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