class MeanZombieClot extends NiceZombieClot; #exec OBJ LOAD FILE=MeanZedSkins.utx function int ModBodyDamage(out int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class damageType, float headshotLevel, KFPlayerReplicationInfo KFPRI, optional float lockonTime){ local bool bDecreaseDamage; // Decrease damage if needed bDecreaseDamage = false; if(damageType != none) bDecreaseDamage = (headshotLevel <= 0.0) && damageType.default.bCheckForHeadShots; if(damageType != none && damageType.default.heatPart > 0) bDecreaseDamage = false; if(bDecreaseDamage && HeadHealth > 0) Damage *= 0.5; return super.ModBodyDamage(Damage, instigatedBy, hitlocation, momentum, damageType, headshotLevel, KFPRI, lockonTime); } defaultproperties { MenuName="Mean Clot" Skins(0)=Combiner'MeanZedSkins.clot_cmb' }