rott/kf_sources/KFOldSchoolZeds/Classes/ZombieExplosivesPoundOS.uc
2026-07-14 20:27:09 +07:00

861 lines
24 KiB
Ucode

class ZombieExplosivesPoundOS extends KFMonsterOS;
var class<Projectile> GunnerProjClass;
var bool bClientGLing;
var int GLFireCounter;
var bool bFireAtWill,bGLing;
var float LastGLTime;
var vector TraceHitPos;
var Emitter mTracer,mMuzzleFlash;
var() float GLFireRate;
var() int GLFireBurst;
var() float GLFireInterval;
var bool bCharging;
var float DistBeforeSaw;
var bool bHasRaged;
var bool bNerfed;
replication
{
reliable if( Role==ROLE_Authority )
TraceHitPos,bGLing,bCharging;
}
function vector ComputeTrajectoryByTime( vector StartPosition, vector EndPosition, float fTimeEnd )
{
local vector NewVelocity;
NewVelocity = super.ComputeTrajectoryByTime( StartPosition, EndPosition, fTimeEnd );
if( PhysicsVolume.IsA( 'KFPhysicsVolume' ) && StartPosition.Z < EndPosition.Z )
{
if( PhysicsVolume.Gravity.Z < class'PhysicsVolume'.default.Gravity.Z )
{
if( Mass > 900 )
{
NewVelocity.Z += 90;
}
}
}
return NewVelocity;
}
simulated function PostBeginPlay()
{
if( Role < ROLE_Authority )
return;
if (Level.Game != none)
{
if(!bNerfed)
{
if( Level.Game.GameDifficulty < 2.0 )
{
GLFireBurst = default.GLFireBurst * 0.5;
GLFireRate = default.GLFireRate * 1.66;
}
else if( Level.Game.GameDifficulty < 4.0 )
{
GLFireBurst = default.GLFireBurst * 1.0;
GLFireRate = default.GLFireRate * 1.0;
}
else if( Level.Game.GameDifficulty < 5.0 )
{
GLFireBurst = default.GLFireBurst * 1.5;
GLFireRate = default.GLFireRate * 0.8;
}
else
{
GLFireBurst = default.GLFireBurst * 2.0;
GLFireRate = default.GLFireRate * 0.5;
}
}
else
{
GLFireInterval = default.GLFireInterval * 0.6;
GLFireBurst = default.GLFireBurst * 0.5;
GLFireRate = default.GLFireRate;
}
}
super.PostBeginPlay();
}
simulated Function PostNetBeginPlay()
{
EnableChannelNotify ( 1,1);
AnimBlendParams(1, 1.0, 0.0,, 'Bip01 Spine1');
super.PostNetBeginPlay();
TraceHitPos = vect(0,0,0);
bNetNotify = true;
}
simulated function PostNetReceive()
{
if (bCharging)
MovementAnims[0]='PoundRun';
else if(!(bCrispified && bBurnified))
MovementAnims[0]=default.MovementAnims[0];
if(bClientGLing != bGLing)
{
bClientGLing = bGLing;
if( bGLing )
{
IdleHeavyAnim='RangedFireMG';
IdleRifleAnim='RangedFireMG';
IdleCrouchAnim='RangedFireMG';
IdleWeaponAnim='RangedFireMG';
IdleRestAnim='RangedFireMG';
}
else
{
IdleHeavyAnim='RangedIdle';
IdleRifleAnim='RangedIdle';
IdleCrouchAnim='RangedIdle';
IdleWeaponAnim='RangedIdle';
IdleRestAnim='RangedIdle';
}
}
if( TraceHitPos!=vect(0,0,0) )
{
AddTraceHitFX(TraceHitPos);
TraceHitPos = vect(0,0,0);
}
}
// This zed has been taken control of. Boost its health and speed
function SetMindControlled(bool bNewMindControlled)
{
if( bNewMindControlled )
{
NumZCDHits++;
// if we hit him a couple of times, make him rage!
