static function float GetHeadShotDamMulti(KFPlayerReplicationInfo KFPRI, KFPawn P, class<DamageType> DmgType)
{
local float ret;
// Removed extra SS Crossbow headshot damage in Round 1(added back in Round 2) and Removed Single/Dualies Damage for Hell on Earth in Round 6
// Added Dual Deagles back in for Balance Round 7
if ( DmgType == class'DamTypeCrossbow' || DmgType == class'DamTypeCrossbowHeadShot' || DmgType == class'DamTypeWinchester' ||
DmgType == class'DamTypeDeagle' || DmgType == class'DamTypeDualDeagle' || DmgType == class'DamTypeM14EBR' ||
DmgType == class'DamTypeMagnum44Pistol' || DmgType == class'DamTypeDual44Magnum'
|| DmgType == class'DamTypeMK23Pistol' || DmgType == class'DamTypeDualMK23Pistol'
|| DmgType == class'DamTypeM99SniperRifle' || DmgType == class'DamTypeM99HeadShot' ||
DmgType == class'DamTypeSPSniper' ||
(DmgType == class'DamTypeDualies' && KFPRI.Level.Game.GameDifficulty < 7.0) )
{
if ( KFPRI.ClientVeteranSkillLevel <= 3 )
{
ret = 1.05 + (0.05 * float(KFPRI.ClientVeteranSkillLevel));
}
else if ( KFPRI.ClientVeteranSkillLevel == 4 )
{
ret = 1.30;
}
else if ( KFPRI.ClientVeteranSkillLevel == 5 )
{
ret = 1.50;
}
else if ( KFPRI.ClientVeteranSkillLevel == 6 )
{
ret = 1.60; // 60% increase in Crossbow/Winchester/Handcannon damage
}
else
{
ret = 1.3 + (0.05 * float(KFPRI.ClientVeteranSkillLevel));
}
}
// Reduced extra headshot damage for Single/Dualies in Hell on Earth difficulty(added in Balance Round 6)
else if ( DmgType == class'DamTypeDualies' && KFPRI.Level.Game.GameDifficulty >= 7.0 )
{
return (1.0 + (0.08 * float(Min(KFPRI.ClientVeteranSkillLevel, 5)))); // 40% increase in Headshot Damage
}
else
{
ret = 1.0; // Fix for oversight in Balance Round 6(which is the reason for the Round 6 second attempt patch)
}
if ( KFPRI.ClientVeteranSkillLevel == 0 )
{
return ret * 1.05;
}
return ret * (1.0 + (0.10 * float(Min(KFPRI.ClientVeteranSkillLevel, 5)))); // 50% increase in Headshot Damage
}