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@ -5,19 +5,15 @@ const dmtype_bleed=class'NiceDamTypeStalkerBleed';
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var private int maxBleedCount;
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var private float fBleedPeriod;
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var private float fNextBleedTime;
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var float bleedLevel;
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var MeanZombieCrawler stalker;
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function Tick(float DeltaTime)
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event PostBeginPlay()
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{
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fNextBleedTime = Level.TimeSeconds;
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super.PostBeginPlay();
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// start the timer
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SetTimer(0.1, true);
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// disable me, coz im too fast and resource hungry
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Disable('Tick');
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SetTimer(fBleedPeriod, true);
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}
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@ -34,10 +30,7 @@ event Timer()
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if (!amAlive || maxBleedCount < 0)
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Destroy();
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if (fNextBleedTime < Level.TimeSeconds)
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{
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maxBleedCount--;
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fNextBleedTime += fBleedPeriod;
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bleedDamage = calcBleedDamage(bleedLevel, rand(7));
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if (bleedDamage < 1.0)
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@ -57,10 +50,10 @@ event Timer()
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{
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KFPawn(locpawn).HealthToGive -= 2 * bleedLevel;
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}
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}
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}
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// Returns bleed damage, corresponding to given bleed level and damage scale.
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// Rand(7) should be used as a scale.
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// Separate function created to allow for lowest/highest damage value computing.
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