FP one hit kill fix
now they won't send you to hell when you attack them during hit animation
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@ -132,7 +132,7 @@ function TakeDamageClient(int Damage, Pawn InstigatedBy, Vector Hitlocation, Vec
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PostNetReceive();
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PostNetReceive();
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Super.TakeDamageClient(Damage, instigatedBy, hitLocation, momentum, damageType, headshotLevel, lockonTime);
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Super.TakeDamageClient(Damage, instigatedBy, hitLocation, momentum, damageType, headshotLevel, lockonTime);
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TwoSecondDamageTotal += OldHealth - Health;
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TwoSecondDamageTotal += OldHealth - Health;
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if( !bDecapitated && TwoSecondDamageTotal > RageDamageThreshold && !bChargingPlayer &&
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if( !bDecapitated && TwoSecondDamageTotal > RageDamageThreshold && !bChargingPlayer && !bShotAnim &&
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(!(bWasBurning && bCrispified) || bFrustrated) )
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(!(bWasBurning && bCrispified) || bFrustrated) )
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StartChargingFP(InstigatedBy);
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StartChargingFP(InstigatedBy);
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}
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}
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