Menus overhaul #14
@ -77,13 +77,16 @@ function DiscardCurrentScreamBall(){
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currScreamTiming = -1;
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currScreamTiming = -1;
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}
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}
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}
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}
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function RangedAttack(Actor A)
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function RangedAttack(Actor A)
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{
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{
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local int LastFireTime;
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local int LastFireTime;
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local float Dist;
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local float Dist;
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if (bShotAnim)
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if (bShotAnim)
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return;
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return;
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Dist = VSize(A.Location - Location);
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Dist = VSize(A.Location - Location);
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if (Physics == PHYS_Swimming)
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if (Physics == PHYS_Swimming)
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{
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{
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SetAnimAction('Claw');
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SetAnimAction('Claw');
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@ -98,7 +101,8 @@ function RangedAttack(Actor A)
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Controller.bPreparingMove = true;
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Controller.bPreparingMove = true;
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Acceleration = vect(0,0,0);
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Acceleration = vect(0,0,0);
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}
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}
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else if( Dist <= ScreamRadius && !bDecapitated && !bZapped )
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// ok se we DO NOT want to scream at other nice zeds
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else if (!bNotAHuman() && Dist <= ScreamRadius && !bDecapitated && !bZapped)
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{
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{
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bShotAnim = true;
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bShotAnim = true;
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SetAnimAction('Siren_Scream');
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SetAnimAction('Siren_Scream');
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@ -119,6 +123,16 @@ function RangedAttack(Actor A)
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Acceleration.Z = FMin(Acceleration.Z, 0.0f);
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Acceleration.Z = FMin(Acceleration.Z, 0.0f);
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}
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}
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}
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}
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final private function bool bNotAHuman()
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{
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if (Controller == none || Controller.Enemy == none)
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return false;
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// log("Zed enemy classname was " $ Controller.Enemy.class);
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return ClassIsChildOf(Controller.Enemy.class, class'NiceMonster');
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}
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simulated function int DoAnimAction( name AnimName )
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simulated function int DoAnimAction( name AnimName )
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{
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{
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if( AnimName=='Siren_Scream' || AnimName=='Siren_Bite' || AnimName=='Siren_Bite2' )
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if( AnimName=='Siren_Scream' || AnimName=='Siren_Bite' || AnimName=='Siren_Bite2' )
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