Add stopping power mechanic
This commit is contained in:
parent
1bc35cc348
commit
0951574451
23 changed files with 208 additions and 196 deletions
|
|
@ -27,23 +27,20 @@ Ignores StartChargingFP;
|
|||
bFrustrated = false;
|
||||
if(Controller != none)
|
||||
NiceZombieFleshPoundController(Controller).RageFrustrationTimer = 0;
|
||||
if( Health>0 && !bZapped )
|
||||
{
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
}
|
||||
|
||||
if( Level.NetMode!=NM_DedicatedServer )
|
||||
ClientChargingAnims();
|
||||
|
||||
NetUpdateTime = Level.TimeSeconds - 1;
|
||||
}
|
||||
simulated function UpdateGroundSpeed() {
|
||||
super(NiceMonster).UpdateGroundSpeed();
|
||||
if (!bShotAnim) {
|
||||
groundSpeed *= 2.3;
|
||||
}
|
||||
}
|
||||
function Tick( float Delta )
|
||||
{
|
||||
if( !bShotAnim )
|
||||
{
|
||||
SetGroundSpeed(OriginalGroundSpeed * 2.3);//2.0;
|
||||
}
|
||||
|
||||
// Keep the flesh pound moving toward its target when attacking
|
||||
if( Role == ROLE_Authority && bShotAnim)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue