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

91 lines
3.3 KiB
Ucode

//-----------------------------------------------------------
//
//-----------------------------------------------------------
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<SeveredAppendage> 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<SeveredHead>(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"
}