husk annoyance fixes
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4f708c52e0
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@ -125,18 +125,28 @@ function float GetStunDurationMult(Pawn instigatedBy, Vector hitLocation, Vector
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return 0.5 * stunDurationMultiplier;
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}
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function SpawnTwoShots(){
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function SpawnTwoShots()
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{
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local vector X, Y, Z, FireStart;
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local rotator FireRotation;
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local KFMonsterController KFMonstControl;
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if(controller != none && KFDoorMover(controller.Target) != none){
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controller.Target.TakeDamage(22,Self,Location,vect(0,0,0),Class'DamTypeVomit');
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// can NOT shoot if brainless, dying, falling, being moved by other husks
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if (Controller == none || IsInState('ZombieDying') || IsInState('GettingOutOfTheWayOfShot') || Physics == PHYS_Falling)
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return;
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if (KFDoorMover(controller.Target) != none)
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{
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controller.Target.TakeDamage(22, Self, Location, vect(0, 0, 0), class'DamTypeVomit');
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return;
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}
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GetAxes(Rotation, X, Y, Z);
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FireStart = GetBoneCoords('Barrel').Origin;
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if(!SavedFireProperties.bInitialized){
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SavedFireProperties.AmmoClass = Class'SkaarjAmmo';
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if (!SavedFireProperties.bInitialized)
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{
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SavedFireProperties.AmmoClass = class'SkaarjAmmo';
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SavedFireProperties.ProjectileClass = HuskFireProjClass;
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SavedFireProperties.WarnTargetPct = 1;
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SavedFireProperties.MaxRange = 65535;
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@ -146,17 +156,29 @@ function SpawnTwoShots(){
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SavedFireProperties.bInstantHit = false;
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SavedFireProperties.bInitialized = true;
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}
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// Turn off extra collision before spawning vomit, otherwise spawn fails
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ToggleAuxCollision(false);
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if(controller != none)
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FireRotation = controller.AdjustAim(SavedFireProperties, FireStart, 600);
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foreach DynamicActors(class'KFMonsterController', KFMonstControl)
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if(KFMonstControl != controller && PointDistToLine(KFMonstControl.Pawn.Location, vector(FireRotation), FireStart) < 75)
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{
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// ignore zeds that the husk can't see, Joabyy
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if (KFMonstControl == none || KFMonstControl == controller || !LineOfSightTo(KFMonstControl))
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continue;
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if (PointDistToLine(KFMonstControl.Pawn.Location, vector(FireRotation), FireStart) < 75)
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KFMonstControl.GetOutOfTheWayOfShot(vector(FireRotation), FireStart);
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Spawn(HuskFireProjClass,,, FireStart, FireRotation);
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}
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// added projectile owner...
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Spawn(HuskFireProjClass, self, , FireStart, FireRotation);
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// Turn extra collision back on
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ToggleAuxCollision(true);
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}
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// Get the closest point along a line to another point
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simulated function float PointDistToLine(vector Point, vector Line, vector Origin, optional out vector OutClosestPoint)
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{
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