Fix Scrake's isues with stun mechanic
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				| @ -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<NiceWeaponDamageType> damageType, float headshotLevel, float lockonTime){ | ||||
|  | ||||
| @ -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, | ||||
|  | ||||
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