//----------------------------------------------------------- // //----------------------------------------------------------- class ZombieHusk_CIRCUS extends ZombieHusk; #exec OBJ LOAD FILE=KF_EnemiesFinalSnd_CIRCUS.uax simulated function HideBone(name boneName) { local int BoneScaleSlot; local bool bValidBoneToHide; if( boneName == LeftThighBone ) { boneScaleSlot = 0; bValidBoneToHide = true; } else if ( boneName == RightThighBone ) { boneScaleSlot = 1; bValidBoneToHide = true; } else if( boneName == RightFArmBone ) { boneScaleSlot = 2; bValidBoneToHide = true; } else if ( boneName == LeftFArmBone ) { boneScaleSlot = 3; bValidBoneToHide = true; } else if ( boneName == HeadBone ) { // Only scale the bone down once if( SeveredHead == none ) { bValidBoneToHide = true; boneScaleSlot = 4; } else { return; } } else if ( boneName == 'spine' ) { bValidBoneToHide = true; boneScaleSlot = 5; } // Only hide the bone if it is one of the arms, legs, or head, don't hide other misc bones if( bValidBoneToHide ) { SetBoneScale(BoneScaleSlot, 0.0, BoneName); } } static simulated function PreCacheMaterials(LevelInfo myLevel) {//should be derived and used. myLevel.AddPrecacheMaterial(Shader'KF_Specimens_Trip_CIRCUS_T.husk_CIRCUS.husk_shader'); } DefaultProperties { Mesh=SkeletalMesh'KF_Freaks2_Trip_CIRCUS.husk_CIRCUS' Skins(0)=Shader'KF_Specimens_Trip_CIRCUS_T.husk_CIRCUS.husk_shader' DetachedArmClass=class'SeveredArmHusk_CIRCUS' DetachedLegClass=class'SeveredLegHusk_CIRCUS' DetachedHeadClass=class'SeveredHeadHusk_CIRCUS' DetachedSpecialArmClass=class'SeveredArmHusk_CIRCUS' HitSound(0)=Sound'KF_EnemiesFinalSnd_CIRCUS.Husk_Pain' AmbientSound=Sound'KF_BaseHusk_CIRCUS.Husk_IdleLoop' ChallengeSound(0)=Sound'KF_EnemiesFinalSnd_CIRCUS.Husk_Challenge' ChallengeSound(1)=Sound'KF_EnemiesFinalSnd_CIRCUS.Husk_Challenge' ChallengeSound(2)=Sound'KF_EnemiesFinalSnd_CIRCUS.Husk_Challenge' ChallengeSound(3)=Sound'KF_EnemiesFinalSnd_CIRCUS.Husk_Challenge' MoanVoice=Sound'KF_EnemiesFinalSnd_CIRCUS.Husk_Talk' DeathSound(0)=Sound'KF_EnemiesFinalSnd_CIRCUS.Husk_Death' JumpSound=Sound'KF_EnemiesFinalSnd_CIRCUS.Husk_Jump' MeleeAttackHitSound=sound'KF_EnemiesFinalSnd_CIRCUS.Bloat_HitPlayer' ProjectileBloodSplatClass=class'ROEffects.ROBulletHitMetalEffect' MenuName="Circus Husk" }