Remove Claw3 animation from Shiver

This commit is contained in:
Anton Tarasenko 2024-10-29 03:00:45 +07:00
parent 2384dc34d1
commit 8dc8f35b08

View File

@ -38,6 +38,33 @@ simulated function PostBeginPlay()
}
}
}
simulated event SetAnimAction(name NewAction) {
local int meleeAnimIndex;
if (bFrozenZed) return;
if (newAction == '') return;
if (newAction == 'Claw') {
meleeAnimIndex = Rand(2); // Shivers only have two animations now
newAction = meleeAnims[meleeAnimIndex];
currentDamtype = zombieDamType[meleeAnimIndex];
} else if(newAction == 'DoorBash') {
currentDamtype = zombieDamType[Rand(3)];
}
expectingChannel = DoAnimAction(NewAction);
if (AnimNeedsWait(newAction)) {
bWaitForAnim = true;
} else {
bWaitForAnim = false;
}
if (level.netMode != NM_Client) {
animAction = newAction;
bResetAnimAct = True;
resetAnimActTime = level.timeSeconds + 0.3;
}
}
simulated function Destroyed()
{
if (Level.NetMode != NM_DedicatedServer && MatAlphaSkin != none)
@ -429,10 +456,16 @@ simulated function int DoAnimAction( name AnimName )
}
defaultproperties
{
HeadOffsetY=-3.000000
headOffsetY=-3.000000
idleInsertFrame=0.468000
OnlineHeadshotOffset=(X=19.000000,Z=39.000000)
ScoringValue=15
HeadRadius=8.000000
HeadHeight=3.000000
onlineHeadshotOffset=(X=19.000000,Z=39.000000)
scoringValue=15
headRadius=8.000000
headHeight=3.000000
// Override third animation just in case.
// However it shouldn't be required since we've already changed
// `SetAnimAction` function to only use first two animations
meleeAnims(0)="Claw"
meleeAnims(1)="Claw2"
meleeAnims(2)="Claw"
}