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https://github.com/Artemis-RGB/Artemis
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Added kill state to UT datamodel
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@ -26,19 +26,19 @@ namespace Artemis.Modules.Games.UnrealTournament
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public PlayerState State { get; set; }
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public Inventory Inventory { get; set; }
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public Weapon Weapon { get; set; }
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[DefaultValue("None")]
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public KillState KillState { get; set; }
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}
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public enum KillState
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{
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None,
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Kill,
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DoubleKill,
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MultiKill,
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MegaKill,
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UltraKill,
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MonsterKill
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None = 0,
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Kill = 1,
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DoubleKill = 2,
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MultiKill = 3,
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UltraKill = 4,
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MonsterKill = 5
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}
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public class PlayerState
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@ -115,11 +115,11 @@ namespace Artemis.Modules.Games.UnrealTournament
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public bool bCasterControl { get; set; }
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public bool bForcedBalance { get; set; }
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public bool bPlayPlayerIntro { get; set; }
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public int TimeLimit { get; set; }
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public int SpawnProtectionTime { get; set; }
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public int RemainingTime { get; set; }
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public int ElapsedTime { get; set; }
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public int RespawnWaitTime { get; set; }
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public int ForceRespawnTime { get; set; }
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public float TimeLimit { get; set; }
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public float SpawnProtectionTime { get; set; }
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public float RemainingTime { get; set; }
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public float ElapsedTime { get; set; }
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public float RespawnWaitTime { get; set; }
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public float ForceRespawnTime { get; set; }
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}
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}
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@ -23,7 +23,7 @@ namespace Artemis.Modules.Games.UnrealTournament
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Enabled = Settings.Enabled;
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Initialized = false;
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_killTimer = new Timer(4000);
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_killTimer = new Timer(3500);
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_killTimer.Elapsed += KillTimerOnElapsed;
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}
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@ -70,43 +70,20 @@ namespace Artemis.Modules.Games.UnrealTournament
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// Reset the timer
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_killTimer.Stop();
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_killTimer.Start();
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if (utDataModel.Player != null)
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if (utDataModel.Player?.State != null)
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{
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switch (utDataModel.Player.KillState)
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// Can't go past MonsterKill in the current version of UT
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if (utDataModel.Player.KillState != KillState.MonsterKill)
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{
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case KillState.None:
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utDataModel.Player.KillState = KillState.Kill;
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break;
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case KillState.Kill:
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utDataModel.Player.KillState = KillState.DoubleKill;
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break;
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case KillState.DoubleKill:
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utDataModel.Player.KillState = KillState.MultiKill;
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break;
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case KillState.MultiKill:
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utDataModel.Player.KillState = KillState.MegaKill;
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break;
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case KillState.MegaKill:
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utDataModel.Player.KillState = KillState.UltraKill;
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break;
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case KillState.UltraKill:
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utDataModel.Player.KillState = KillState.MonsterKill;
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break;
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case KillState.MonsterKill:
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utDataModel.Player.KillState = KillState.MonsterKill;
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break;
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default:
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throw new ArgumentOutOfRangeException();
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var recentKills = utDataModel.Player.State.Score - _lastScore;
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utDataModel.Player.KillState = (KillState) ((int) utDataModel.Player.KillState + recentKills);
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}
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if (utDataModel.Player.State != null)
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_lastScore = utDataModel.Player.State.Score;
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_lastScore = utDataModel.Player.State.Score;
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}
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else
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{
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_lastScore = 0;
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}
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}
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private void KillTimerOnElapsed(object sender, ElapsedEventArgs elapsedEventArgs)
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@ -13,7 +13,7 @@ namespace Artemis.Profiles.Layers.Animations
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public void Update(LayerModel layerModel, bool updateAnimations)
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{
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// Reset animation progress if layer wasn't drawn for 100ms
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if (new TimeSpan(0, 0, 0, 0, 100) > DateTime.Now - layerModel.LastRender)
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if (new TimeSpan(0, 0, 0, 0, 100) < DateTime.Now - layerModel.LastRender)
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layerModel.Properties.AnimationProgress = 0;
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var progress = layerModel.Properties.AnimationProgress;
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@ -52,5 +52,5 @@ using System.Windows;
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.3.1.0")]
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[assembly: AssemblyFileVersion("1.3.1.0")]
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[assembly: AssemblyVersion("1.3.2.0")]
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[assembly: AssemblyFileVersion("1.3.2.0")]
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