class MeanZombieHusk extends NiceZombieHusk; #exec OBJ LOAD FILE=NicePackT.utx var int consecutiveShots, totalShots, maxNormalShots; function DoStun(optional Pawn instigatedBy, optional Vector hitLocation, optional Vector momentum, optional class damageType, optional float headshotLevel, optional KFPlayerReplicationInfo KFPRI){ super.DoStun(instigatedBy, hitLocation, momentum, damageType, headshotLevel, KFPRI); totalShots = maxNormalShots; } function RangedAttack(Actor A) { local int LastFireTime; if ( bShotAnim ) return; if ( Physics == PHYS_Swimming ) { SetAnimAction('Claw'); bShotAnim = true; LastFireTime = Level.TimeSeconds; } else if ( VSize(A.Location - Location) < MeleeRange + CollisionRadius + A.CollisionRadius ) { bShotAnim = true; LastFireTime = Level.TimeSeconds; SetAnimAction('Claw'); //PlaySound(sound'Claw2s', SLOT_Interact); KFTODO: Replace this Controller.bPreparingMove = true; Acceleration = vect(0,0,0); } else if((KFDoorMover(A) != none || (!Region.Zone.bDistanceFog && VSize(A.Location-Location) <= 65535) || (Region.Zone.bDistanceFog && VSizeSquared(A.Location-Location) < (Square(Region.Zone.DistanceFogEnd) * 0.8))) // Make him come out of the fog a bit && !bDecapitated && Physics != PHYS_Falling) { bShotAnim = true; SetAnimAction('ShootBurns'); Controller.bPreparingMove = true; Acceleration = vect(0,0,0); //Increment the number of consecutive shtos taken and apply the cool down if needed totalShots ++; consecutiveShots ++; if(consecutiveShots < 3 && totalShots > maxNormalShots) NextFireProjectileTime = Level.TimeSeconds; else{ NextFireProjectileTime = Level.TimeSeconds + ProjectileFireInterval + (FRand() * 2.0); consecutiveShots = 0; } } } defaultproperties { maxNormalShots=3 AmmunitionClass=class'MeanZombieHuskAmmo' remainingStuns=1 MenuName="Mean Husk" ControllerClass=class'MeanZombieHuskController' Skins(0)=Texture'NicePackT.MonsterMeanHusk.burns_tatters' Skins(1)=Shader'NicePackT.MonsterMeanHusk.burns_shdr' }