Fix Scrake's isues with stun mechanic
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@ -20,6 +20,7 @@ simulated event SetAnimAction(name NewAction){
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simulated function Unstun(){
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simulated function Unstun(){
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bCharging = true;
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bCharging = true;
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MovementAnims[0] = 'ChargeF';
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MovementAnims[0] = 'ChargeF';
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GoToState('RunningState');
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super.Unstun();
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super.Unstun();
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}
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}
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function TakeDamageClient(int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<NiceWeaponDamageType> damageType, float headshotLevel, float lockonTime){
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function TakeDamageClient(int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<NiceWeaponDamageType> damageType, float headshotLevel, float lockonTime){
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@ -457,7 +457,7 @@ function AccumulateHeadDamage( float addDamage,
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HeadRecoveryCountDown = HeadRecoveryTime;
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HeadRecoveryCountDown = HeadRecoveryTime;
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if(AccHeadDamage > (default.HeadHealth / 1.5)
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if(AccHeadDamage > (default.HeadHealth / 1.5)
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&& (Mind <= AccStunMindLvl && IsStunPossible()))
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&& (Mind <= AccStunMindLvl && IsStunPossible()))
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DoStun(,,,, 1.0);
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DoStun(nicePlayer.pawn,,,, 1.0);
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}
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}
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else if(HeadRecoveryCountDown > 0.0)
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else if(HeadRecoveryCountDown > 0.0)
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HeadRecoveryCountDown = FMin( HeadRecoveryCountDown,
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HeadRecoveryCountDown = FMin( HeadRecoveryCountDown,
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