zedtest3 #3
@ -232,6 +232,7 @@ function ClawDamageTarget()
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           PlaySound(MeleeAttackHitSound, SLOT_Interact, 1.25);
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					           PlaySound(MeleeAttackHitSound, SLOT_Interact, 1.25);
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    }
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					    }
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}
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					}
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function bool ClawDamageSingleTarget(float UsedMeleeDamage, Actor ThisTarget)
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					function bool ClawDamageSingleTarget(float UsedMeleeDamage, Actor ThisTarget)
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{
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					{
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    local Pawn HumanTarget;
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					    local Pawn HumanTarget;
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@ -239,6 +240,11 @@ function bool ClawDamageSingleTarget(float UsedMeleeDamage, Actor ThisTarget)
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    local bool bHitSomeone;
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					    local bool bHitSomeone;
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    local float EnemyAngle;
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					    local float EnemyAngle;
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    local vector PushForceVar;
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					    local vector PushForceVar;
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					    // fix log spam
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					    if (Controller == none || ThisTarget == none)
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					        return false;
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    EnemyAngle = Normal(ThisTarget.Location - Location) dot vector(Rotation);
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					    EnemyAngle = Normal(ThisTarget.Location - Location) dot vector(Rotation);
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    if (EnemyAngle > 0)
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					    if (EnemyAngle > 0)
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    {
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					    {
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@ -272,6 +278,7 @@ function bool ClawDamageSingleTarget(float UsedMeleeDamage, Actor ThisTarget)
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    }
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					    }
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    return bHitSomeone;
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					    return bHitSomeone;
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}
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					}
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function StartCharging()
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					function StartCharging()
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{
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					{
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    // How many times should we hit before we cool down?
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					    // How many times should we hit before we cool down?
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