// Zombie Monster for KF Invasion gametype
// He's speedy, and swings with a Single enlongated arm, affording him slightly more range
class NiceZombieGoreFastBase extends NiceMonster
    abstract;
#exec OBJ LOAD FILE=
var bool bRunning;
var float RunAttackTimeout;
replication
{
    reliable if(Role == ROLE_Authority)
       bRunning;
}
//-------------------------------------------------------------------------------
// NOTE: All Code resides in the child class(this class was only created to
//         eliminate hitching caused by loading default properties during play)
//-------------------------------------------------------------------------------
defaultproperties
{
    fuelRatio=0.650000
    clientHeadshotScale=1.600000
    MeleeAnims(0)="GoreAttack1"
    MeleeAnims(1)="GoreAttack2"
    MeleeAnims(2)="GoreAttack1"
    bCannibal=True
    MeleeDamage=15
    damageForce=5000
    KFRagdollName="GoreFast_Trip"
    CrispUpThreshhold=8
    bUseExtendedCollision=True
    ColOffset=(Z=52.000000)
    ColRadius=25.000000
    ColHeight=10.000000
    ExtCollAttachBoneName="Collision_Attach"
    SeveredArmAttachScale=0.900000
    SeveredLegAttachScale=0.900000
    PlayerCountHealthScale=0.150000
    OnlineHeadshotOffset=(X=5.000000,Z=53.000000)
    OnlineHeadshotScale=1.500000
    MotionDetectorThreat=0.500000
    ScoringValue=12
    IdleHeavyAnim="GoreIdle"
    IdleRifleAnim="GoreIdle"
    MeleeRange=30.000000
    GroundSpeed=120.000000
    WaterSpeed=140.000000
    HealthMax=250.000000
    Health=250
    HeadHeight=2.500000
    HeadScale=1.500000
    MenuName="Nice Gorefast"
    MovementAnims(0)="GoreWalk"
    WalkAnims(0)="GoreWalk"
    WalkAnims(1)="GoreWalk"
    WalkAnims(2)="GoreWalk"
    WalkAnims(3)="GoreWalk"
    IdleCrouchAnim="GoreIdle"
    IdleWeaponAnim="GoreIdle"
    IdleRestAnim="GoreIdle"
    DrawScale=1.200000
    PrePivot=(Z=10.000000)
    Mass=350.000000
    RotationRate=(Yaw=45000,Roll=0)
}
