From 5ceb49b2c32e2b38031678973f89b9dc139548c6 Mon Sep 17 00:00:00 2001 From: Anton Tarasenko Date: Tue, 21 Apr 2020 13:46:59 +0700 Subject: [PATCH] Fix Scrake's isues with stun mechanic --- sources/Zeds/Mean/MeanZombieScrake.uc | 1 + sources/Zeds/NiceMonster.uc | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/sources/Zeds/Mean/MeanZombieScrake.uc b/sources/Zeds/Mean/MeanZombieScrake.uc index c29c802..7d6e8f1 100644 --- a/sources/Zeds/Mean/MeanZombieScrake.uc +++ b/sources/Zeds/Mean/MeanZombieScrake.uc @@ -20,6 +20,7 @@ simulated event SetAnimAction(name NewAction){ simulated function Unstun(){ bCharging = true; MovementAnims[0] = 'ChargeF'; + GoToState('RunningState'); super.Unstun(); } function TakeDamageClient(int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class damageType, float headshotLevel, float lockonTime){ diff --git a/sources/Zeds/NiceMonster.uc b/sources/Zeds/NiceMonster.uc index 8d2d255..b5da834 100644 --- a/sources/Zeds/NiceMonster.uc +++ b/sources/Zeds/NiceMonster.uc @@ -457,7 +457,7 @@ function AccumulateHeadDamage( float addDamage, HeadRecoveryCountDown = HeadRecoveryTime; if(AccHeadDamage > (default.HeadHealth / 1.5) && (Mind <= AccStunMindLvl && IsStunPossible())) - DoStun(,,,, 1.0); + DoStun(nicePlayer.pawn,,,, 1.0); } else if(HeadRecoveryCountDown > 0.0) HeadRecoveryCountDown = FMin( HeadRecoveryCountDown,