rott/kf_sources/HideMut/Classes/repl_Monster.uc
2026-07-14 20:27:09 +07:00

136 lines
4.1 KiB
Ucode

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<emitter> 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
{
}