class Injection extends Decoration; // shadow variables var Projector Shadow; var ShadowProjector PlayerShadow; var globalconfig bool bBlobShadow; //#exec OBJ LOAD FILE=KFCharactersB.ukx function PostBeginPlay() { //LinkSkelAnim(MeshAnimation'Injection'); PlayerShadow = Spawn(class'ShadowProjector',Self,'',Location); PlayerShadow.ShadowActor = self; PlayerShadow.bBlobShadow = bBlobShadow; PlayerShadow.LightDirection = Normal(vect(1,1,3)); PlayerShadow.LightDistance = 320; PlayerShadow.MaxTraceDistance = 350; PlayerShadow.InitShadow(); PlayerShadow.bShadowActive = true; } // Triggered / Secondary Anim function Trigger( actor Other, pawn EventInstigator ) { PlayAnim('Inject',,0.1); } /* // Call knockout anim on Pound. Probably a better way to do this but meh. function CauseKnockOut() { local ChainedPound CP; foreach AllActors(class'ChainedPound',CP,' PoundEscape'); CP.PlayAnim('Needled',,0.1); } */ defaultproperties { DrawType=DT_StaticMesh bStatic=False bStasis=False bReplicateAnimations=True RemoteRole=ROLE_None Mesh=SkeletalMesh'KFCharactersB.Injection' bMovable=False bCanBeDamaged=False bShouldBaseAtStartup=False bCollideActors=True bBlockActors=True bBlockKarma=True }