60 lines
1.3 KiB
Ucode
60 lines
1.3 KiB
Ucode
class Injection extends Decoration;
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// shadow variables
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var Projector Shadow;
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var ShadowProjector PlayerShadow;
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var globalconfig bool bBlobShadow;
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//#exec OBJ LOAD FILE=KFCharactersB.ukx
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function PostBeginPlay() {
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//LinkSkelAnim(MeshAnimation'Injection');
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PlayerShadow = Spawn(class'ShadowProjector',Self,'',Location);
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PlayerShadow.ShadowActor = self;
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PlayerShadow.bBlobShadow = bBlobShadow;
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PlayerShadow.LightDirection = Normal(vect(1,1,3));
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PlayerShadow.LightDistance = 320;
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PlayerShadow.MaxTraceDistance = 350;
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PlayerShadow.InitShadow();
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PlayerShadow.bShadowActive = true;
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}
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// Triggered / Secondary Anim
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function Trigger( actor Other, pawn EventInstigator )
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{
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PlayAnim('Inject',,0.1);
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}
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/*
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// Call knockout anim on Pound. Probably a better way to do this but meh.
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function CauseKnockOut()
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{
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local ChainedPound CP;
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foreach AllActors(class'ChainedPound',CP,' PoundEscape');
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CP.PlayAnim('Needled',,0.1);
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}
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*/
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defaultproperties
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{
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DrawType=DT_StaticMesh
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bStatic=False
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bStasis=False
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bReplicateAnimations=True
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RemoteRole=ROLE_None
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Mesh=SkeletalMesh'KFCharactersB.Injection'
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bMovable=False
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bCanBeDamaged=False
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bShouldBaseAtStartup=False
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bCollideActors=True
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bBlockActors=True
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bBlockKarma=True
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}
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