if( NumZCDHits > 1 )
{
if( !IsInState('ChargeToMarker') )
{
GotoState('ChargeToMarker');
}
else
{
NumZCDHits = 1;
if( IsInState('ChargeToMarker') )
{
GotoState('');
}
}
}
else
{
if( IsInState('ChargeToMarker') )
{
GotoState('');
}
}
if( bNewMindControlled != bZedUnderControl )
{
SetGroundSpeed(OriginalGroundSpeed * 1.25);
Health *= 1.25;
HealthMax *= 1.25;
}
}
else
{
NumZCDHits=0;
}
bZedUnderControl = bNewMindControlled;
}
// Handle the zed being commanded to move to a new location
function GivenNewMarker()
{
if( bCharging && NumZCDHits > 1 )
{
GotoState('RunningToMarker');
}
else
{
GotoState('');
}
}
simulated function SetBurningBehavior()
{
if( Role == Role_Authority && IsInState('RunningState') )
{
super.SetBurningBehavior();
GotoState('');
}
super.SetBurningBehavior();
}
function bool FlipOver()
{
if( Physics==PHYS_Falling )
{
SetPhysics(PHYS_Walking);
}
bShotAnim = true;
//Explosive Pound has a unique animation for getting stunned
GoToState('');
SetAnimAction('StunState');
HandleWaitForAnim('StunState');
Acceleration = vect(0, 0, 0);
Velocity.X = 0;
Velocity.Y = 0;
KFMonsterController(Controller).Focus = none;
KFMonsterController(Controller).FocalPoint = KFMonsterController(Controller).LastSeenPos;
Controller.GoToState('WaitForAnim');
KFMonsterController(Controller).bUseFreezeHack = true;
return true;
}
function StartCharging()
{
GoToState('');
SetAnimAction('PoundRage');
HandleWaitForAnim('PoundRage');
Acceleration = vect(0,0,0);
Velocity.X = 0;
Velocity.Y = 0;
bShotAnim = true;
Controller.GoToState('WaitForAnim');
KFMonsterController(Controller).bUseFreezeHack = True;
bHasRaged = true;
}
simulated function bool HitCanInterruptAction()
{
if( bShotAnim )
{
return false;
}
return true;
}
simulated function Destroyed()
{
if( mTracer!=none )
mTracer.Destroy();
if( mMuzzleFlash!=none )
mMuzzleFlash.Destroy();
super.Destroyed();
}
function RangedAttack(Actor A)
{
local float Dist;
Dist = VSize(Controller.Target.Location-Location);
if ( bShotAnim || Physics == PHYS_Swimming)
return;
else if ( Dist < (MeleeRange - DistBeforeSaw + CollisionRadius + A.CollisionRadius) && CanAttack(A) )
{
bShotAnim = true;
SetAnimAction('Claw');
PlaySound(sound'Claw2s', SLOT_Interact);
}
if( !bShotAnim && !bDecapitated )
{
if ( float(Health)/HealthMax < 0.5 )
{
GoToState('RunningState');
if(!bHasRaged)
StartCharging();
}
}
if ( !bWaitForAnim && !bShotAnim && !bDecapitated && LastGLTime<Level.TimeSeconds && Dist < 5000 && !bCharging)
{
LastGLTime = Level.TimeSeconds + GLFireInterval + (FRand() *2.0);
bShotAnim = true;
Acceleration = vect(0,0,0);
SetAnimAction('RangedPreFireMG');
HandleWaitForAnim('RangedPreFireMG');
GLFireCounter = GLFireBurst;
GoToState('FireGrenades');
}
}
state RunningState
{
//Fixes slow charge for charging zeds
//Credits:NikC for forum link, aleat0r for the code
simulated function float GetOriginalGroundSpeed()
{
return 3.0 * OriginalGroundSpeed;
}
simulated function SetZappedBehavior()
{
Global.SetZappedBehavior();
GoToState('');
}
function bool CanSpeedAdjust()
{
return false;
}
function BeginState()
{
if( bZapped )
{
GoToState('');
}
else
{
SetGroundSpeed(OriginalGroundSpeed * 3.0);
bCharging = true;
if( Level.NetMode!=NM_DedicatedServer )
PostNetReceive();
OnlineHeadshotOffset.Z = 51;
OnlineHeadshotOffset.X = 38;
OnlineHeadshotOffset.Y = -5;
NetUpdateTime = Level.TimeSeconds - 1;
}
}
function EndState()
