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

60 lines
1.3 KiB
Ucode

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
}