husk use Myammo func
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f02a842540
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@ -48,7 +48,7 @@ function RangedAttack(Actor A) {
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defaultproperties
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defaultproperties
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{
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{
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maxNormalShots=3
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maxNormalShots=3
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HuskFireProjClass=class'MeanHuskFireProjectile'
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AmmunitionClass=class'MeanZombieHuskAmmo'
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remainingStuns=1
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remainingStuns=1
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MenuName="Mean Husk"
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MenuName="Mean Husk"
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ControllerClass=class'MeanZombieHuskController'
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ControllerClass=class'MeanZombieHuskController'
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7
sources/Zeds/Mean/MeanZombieHuskAmmo.uc
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7
sources/Zeds/Mean/MeanZombieHuskAmmo.uc
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@ -0,0 +1,7 @@
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class MeanZombieHuskAmmo extends NiceZombieHuskAmmo;
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defaultproperties
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{
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ProjectileClass=class'MeanHuskFireProjectile'
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}
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@ -21,14 +21,20 @@ simulated function HeatTick(){
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}
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}
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super.HeatTick();
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super.HeatTick();
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}
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}
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simulated function PostBeginPlay()
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simulated function PostBeginPlay()
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{
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{
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// Difficulty Scaling
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// Difficulty Scaling
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if (Level.Game != none && !bDiffAdjusted){
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if (Level.Game != none && !bDiffAdjusted)
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{
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ProjectileFireInterval = default.ProjectileFireInterval * 0.6;
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ProjectileFireInterval = default.ProjectileFireInterval * 0.6;
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}
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}
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// and why TWI removed this feature...
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MyAmmo = spawn(AmmunitionClass);
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super.PostBeginPlay();
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super.PostBeginPlay();
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}
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}
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// don't interrupt the bloat while he is puking
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// don't interrupt the bloat while he is puking
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simulated function bool HitCanInterruptAction()
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simulated function bool HitCanInterruptAction()
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{
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{
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@ -146,14 +152,14 @@ function SpawnTwoShots()
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if (!SavedFireProperties.bInitialized)
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if (!SavedFireProperties.bInitialized)
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{
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{
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SavedFireProperties.AmmoClass = class'SkaarjAmmo';
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SavedFireProperties.AmmoClass = MyAmmo.Class;
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SavedFireProperties.ProjectileClass = HuskFireProjClass;
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SavedFireProperties.ProjectileClass = MyAmmo.ProjectileClass;
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SavedFireProperties.WarnTargetPct = 1;
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SavedFireProperties.WarnTargetPct = MyAmmo.WarnTargetPct;
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SavedFireProperties.MaxRange = 65535;
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SavedFireProperties.MaxRange = MyAmmo.MaxRange;
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SavedFireProperties.bTossed = false;
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SavedFireProperties.bTossed = MyAmmo.bTossed;
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SavedFireProperties.bTrySplash = true;
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SavedFireProperties.bTrySplash = MyAmmo.bTrySplash;
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SavedFireProperties.bLeadTarget = true;
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SavedFireProperties.bLeadTarget = MyAmmo.bLeadTarget;
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SavedFireProperties.bInstantHit = false;
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SavedFireProperties.bInstantHit = MyAmmo.bInstantHit;
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SavedFireProperties.bInitialized = true;
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SavedFireProperties.bInitialized = true;
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}
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}
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@ -173,7 +179,7 @@ function SpawnTwoShots()
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}
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}
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// added projectile owner...
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// added projectile owner...
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Spawn(HuskFireProjClass, self, , FireStart, FireRotation);
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Spawn(SavedFireProperties.ProjectileClass, self, , FireStart, FireRotation);
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// Turn extra collision back on
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// Turn extra collision back on
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ToggleAuxCollision(true);
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ToggleAuxCollision(true);
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@ -379,7 +385,7 @@ static simulated function PreCacheMaterials(LevelInfo myLevel)
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}
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}
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defaultproperties
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defaultproperties
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{
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{
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HuskFireProjClass=class'NiceHuskFireProjectile'
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AmmunitionClass=class'NiceZombieHuskAmmo'
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stunLoopStart=0.080000
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stunLoopStart=0.080000
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stunLoopEnd=0.900000
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stunLoopEnd=0.900000
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idleInsertFrame=0.930000
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idleInsertFrame=0.930000
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13
sources/Zeds/Nice/NiceZombieHuskAmmo.uc
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13
sources/Zeds/Nice/NiceZombieHuskAmmo.uc
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@ -0,0 +1,13 @@
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class NiceZombieHuskAmmo extends Ammunition;
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defaultproperties
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{
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ProjectileClass=class'NiceHuskFireProjectile'
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WarnTargetPct=1
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MaxRange=65535
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bTossed=False
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bTrySplash=True
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bLeadTarget=True
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bInstantHit=False
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}
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