diff --git a/sources/Zeds/Mean/MeanZombieHusk.uc b/sources/Zeds/Mean/MeanZombieHusk.uc index 7c27a60..35a44ab 100644 --- a/sources/Zeds/Mean/MeanZombieHusk.uc +++ b/sources/Zeds/Mean/MeanZombieHusk.uc @@ -1,46 +1,12 @@ class MeanZombieHusk extends NiceZombieHusk; #exec OBJ LOAD FILE=NicePackT.utx var int consecutiveShots, totalShots, maxNormalShots; + function DoStun(optional Pawn instigatedBy, optional Vector hitLocation, optional Vector momentum, optional class damageType, optional float headshotLevel, optional KFPlayerReplicationInfo KFPRI){ super.DoStun(instigatedBy, hitLocation, momentum, damageType, headshotLevel, KFPRI); totalShots = maxNormalShots; } -function SpawnTwoShots() { - local vector X,Y,Z, FireStart; - local rotator FireRotation; - local KFMonsterController KFMonstControl; - if(Controller != none && KFDoorMover(Controller.Target) != none){ - Controller.Target.TakeDamage(22, Self, Location, vect(0,0,0), Class'DamTypeVomit'); - return; - } - GetAxes(Rotation,X,Y,Z); - FireStart = GetBoneCoords('Barrel').Origin; - if (!SavedFireProperties.bInitialized){ - SavedFireProperties.AmmoClass = Class'SkaarjAmmo'; - SavedFireProperties.ProjectileClass = HuskFireProjClass; - SavedFireProperties.WarnTargetPct = 1; - SavedFireProperties.MaxRange = 65535; - SavedFireProperties.bTossed = False; - SavedFireProperties.bTrySplash = true; - SavedFireProperties.bLeadTarget = True; - SavedFireProperties.bInstantHit = False; - SavedFireProperties.bInitialized = True; - } - // Turn off extra collision before spawning vomit, otherwise spawn fails - ToggleAuxCollision(false); - if(Controller != none) - FireRotation = Controller.AdjustAim(SavedFireProperties, FireStart, 600); - foreach DynamicActors(class'KFMonsterController', KFMonstControl){ - if(KFMonstControl != controller){ - if(PointDistToLine(KFMonstControl.Pawn.Location, vector(FireRotation), FireStart) < 75){ - KFMonstControl.GetOutOfTheWayOfShot(vector(FireRotation),FireStart); - } - } - } - Spawn(HuskFireProjClass, Self,, FireStart, FireRotation); - // Turn extra collision back on - ToggleAuxCollision(true); -} + function RangedAttack(Actor A) { local int LastFireTime; if ( bShotAnim )