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