class repl_Monster extends KFMonster; // ============================================================================= // STOP THE FLAMES !!! // ============================================================================= // block the whole code, becuase i dont give a fuck about flame effects // KFMod.KFMonster simulated function StartBurnFX() { local class Effect; // ADDITION!!! if (bDeleteMe || class'Settings'.default.bHideZedFlames) return; // No real flames when low gore, make them smoke, smoking kills if (class'GameInfo'.static.UseLowGore()) Effect = AltBurnEffect; else Effect = BurnEffect; if (FlamingFXs == none) FlamingFXs = spawn(Effect); FlamingFXs.SetBase(self); FlamingFXs.Emitters[0].SkeletalMeshActor = self; FlamingFXs.Emitters[0].UseSkeletalLocationAs = PTSU_SpawnOffset; AttachEmitterEffect(Effect, HeadBone, Location, Rotation); bBurnApplied = true; } // ============================================================================= // BURNING ANIMATION FIX !!! // ============================================================================= // maybe we can set normal animations for us and get normal headshots? maybe! // KFMod.KFMonster simulated function SetBurningBehavior() { // cant use this part but let's keep it if (Role == Role_Authority) { Intelligence = BRAINS_Retarded; SetGroundSpeed(OriginalGroundSpeed * 0.8); AirSpeed *= 0.8; WaterSpeed *= 0.8; // Make them less accurate while they are burning if (Controller != none) { MonsterController(Controller).Accuracy = -5; } } // ADDITION!!! if (class'Settings'.default.bRemoveShitAnimations) { // restore regular anims, just to be sure // not using for loop, coz it's crashing me somehow... MovementAnims[0] = default.MovementAnims[0]; WalkAnims[0] = default.WalkAnims[0]; MovementAnims[1] = default.MovementAnims[1]; WalkAnims[1] = default.WalkAnims[1]; MovementAnims[2] = default.MovementAnims[2]; WalkAnims[2] = default.WalkAnims[2]; MovementAnims[3] = default.MovementAnims[3]; WalkAnims[3] = default.WalkAnims[3]; } // vanilla bullshit else { MovementAnims[0] = BurningWalkFAnims[Rand(3)]; WalkAnims[0] = BurningWalkFAnims[Rand(3)]; MovementAnims[1] = BurningWalkAnims[0]; WalkAnims[1] = BurningWalkAnims[0]; MovementAnims[2] = BurningWalkAnims[1]; WalkAnims[2] = BurningWalkAnims[1]; MovementAnims[3] = BurningWalkAnims[2]; WalkAnims[3] = BurningWalkAnims[2]; } } // Set the zed to the zapped behavior // KFMod.KFMonster simulated function SetZappedBehavior() { if (Role == Role_Authority) { Intelligence = BRAINS_Retarded; // burning dumbasses! SetGroundSpeed(OriginalGroundSpeed * ZappedSpeedMod); AirSpeed *= ZappedSpeedMod; WaterSpeed *= ZappedSpeedMod; // Make them less accurate while they are burning if (Controller != none) { MonsterController(Controller).Accuracy = -5; // More chance of missing. (he's burning now, after all) :-D } } // ADDITION!!! if (class'Settings'.default.bRemoveShitAnimations) { // ADDITION!!! // restore regular anims, just to be sure // not using for loop, coz it's crashing me somehow... MovementAnims[0] = default.MovementAnims[0]; WalkAnims[0] = default.WalkAnims[0]; MovementAnims[1] = default.MovementAnims[1]; WalkAnims[1] = default.WalkAnims[1]; MovementAnims[2] = default.MovementAnims[2]; WalkAnims[2] = default.WalkAnims[2]; MovementAnims[3] = default.MovementAnims[3]; WalkAnims[3] = default.WalkAnims[3]; } // vanilla bullshit else { MovementAnims[0] = BurningWalkFAnims[Rand(3)]; MovementAnims[1] = BurningWalkAnims[0]; WalkAnims[1] = BurningWalkAnims[0]; MovementAnims[2] = BurningWalkAnims[1]; WalkAnims[2] = BurningWalkAnims[1]; MovementAnims[3] = BurningWalkAnims[2]; WalkAnims[3] = BurningWalkAnims[2]; } } defaultproperties { }