Fix Scrake's isues with stun mechanic
This commit is contained in:
parent
30da37c3dc
commit
5ceb49b2c3
@ -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,
|
||||
|
Loading…
Reference in New Issue
Block a user