Update 003
- Aiming down sights now reduces recoil by 50% - Reshuffled demo skills - Weapon for commando M4 203: increased amount of primary ammo from 120 to 180, reduced amount of grenade ammo from 12 to 8 - Weapon for Enforcer AA12 Shotgun: spread reduced from 3000 to 1125 - Weapon for Enforcer HSG-1 Shotgun: spread reduced from 1250 to 750 - Crawlers can no longer jump while headless - Husks should no longer shoot while falling - Sirens should no longer lift players from the ground with their screaming - Shiver's bleed out duration reduced from 5 to 3 seconds - Jasons should no longer "rotate" because of fleshpounds
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15 changed files with 28 additions and 459 deletions
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@ -5,7 +5,7 @@ class NiceZombieCrawler extends NiceZombieCrawlerBase;
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//----------------------------------------------------------------------------
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function bool DoPounce()
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{
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if (bZapped || bIsCrouched || bWantsToCrouch || (Physics != PHYS_Walking) || VSize(Location - Controller.Target.Location) > (MeleeRange * 5))
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if (headHealth <= 0 || bZapped || bIsCrouched || bWantsToCrouch || (Physics != PHYS_Walking) || VSize(Location - Controller.Target.Location) > (MeleeRange * 5))
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return false;
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Velocity = Normal(Controller.Target.Location-Location)*PounceSpeed;
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Velocity.Z = JumpZ;
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@ -79,7 +79,7 @@ function RangedAttack(Actor A)
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else if ( (KFDoorMover(A) != none ||
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(!Region.Zone.bDistanceFog && VSize(A.Location-Location) <= 65535) ||
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(Region.Zone.bDistanceFog && VSizeSquared(A.Location-Location) < (Square(Region.Zone.DistanceFogEnd) * 0.8))) // Make him come out of the fog a bit
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&& !bDecapitated )
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&& !bDecapitated && Physics != PHYS_Falling)
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{
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bShotAnim = true;
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@ -101,4 +101,5 @@ defaultproperties
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PrePivot=(Z=5.000000)
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Skins(0)=Combiner'ScrnZedPack_T.Shiver.CmbRemoveAlpha'
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RotationRate=(Yaw=45000,Roll=0)
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BleedOutDuration=3.0
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}
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@ -116,6 +116,7 @@ function RangedAttack(Actor A)
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{
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Acceleration = AccelRate * Normal(A.Location - Location);
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}
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Acceleration.Z = FMin(Acceleration.Z, 0.0f);
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}
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}
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simulated function int DoAnimAction( name AnimName )
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@ -137,7 +137,9 @@ function FreePrimaryBeam()
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PrimaryBeam.EndActor = none;
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PrimaryBeam.EffectEndTime = Level.TimeSeconds - 1;
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PrimaryBeam.Instigator = none; // mark to delete
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PrimaryBeam = none; }}
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PrimaryBeam = none;
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}
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}
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function RangedAttack(Actor A)
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{
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local float Dist;
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