NiceMonsterController SetEnemy newEnemy none fix
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				| @ -414,36 +414,47 @@ Begin: | |||||||
|     } |     } | ||||||
|     WhatToDoNext(99); |     WhatToDoNext(99); | ||||||
| } | } | ||||||
|  | 
 | ||||||
| function bool SetEnemy( pawn newEnemy, | function bool SetEnemy( pawn newEnemy, | ||||||
|                        optional bool bHateMonster, |                        optional bool bHateMonster, | ||||||
|                        optional float MonsterHateChanceOverride){ |                        optional float MonsterHateChanceOverride) | ||||||
|  | { | ||||||
|     local NiceMonster           niceZed; |     local NiceMonster           niceZed; | ||||||
|     local NiceZombieFleshpound  niceFP; |     local NiceZombieFleshpound  niceFP; | ||||||
|     local bool          bCanForceFight; |     local bool          bCanForceFight; | ||||||
|  | 
 | ||||||
|     //  Can we fight anything?
 |     //  Can we fight anything?
 | ||||||
|     niceZed = NiceMonster(pawn); |     niceZed = NiceMonster(pawn); | ||||||
|     niceFP = NiceZombieFleshpound(niceZed); |     niceFP = NiceZombieFleshpound(niceZed); | ||||||
|  | 
 | ||||||
|     if (niceZed != none) |     if (niceZed != none) | ||||||
|  |     { | ||||||
|         bCanForceFight = |         bCanForceFight = | ||||||
|                KFMonster(pawn).HeadHealth <= 0 |                KFMonster(pawn).HeadHealth <= 0 | ||||||
|            ||  KFMonster(pawn).bDecapitated |            ||  KFMonster(pawn).bDecapitated | ||||||
|            ||  newEnemy.Health <= 15; |            ||  (newEnemy != none && newEnemy.Health <= 15); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|     if (niceFP != none && niceFP.IsInState('RageCharging')) |     if (niceFP != none && niceFP.IsInState('RageCharging')) | ||||||
|         bCanForceFight = false; |         bCanForceFight = false; | ||||||
|  | 
 | ||||||
|     if (newEnemy != none) |     if (newEnemy != none) | ||||||
|        bCanForceFight = bCanForceFight |        bCanForceFight = bCanForceFight && newEnemy.Health > 0 && newEnemy != enemy; | ||||||
|            && newEnemy.Health > 0 && newEnemy != enemy; |  | ||||||
|     else |     else | ||||||
|        bCanForceFight = false; |        bCanForceFight = false; | ||||||
|  | 
 | ||||||
|     //  Do fight if we can
 |     //  Do fight if we can
 | ||||||
|     if(bCanForceFight){ |     if(bCanForceFight) | ||||||
|  |     { | ||||||
|        ChangeEnemy(newEnemy, true); |        ChangeEnemy(newEnemy, true); | ||||||
|        FightEnemy(false); |        FightEnemy(false); | ||||||
|        return true; |        return true; | ||||||
|     } |     } | ||||||
|  | 
 | ||||||
|     //  Otherwise - do the usual stupid stuff
 |     //  Otherwise - do the usual stupid stuff
 | ||||||
|     return super.SetEnemy(newEnemy, bHateMonster, monsterHateChanceOverride); |     return super.SetEnemy(newEnemy, bHateMonster, monsterHateChanceOverride); | ||||||
| } | } | ||||||
|  | 
 | ||||||
| simulated function AddKillAssistant(Controller PC, float damage){ | simulated function AddKillAssistant(Controller PC, float damage){ | ||||||
|     local bool bIsalreadyAssistant; |     local bool bIsalreadyAssistant; | ||||||
|     local int i; |     local int i; | ||||||
|  | |||||||
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