//----------------------------------------------------------- // //----------------------------------------------------------- class ZombieClot_HALLOWEEN extends ZombieClot; var Shader ClotSkins[5]; #exec OBJ LOAD FILE=KF_EnemiesFinalSnd_HALLOWEEN.uax simulated function PostBeginPlay() { Super.PostBeginPlay(); Skins[0] = ClotSkins[Rand(5)]; } simulated function SpawnSeveredGiblet( class GibClass, Vector Location, Rotator Rotation, float GibPerterbation, rotator SpawnRotation ) { local SeveredAppendage Giblet; local Vector Direction, Dummy; if( (GibClass == None) || class'GameInfo'.static.UseLowGore() ) return; Instigator = self; Giblet = Spawn( GibClass,,, Location, SpawnRotation ); if( Giblet == None ) return; Giblet.SpawnTrail(); GibPerterbation *= 32768.0; Rotation.Pitch += ( FRand() * 2.0 * GibPerterbation ) - GibPerterbation; Rotation.Yaw += ( FRand() * 2.0 * GibPerterbation ) - GibPerterbation; Rotation.Roll += ( FRand() * 2.0 * GibPerterbation ) - GibPerterbation; GetAxes( Rotation, Dummy, Dummy, Direction ); Giblet.Velocity = Velocity + Normal(Direction) * (Giblet.MaxSpeed + (Giblet.MaxSpeed/2) * FRand()); // Give a little upward motion to the decapitated head if( class(GibClass) != none ) { Giblet.Skins[0] = Texture'kf_fx_trip_t.Gore.KF_Gore_Limbs_diff'; Giblet.Skins[1] = Skins[0]; Giblet.Velocity.Z += 50; } } simulated function SetOverlayMaterial( Material mat, float time, bool bOverride ) { // temporary fix for halloween zed to suppress the blood overlay so we can have great variation if(mat != Material'Effects_Tex.PlayerDeathOverlay') { Super.SetOverlayMaterial(mat,time,bOverride); } } defaultproperties { Mesh=SkeletalMesh'KF_Freaks_Trip_HALLOWEEN.clot_HALLOWEEN' Skins(0)=Combiner'KF_Specimens_Trip_HALLOWEEN_T.clot.clot_RedneckZombie_CMB' ClotSkins(0)=Shader'KF_Specimens_Trip_HALLOWEEN_T.clot.Clot_RedneckZombie_Blood01_SHDR' ClotSkins(1)=Shader'KF_Specimens_Trip_HALLOWEEN_T.clot.Clot_RedneckZombie_Blood02_SHDR' ClotSkins(2)=Shader'KF_Specimens_Trip_HALLOWEEN_T.clot.Clot_RedneckZombie_Blood03_SHDR' ClotSkins(3)=Shader'KF_Specimens_Trip_HALLOWEEN_T.clot.Clot_RedneckZombie_Blood04_SHDR' ClotSkins(4)=Shader'KF_Specimens_Trip_HALLOWEEN_T.clot.Clot_RedneckZombie_Blood05_SHDR' DetachedArmClass=class'SeveredArmClot_HALLOWEEN' DetachedLegClass=class'SeveredLegClot_HALLOWEEN' DetachedHeadClass=class'SeveredHeadClot_HALLOWEEN' HitSound(0)=Sound'KF_EnemiesFinalSnd_HALLOWEEN.Clot_Pain' AmbientSound=Sound'KF_BaseClot_HALLOWEEN.Clot_Idle1Loop' ChallengeSound(0)=Sound'KF_EnemiesFinalSnd_HALLOWEEN.Clot_Challenge' ChallengeSound(1)=Sound'KF_EnemiesFinalSnd_HALLOWEEN.Clot_Challenge' ChallengeSound(2)=Sound'KF_EnemiesFinalSnd_HALLOWEEN.Clot_Challenge' ChallengeSound(3)=Sound'KF_EnemiesFinalSnd_HALLOWEEN.Clot_Challenge' MoanVoice=Sound'KF_EnemiesFinalSnd_HALLOWEEN.Clot_Talk' DeathSound(0)=Sound'KF_EnemiesFinalSnd_HALLOWEEN.Clot_Death' JumpSound=Sound'KF_EnemiesFinalSnd_HALLOWEEN.Clot_Jump' MeleeAttackHitSound=sound'KF_EnemiesFinalSnd_HALLOWEEN.Clot_HitPlayer' // Increasing the idle sound so it more closely matches the regular sounds SoundVolume=100 MenuName="HALLOWEEN Clot" }