//============================================================================= // KFSM_HansGrappleVictim //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC //============================================================================= class KFSM_HansGrappleVictim extends KFSM_GrappleVictim; /** Animation to play */ var() name AnimName; /** Start grabbed anim */ function SpecialMoveStarted( bool bForced, Name PrevMove ) { Super.SpecialMoveStarted(bForced, PrevMove); // if this fails (e.g. missing anim) it's okay to continue unlike with PlaySpecialMoveAnim KFPOwner.PlayBodyAnim(AnimName, EAS_FullBody, 1.f, 0.33f, 0.33f, true); } /** Stop grabbed anim */ function SpecialMoveEnded(Name PrevMove, Name NextMove) { Super.SpecialMoveEnded(PrevMove, NextMove); KFPOwner.StopBodyAnim(EAS_FullBody, 0.33f); // Let other zeds attack you again after Hans is done with you KFPOwner.ExclusiveTargetingController = none; } // Never set the grab post process effect when grabbed function SetGrabEffect( KFPlayerController KFPC, bool bValue ); DefaultProperties { // --------------------------------------------- // SpecialMove Handle=SM_HansGrappleVictim bDisableMovement=true bLockPawnRotation=true bDisableLook=true bDisableWeaponInteraction=true // KFSpecialMove bAllowThirdPersonWeaponAnims=false AnimName=Grabbed_LifeDrain_V1 }