{
if( !bZapped )
{
SetGroundSpeed(GetOriginalGroundSpeed());
}
bCharging = false;
if( Level.NetMode!=NM_DedicatedServer )
PostNetReceive();
OnlineHeadshotOffset = default.OnlineHeadshotOffset;
}
function RemoveHead()
{
GoToState('');
Global.RemoveHead();
}
function RangedAttack(Actor A)
{
local float Dist;
Dist = VSize(A.Location - Location);
DistBeforeSaw = 20.0;
if ( bShotAnim || Physics == PHYS_Swimming)
return;
else if ( Dist < (MeleeRange - DistBeforeSaw + CollisionRadius + A.CollisionRadius) && CanAttack(A) )
{
if(FRand() < 0.05 )
{
bShotAnim = true;
Acceleration = vect(0,0,0);
SetAnimAction('RangedPreFireMG');
HandleWaitForAnim('RangedPreFireMG');
GLFireCounter = 2;
GoToState('FireGrenades');
}
else
{
if(Level.Game.GameDifficulty < 5.0)
SetAnimAction(MeleeAnims[Rand(2)]);
else
SetAnimAction(MeleeAnims[1]);
bShotAnim = true;
PlaySound(sound'Claw2s', SLOT_Interact);
GoToState('');
}
OnlineHeadshotOffset = default.OnlineHeadshotOffset;
}
}
function Tick( float Delta )
{
if( Role == ROLE_Authority && bShotAnim)
{
if( LookTarget!=None )
{
Acceleration = 10000 * Normal(LookTarget.Location - Location);
}
}
global.Tick(Delta);
}
}
state RunningToMarker extends RunningState{}
function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex)
{
local bool bIsHeadShot;
bIsHeadShot = IsHeadShot(Hitlocation, normal(Momentum), 1.0);
if ( Level.Game.GameDifficulty >= 5.0 && bIsHeadshot && (class<DamTypeCrossbow>(damageType) != none || class<DamTypeCrossbowHeadShot>(damageType) != none) )
{
Damage *= 0.5; // Half Damage from Crossbow HS
}
if(DamageType == class 'DamTypeFrag' || DamageType == class 'DamTypePipeBomb' || DamageType == class 'DamTypeM79Grenade' ||
DamageType == class 'DamTypeM32Grenade' || DamageType == class 'DamTypeM203Grenade' || DamageType == class 'DamTypeSPGrenade' ||
DamageType == class 'DamTypeSealSquealExplosion' || DamageType == class 'DamTypeSeekerSixRocket')
Damage *= 0.5; // Half damage from explosives
Super.takeDamage(Damage, instigatedBy, hitLocation, momentum, damageType, HitIndex);
}
simulated function AddTraceHitFX( vector HitPos )
{
local vector Start,SpawnVel,SpawnDir;
local float hitDist;
Start = GetBoneCoords('FireBone').Origin;
if( mTracer==none )
mTracer = Spawn(class'KFMod.KFNewTracer',,,Start);
else mTracer.SetLocation(Start);
if( mMuzzleFlash==none )
{
mMuzzleFlash = Spawn(class'NewMinigunMFlashOS');
AttachToBone(mMuzzleFlash, 'FireBone');
}
else mMuzzleFlash.SpawnParticle(1);
hitDist = VSize(HitPos - Start) - 50.f;
if( hitDist>10 )
{
SpawnDir = Normal(HitPos - Start);
SpawnVel = SpawnDir * 10000.f;
mTracer.Emitters[0].StartVelocityRange.X.Min = SpawnVel.X;
mTracer.Emitters[0].StartVelocityRange.X.Max = SpawnVel.X;
mTracer.Emitters[0].StartVelocityRange.Y.Min = SpawnVel.Y;
mTracer.Emitters[0].StartVelocityRange.Y.Max = SpawnVel.Y;
mTracer.Emitters[0].StartVelocityRange.Z.Min = SpawnVel.Z;
mTracer.Emitters[0].StartVelocityRange.Z.Max = SpawnVel.Z;
mTracer.Emitters[0].LifetimeRange.Min = hitDist / 10000.f;
mTracer.Emitters[0].LifetimeRange.Max = mTracer.Emitters[0].LifetimeRange.Min;
mTracer.SpawnParticle(1);
}
Instigator = self;
if( HitPos != vect(0,0,0) )
{
Spawn(class'ROBulletHitEffect',,, HitPos, Rotator(Normal(HitPos - Start)));
}
}
function FireGLShot()
{
local vector X,Y,Z, FireStart;
local rotator FireRotation;
local float Dist;
//Log spam prevention(?)
