It is not about "ActualDamage" when it comes to the boost... and condition here is incomplete ignoring "friendly fire" settings - which ruins people's settings at this point...
Here is original incomplete code
Code: Select all
if(bUseAntiBoost)
{
if(Victim != None && InstigatedBy != None)
{
if (InstigatedBy.IsA('PlayerPawn') && Victim.IsA('PlayerPawn'))
{
Momentum = Vect(0,0,0);
ActualDamage = 0;
if (string(DamageType)=="RedeemerDeath")
{
Velocity = Vect(0,0,0); //Ns: Who's Velocity ? Mutator's Velocity ??? Does it even have a logic ?
Victim.Velocity = (Victim.Velocity * 0); //Aha, Victim's Velocity... :/ And you will fall in a BT jump right now ?
}
}
}
}
Velocity (What Velocity ?

) is canceled and damage removed without testing difference between "Victim" and "InstigatedBy" (like other stuff from that mod...). In that time it was no 469 fix from any kind and these codes would be advisable to be more polished than they are - also concerning amazing class called "UnrealShare.ScriptedPawn".
Stopping self damage and boosting will need some considerations with regard to "friendly-fire" options and not just canceling anything without discrimination.
Next sequence does "hitsounds", testing if a subclass "Nalirabbit" of Scriptedpawn is being hit - NaliRabbit IT'S NOT Scriptedpawn, and then it will be no deal but probing an useless "ISA", like "BabyCow" which "ISA" Cow as it was since the beginning.