NicePack/sources/Zeds/NiceAvoidMarkerFP.uc
Anton Tarasenko 0b12940297 Update 003
- Aiming down sights now reduces recoil by 50%
- Reshuffled demo skills
- Weapon for commando M4 203: increased amount of primary ammo from 120
to 180, reduced amount of grenade ammo from 12 to 8
- Weapon for Enforcer AA12 Shotgun: spread reduced from 3000 to 1125
- Weapon for Enforcer HSG-1 Shotgun: spread reduced from 1250 to 750
- Crawlers can no longer jump while headless
- Husks should no longer shoot while falling
- Sirens should no longer lift players from the ground with their
screaming
- Shiver's bleed out duration reduced from 5 to 3 seconds
- Jasons should no longer "rotate" because of fleshpounds
2021-08-07 02:58:50 +07:00

39 lines
1.2 KiB
Ucode

class NiceAvoidMarkerFP extends NiceAvoidMarker;
var NiceZombieFleshpound niceFP;
state BigMeanAndScary
{
Begin:
StartleBots();
Sleep(1.0);
GoTo('Begin');
}
function InitFor(NiceMonster V){
if(V != none){
niceFP = NiceZombieFleshpound(V);
SetCollisionSize(niceFP.CollisionRadius * 3, niceFP.CollisionHeight + CollisionHeight);
SetBase(niceFP);
GoToState('BigMeanAndScary');
}
}
function Touch( actor Other ){
if((Pawn(Other) != none) && KFMonsterController(Pawn(Other).Controller) != none && RelevantTo(Pawn(Other)))
KFMonsterController(Pawn(Other).Controller).AvoidThisMonster(niceFP);
}
function bool RelevantTo(Pawn P){
local NiceMonster niceZed;
niceZed = NiceMonster(P);
if(niceZed != none && (niceZed.default.Health >= 1000 || NiceZombieJason(niceZed) != none))
return false;
return (niceFP != none && VSizeSquared(niceFP.Velocity) >= 75 && Super.RelevantTo(P) && niceFP.Velocity dot (P.Location - niceFP.Location) > 0 );
}
function StartleBots(){
local KFMonster P;
if(niceFP != none)
ForEach CollidingActors(class'KFMonster', P, CollisionRadius)
if(RelevantTo(P))
KFMonsterController(P.Controller).AvoidThisMonster(niceFP);
}
defaultproperties
{
}