if(Controller.Target != None)
{
Controller.Target = Controller.Target;
}
Dist = VSize(Controller.Target.Location-Location);
GLFireCounter--;
//Randomness in leading target
if(FRand() > 0.5 && !bNerfed)
SavedFireProperties.bLeadTarget = true;
else
SavedFireProperties.bLeadTarget = false;
if( Controller!=none && KFDoorMover(Controller.Target)!=none )
{
Controller.Target.TakeDamage(22,self,Location,vect(0,0,0),class'DamTypeVomit');
return;
}
GetAxes(Rotation,X,Y,Z);
FireStart = GetBoneCoords('FireBone').Origin;
if ( !SavedFireProperties.bInitialized )
{
SavedFireProperties.AmmoClass = class'SkaarjAmmo';
SavedFireProperties.ProjectileClass = GunnerProjClass;
SavedFireProperties.WarnTargetPct = 1;
SavedFireProperties.MaxRange = 65535;
SavedFireProperties.bTossed = false;
SavedFireProperties.bTrySplash = true;
SavedFireProperties.bLeadTarget = false;
SavedFireProperties.bInstantHit = false;
SavedFireProperties.bInitialized = true;
}
ToggleAuxCollision(false);
FireRotation = Controller.AdjustAim(SavedFireProperties,FireStart,600);
Spawn(GunnerProjClass,,,FireStart,FireRotation);
PlaySound(sound'KF_M79Snd.M79_Fire',SLOT_Misc,2,,1400,0.9+FRand()*0.2);
ToggleAuxCollision(true);
}
simulated function AnimEnd( int Channel )
{
local name Sequence;
local float Frame, Rate;
if( Level.NetMode==NM_Client && bGLing )
{
GetAnimParams( Channel, Sequence, Frame, Rate );
if( Sequence != 'RangedPreFireMG' && Sequence != 'RangedFireMG' )
{
super.AnimEnd(Channel);
return;
}
PlayAnim('RangedFireMG');
bWaitForAnim = true;
bShotAnim = true;
IdleTime = Level.TimeSeconds;
}
else super.AnimEnd(Channel);
}
state FireGrenades
{
function RangedAttack(Actor A)
{
//Log spam prevention(?)
if(Controller.Target != None)
{
Controller.Target = A;
Controller.Focus = A;
}
}
simulated function Tick(float DeltaTime)
{
local float Dist;
local float Speed, Timer, TossZ;
local float AdditionalSpeed;
local float TimerDivizor;
//Log spam prevention
if(Controller.Target != None)
{
Dist = VSize(Controller.Target.Location-Location);
TossZ = Controller.Target.Location.Z - Location.Z;
}
AdditionalSpeed = 250;
TimerDivizor = 1250;
Speed = Dist + AdditionalSpeed;
Timer = Dist / TimerDivizor;
if(TossZ >= 200)
TossZ = 200;
else if(TossZ <=100)
TossZ = 100;
class'GunnerGLProjectile'.default.Speed = Speed;
class'GunnerGLProjectile'.default.ExplodeTimer = 1 + (FRand() - 0.5) + Timer;
class'GunnerGLProjectile'.default.TossZ = TossZ;
if(class'GunnerGLProjectile'.default.ExplodeTimer >= 1.75)
class'GunnerGLProjectile'.default.ExplodeTimer = 1.75;
if(bNerfed)
class'GunnerGLProjectile'.default.ExplodeTimer = 1.5;
if(Dist < 500)
{
SavedFireProperties.bLeadTarget = true;
AdditionalSpeed = 700;
}
if(Dist > 3500 )
AdditionalSpeed = 0;
if(float(Health)/HealthMax < 0.5 && !bHasRaged )
{
StartCharging();
}
super.Tick(DeltaTime);
}
function EndState()
{
TraceHitPos = vect(0,0,0);
bGLing = false;
SoundVolume=default.SoundVolume;
SoundRadius=default.SoundRadius;
GLFireCounter=0;
LastGLTime = Level.TimeSeconds + GLFireInterval + (FRand() *2.0);
}
function BeginState()
