Add mechanic that buffs clots from the siren's scream
Increase their speed by 50% and tankiness by not receving any body damage upon decapitation while under the effects.
This commit is contained in:
parent
a003061d6d
commit
324e644db4
@ -5,6 +5,8 @@ class NiceZombieClot extends NiceZombieClotBase;
|
||||
#exec OBJ LOAD FILE=KF_Specimens_Trip_T.utx
|
||||
#exec OBJ LOAD FILE=MeanZedSkins.utx
|
||||
|
||||
var float sirenBoostTimeout;
|
||||
|
||||
function ClawDamageTarget()
|
||||
{
|
||||
local vector PushDir;
|
||||
@ -109,9 +111,33 @@ simulated function int DoAnimAction( name AnimName )
|
||||
}
|
||||
return super.DoAnimAction( AnimName );
|
||||
}
|
||||
function DealDecapDamage( int damage,
|
||||
Pawn instigatedBy,
|
||||
Vector hitLocation,
|
||||
Vector momentum,
|
||||
class<NiceWeaponDamageType> damageType,
|
||||
float headshotLevel,
|
||||
KFPlayerReplicationInfo KFPRI,
|
||||
optional float lockonTime) {
|
||||
if (sirenBoostTimeout > 0) {
|
||||
RemoveHead();
|
||||
} else {
|
||||
super.DealDecapDamage(damage, instigatedBy, hitLocation, momentum,
|
||||
damageType, headshotLevel, KFPRI, lockonTime);
|
||||
}
|
||||
}
|
||||
simulated function UpdateGroundSpeed() {
|
||||
super.UpdateGroundSpeed();
|
||||
if (sirenBoostTimeout > 0) {
|
||||
groundSpeed *= 1.5;
|
||||
}
|
||||
}
|
||||
simulated function Tick(float DeltaTime)
|
||||
{
|
||||
super.Tick(DeltaTime);
|
||||
if (sirenBoostTimeout >= 0) {
|
||||
sirenBoostTimeout -= deltaTime;
|
||||
}
|
||||
if( bShotAnim && Role == ROLE_Authority )
|
||||
{
|
||||
if( LookTarget!=none )
|
||||
|
@ -226,6 +226,7 @@ simulated function HurtRadius(float DamageAmount, float DamageRadius, class<Dama
|
||||
local int UsedDamageAmount;
|
||||
local KFHumanPawn humanPawn;
|
||||
local class<NiceVeterancyTypes> niceVet;
|
||||
local NiceZombieClot niceClot;
|
||||
|
||||
if (bHurtEntry || Health <= 0 || HeadHealth <= 0 || bIsStunned)
|
||||
return;
|
||||
@ -243,6 +244,10 @@ simulated function HurtRadius(float DamageAmount, float DamageRadius, class<Dama
|
||||
if (Victims.bStatic || Victims.Physics == PHYS_None || !FastTrace(Victims.Location, Location) )
|
||||
continue; // skip this actor
|
||||
|
||||
niceClot = NiceZombieClot(victims);
|
||||
if (niceClot != none) {
|
||||
niceClot.sirenBoostTimeout = 10.0;
|
||||
}
|
||||
Momentum = InitMomentum;
|
||||
// don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag
|
||||
// Or Karma actors in this case. Self inflicted Death due to flying chairs is uncool for a zombie of your stature.
|
||||
|
Loading…
Reference in New Issue
Block a user