mean husk uses same fixes as nice husk
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				@ -1,46 +1,12 @@
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class MeanZombieHusk extends NiceZombieHusk;
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#exec OBJ LOAD FILE=NicePackT.utx
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var int consecutiveShots, totalShots, maxNormalShots;
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function DoStun(optional Pawn instigatedBy, optional Vector hitLocation, optional Vector momentum, optional class<NiceWeaponDamageType> damageType, optional float headshotLevel, optional KFPlayerReplicationInfo KFPRI){
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    super.DoStun(instigatedBy, hitLocation, momentum, damageType, headshotLevel, KFPRI);
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    totalShots = maxNormalShots;
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}
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function SpawnTwoShots() {
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    local vector X,Y,Z, FireStart;
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    local rotator FireRotation;
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    local KFMonsterController KFMonstControl;
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    if(Controller != none && KFDoorMover(Controller.Target) != none){
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       Controller.Target.TakeDamage(22, Self, Location, vect(0,0,0), Class'DamTypeVomit');
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       return;
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    }
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    GetAxes(Rotation,X,Y,Z);
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    FireStart = GetBoneCoords('Barrel').Origin;
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    if (!SavedFireProperties.bInitialized){
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       SavedFireProperties.AmmoClass = Class'SkaarjAmmo';
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       SavedFireProperties.ProjectileClass = HuskFireProjClass;
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       SavedFireProperties.WarnTargetPct = 1;
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       SavedFireProperties.MaxRange = 65535;
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       SavedFireProperties.bTossed = False;
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       SavedFireProperties.bTrySplash = true;
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       SavedFireProperties.bLeadTarget = True;
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       SavedFireProperties.bInstantHit = False;
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       SavedFireProperties.bInitialized = True;
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    }
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    // Turn off extra collision before spawning vomit, otherwise spawn fails
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    ToggleAuxCollision(false);
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    if(Controller != none)
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       FireRotation = Controller.AdjustAim(SavedFireProperties, FireStart, 600);
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    foreach DynamicActors(class'KFMonsterController', KFMonstControl){
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       if(KFMonstControl != controller){
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           if(PointDistToLine(KFMonstControl.Pawn.Location, vector(FireRotation), FireStart) < 75){
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               KFMonstControl.GetOutOfTheWayOfShot(vector(FireRotation),FireStart);
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           }
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       }
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    }
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    Spawn(HuskFireProjClass, Self,, FireStart, FireRotation);
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    // Turn extra collision back on
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    ToggleAuxCollision(true);
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}
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function RangedAttack(Actor A) {
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    local int LastFireTime;
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    if ( bShotAnim )
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