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