Remove Claw3
animation from Shiver
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parent
2384dc34d1
commit
8dc8f35b08
@ -38,6 +38,33 @@ simulated function PostBeginPlay()
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}
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}
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}
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simulated event SetAnimAction(name NewAction) {
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local int meleeAnimIndex;
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if (bFrozenZed) return;
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if (newAction == '') return;
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if (newAction == 'Claw') {
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meleeAnimIndex = Rand(2); // Shivers only have two animations now
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newAction = meleeAnims[meleeAnimIndex];
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currentDamtype = zombieDamType[meleeAnimIndex];
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} else if(newAction == 'DoorBash') {
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currentDamtype = zombieDamType[Rand(3)];
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}
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expectingChannel = DoAnimAction(NewAction);
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if (AnimNeedsWait(newAction)) {
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bWaitForAnim = true;
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} else {
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bWaitForAnim = false;
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}
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if (level.netMode != NM_Client) {
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animAction = newAction;
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bResetAnimAct = True;
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resetAnimActTime = level.timeSeconds + 0.3;
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}
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}
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simulated function Destroyed()
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{
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if (Level.NetMode != NM_DedicatedServer && MatAlphaSkin != none)
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@ -429,10 +456,16 @@ simulated function int DoAnimAction( name AnimName )
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}
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defaultproperties
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{
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HeadOffsetY=-3.000000
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headOffsetY=-3.000000
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idleInsertFrame=0.468000
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OnlineHeadshotOffset=(X=19.000000,Z=39.000000)
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ScoringValue=15
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HeadRadius=8.000000
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HeadHeight=3.000000
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onlineHeadshotOffset=(X=19.000000,Z=39.000000)
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scoringValue=15
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headRadius=8.000000
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headHeight=3.000000
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// Override third animation just in case.
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// However it shouldn't be required since we've already changed
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// `SetAnimAction` function to only use first two animations
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meleeAnims(0)="Claw"
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meleeAnims(1)="Claw2"
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meleeAnims(2)="Claw"
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}
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