// Zombie Monster for KF Invasion gametype
class NiceZombieStalkerBase extends NiceMonster
    abstract;
// #exec OBJ LOAD FILE=
#exec OBJ LOAD FILE=KFX.utx
#exec OBJ LOAD FILE=KF_BaseStalker.uax
var float NextCheckTime;
var KFHumanPawn LocalKFHumanPawn;
var float LastUncloakTime;
//-------------------------------------------------------------------------------
// NOTE: All Code resides in the child class(this class was only created to
//         eliminate hitching caused by loading default properties during play)
//-------------------------------------------------------------------------------
defaultproperties
{
    fuelRatio=0.850000
    clientHeadshotScale=1.200000
    niceZombieDamType=class'NiceZedSlashingDamageType'
    MeleeAnims(0)="StalkerSpinAttack"
    MeleeAnims(1)="StalkerAttack1"
    MeleeAnims(2)="JumpAttack"
    MeleeDamage=9
    damageForce=5000
    KFRagdollName="Stalker_Trip"
    CrispUpThreshhold=10
    PuntAnim="ClotPunt"
    SeveredArmAttachScale=0.800000
    SeveredLegAttachScale=0.700000
    OnlineHeadshotOffset=(X=18.000000,Z=33.000000)
    OnlineHeadshotScale=1.200000
    MotionDetectorThreat=0.250000
    ScoringValue=15
    SoundGroupClass=Class'KFMod.KFFemaleZombieSounds'
    IdleHeavyAnim="StalkerIdle"
    IdleRifleAnim="StalkerIdle"
    MeleeRange=30.000000
    GroundSpeed=200.000000
    WaterSpeed=180.000000
    JumpZ=350.000000
    Health=100
    HeadHeight=2.500000
    MenuName="Nice Stalker"
    MovementAnims(0)="ZombieRun"
    MovementAnims(1)="ZombieRun"
    MovementAnims(2)="ZombieRun"
    MovementAnims(3)="ZombieRun"
    WalkAnims(0)="ZombieRun"
    WalkAnims(1)="ZombieRun"
    WalkAnims(2)="ZombieRun"
    WalkAnims(3)="ZombieRun"
    IdleCrouchAnim="StalkerIdle"
    IdleWeaponAnim="StalkerIdle"
    IdleRestAnim="StalkerIdle"
    DrawScale=1.100000
    PrePivot=(Z=5.000000)
    RotationRate=(Yaw=45000,Roll=0)
}