{
bFireAtWill = false;
Acceleration = vect(0,0,0);
bGLing = true;
}
function AnimEnd( int Channel )
{
if( GLFireCounter <= 0 )
{
bShotAnim = true;
Acceleration = vect(0,0,0);
SetAnimAction('RangedFireMGEnd');
HandleWaitForAnim('RangedFireMGEnd');
GoToState('');
}
else
{
if ( Controller.Enemy != none )
{
if ( Controller.LineOfSightTo(Controller.Enemy) && FastTrace(GetBoneCoords('FireBone').Origin,Controller.Enemy.Location))
{
Controller.Focus = Controller.Enemy;
Controller.FocalPoint = Controller.Enemy.Location;
}
Controller.Target = Controller.Enemy;
}
bFireAtWill = true;
bShotAnim = true;
Acceleration = vect(0,0,0);
SetAnimAction('RangedFireMG');
bWaitForAnim = true;
}
}
function bool NeedToTurnFor( rotator targ )
{
local int YawErr;
targ.Yaw = DesiredRotation.Yaw & 65535;
YawErr = (targ.Yaw - (Rotation.Yaw & 65535)) & 65535;
return !((YawErr < 2000) || (YawErr > 64535));
}
Begin:
While( true )
{
Acceleration = vect(0,0,0);
if( GLFireCounter <= 0 )
{
bShotAnim = true;
Acceleration = vect(0,0,0);
SetAnimAction('RangedFireMGEnd');
HandleWaitForAnim('RangedFireMGEnd');
GoToState('');
}
if( bFireAtWill )
FireGLShot();
Sleep(GLFireRate);
}
}
simulated function int DoAnimAction( name AnimName )
{
if(AnimName=='GoreAttack2' || AnimName=='GoreAttack1' ||AnimName=='RangedHitF' )
{
AnimBlendParams(1, 1.0, 0.0,, 'Bip01 Spine1');
PlayAnim(AnimName,, 0.0, 1);
return 1;
}
return super.DoAnimAction(AnimName);
}
simulated event SetAnimAction(name NewAction)
{
local int meleeAnimIndex;
if( NewAction=='' )
return;
if(NewAction == 'Claw')
{
meleeAnimIndex = Rand(3);
NewAction = meleeAnims[meleeAnimIndex];
CurrentDamtype = ZombieDamType[meleeAnimIndex];
}
ExpectingChannel = DoAnimAction(NewAction);
if( Controller != none )
{
ControllerExplosivePound(Controller).AnimWaitChannel = ExpectingChannel;
}
if( AnimNeedsWait(NewAction) )
{
bWaitForAnim = true;
}
if( Level.NetMode!=NM_Client )
{
AnimAction = NewAction;
bResetAnimAct = true;
ResetAnimActTime = Level.TimeSeconds+0.3;
}
}
simulated function HandleWaitForAnim( name NewAnim )
{
local float RageAnimDur;
Controller.GoToState('WaitForAnim');
RageAnimDur = GetAnimDuration(NewAnim);
ControllerExplosivePound(Controller).SetWaitForAnimTimout(RageAnimDur,NewAnim);
}
simulated function bool AnimNeedsWait(name TestAnim)
{
if( TestAnim == 'RangedFireMG' || TestAnim == 'RangedPreFireMG' || TestAnim == 'RangedFireMGEnd'
|| TestAnim == 'StunState' || TestAnim == 'PoundRage')
{
return true;
}
return false;
}
static simulated function PreCacheMaterials(LevelInfo myLevel)
{
myLevel.AddPrecacheMaterial(Shader'KFOldSchoolZeds_Textures.Fleshpound.PoundBitsShader');
myLevel.AddPrecacheMaterial(Texture'KFOldSchoolZeds_Textures.GunPound.AutoTurretGunTex');
myLevel.AddPrecacheMaterial(Texture'KFOldSchoolZeds_Textures.GunPound.GunPoundSkin');
}
function OldPlayHit(float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, optional int HitIndex)
{
if(LastGLTime<Level.TimeSeconds + 1)
return;
else
super.OldPlayHit(Damage,InstigatedBy,HitLocation,damageType,Momentum,HitIndex);
