str, _ in pairs(machine_guns_t) do
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if string.find(sec, str) then
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return true
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end
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end
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end
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-- for stats, calculate cur and max stats (all "cur" are included in "max" too)
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local calc_stats_t = {
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["offensive"] = {
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@@ -4222,7 +4235,7 @@ function ui_item.build_desc_header(obj, sec, str)
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end
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if IsWeapon(obj) or IsOutfit(obj) then
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if machine_guns_t[sec] then
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if is_mg_type(sec) then
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kind = "w_machine_gun"
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end
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if in_ar(kinds_to_display, kind) then
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