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