}
defaultproperties
{
GunnerProjClass=Class'KFOldSchoolZeds.GunnerGLProjectile'
GLFireRate=0.750000
GLFireBurst=2
GLFireInterval=5.500000
MeleeAnims(0)="GoreAttack2"
MeleeAnims(1)="GoreAttack1"
MeleeAnims(2)="GoreAttack2"
MoanVoice=SoundGroup'KFOldSchoolZeds_Sounds.Fleshpound.Fleshpound_Speech'
BleedOutDuration=6.000000
ZapThreshold=1.250000
ZappedDamageMod=1.250000
bHarpoonToBodyStuns=False
ZombieFlag=1
MeleeDamage=20
damageForce=-200000
bFatAss=True
KFRagdollName="FleshPoundRag"
JumpSound=Sound'KFOldSchoolZeds_Sounds.Shared.Male_ZombieJump'
Intelligence=BRAINS_Mammal
bUseExtendedCollision=True
ColOffset=(Z=65.000000)
ColRadius=27.000000
ColHeight=25.000000
PlayerCountHealthScale=0.100000
BurningWalkFAnims(0)="RangedWalkF"
BurningWalkFAnims(1)="RangedWalkF"
BurningWalkFAnims(2)="RangedWalkF"
BurningWalkAnims(0)="RangedWalkF"
BurningWalkAnims(1)="RangedWalkF"
BurningWalkAnims(2)="RangedWalkF"
OnlineHeadshotOffset=(X=-8.000000,Y=7.000000,Z=77.000000)
OnlineHeadshotScale=1.200000
HeadHealth=650.000000
PlayerNumHeadHealthScale=0.050000
MotionDetectorThreat=2.000000
HitSound(0)=SoundGroup'KFOldSchoolZeds_Sounds.Shared.Male_ZombiePain'
DeathSound(0)=SoundGroup'KFOldSchoolZeds_Sounds.Shared.Male_ZombieDeath'
AmmunitionClass=Class'KFMod.BZombieAmmo'
ScoringValue=125
IdleHeavyAnim="RangedIdle"
IdleRifleAnim="RangedIdle"
MeleeRange=65.000000
GroundSpeed=80.000000
WaterSpeed=75.000000
HealthMax=1250.000000
Health=1250
HeadRadius=8.750000
HeadHeight=11.000000
AmbientSoundScaling=5.000000
MenuName="Flesh Pound Explosives Gunner"
ControllerClass=Class'KFOldSchoolZeds.ControllerExplosivePound'
MovementAnims(0)="RangedWalkF"
MovementAnims(1)="RangedWalkF"
MovementAnims(2)="RangedWalkF"
MovementAnims(3)="RangedWalkF"
TurnLeftAnim="RangedBossHitF"
TurnRightAnim="RangedBossHitF"
WalkAnims(0)="RangedWalkF"
WalkAnims(1)="RangedWalkF"
WalkAnims(2)="RangedWalkF"
WalkAnims(3)="RangedWalkF"
AirAnims(0)="RangedJumpInAir"
AirAnims(1)="RangedJumpInAir"
AirAnims(2)="RangedJumpInAir"
AirAnims(3)="RangedJumpInAir"
TakeoffAnims(0)="RangedJumpTakeOff"
TakeoffAnims(1)="RangedJumpTakeOff"
TakeoffAnims(2)="RangedJumpTakeOff"
TakeoffAnims(3)="RangedJumpTakeOff"
LandAnims(0)="RangedJumpLanded"
LandAnims(1)="RangedJumpLanded"
LandAnims(2)="RangedJumpLanded"
LandAnims(3)="RangedJumpLanded"
AirStillAnim="RangedJumpInAir"
TakeoffStillAnim="RangedJumpTakeOff"
IdleCrouchAnim="RangedIdle"
IdleWeaponAnim="RangedIdle"
IdleRestAnim="RangedIdle"
AmbientSound=Sound'KFOldSchoolZeds_Sounds.Scrake.Saw_Idle'
Mesh=SkeletalMesh'KFCharacterModelsOldSchool.ExplosivesPound'
PrePivot=(Z=2.000000)
Skins(0)=Shader'KFOldSchoolZeds_Textures.Fleshpound.PoundBitsShader'
Skins(1)=TexOscillator'KillingFloorWeapons.Chainsaw.SAWCHAIN'
Skins(2)=Texture'KFPatch2.BossGun'
Skins(3)=Shader'KFPatch2.LaserShader'
Skins(4)=Shader'KFCharacters.PoundBitsShader'
Skins(5)=Texture'KFOldSchoolZeds_Textures.clot.ClotSkinVariant2'
Skins(6)=Texture'KillingFloorWeapons.Chainsaw.ChainSawSkin3PZombie'
SoundRadius=200.000000
Mass=400.000000
RotationRate=(Yaw=45000,Roll=0)
}