//============================================================================= // KFSM_PlayerPatriarch_Melee //============================================================================= // Player controlled patriarch attacks //============================================================================= // Killing Floor 2 // Copyright (C) 2016 Tripwire Interactive LLC //============================================================================= class KFSM_PlayerPatriarch_Melee extends KFSM_PlayerMeleeBase; defaultproperties { Attacks.Add((Type=PZA_Default, Stance=EAS_UpperBody, Anims=(Player_Claw_Atk_V1, Player_Claw_Atk_V2, Player_Heavy_Atk_V1))) Attacks.Add((Type=PZA_Jumping, Stance=EAS_FullBody, Anims=(Player_Jump_Atk), bForceDisableRootMotion=true)) Attacks.Add((Type=PZA_Sprinting, Stance=EAS_FullBody, Anims=(Player_Heavy_Lunge_V1, Player_Heavy_Lunge_V2, Player_Heavy_Lunge_V3, Player_Heavy_Lunge_V4))) Attacks.Add((Type=PZA_Backwards, Stance=EAS_FullBody, Anims=(Player_Kick))) Attacks.Add((Type=PZA_Left, Stance=EAS_FullBody, Anims=(Player_Spin_Atk), bCannotBeParried=true)) Attacks.Add((Type=PZA_Right, Stance=EAS_FullBody, Anims=(Player_Spin_Atk), bCannotBeParried=true)) Attacks.Add((Type=PZA_Cloaked, Stance=EAS_FullBody, Anims=(Player_Shoulder_Light), bCannotBeParried=true)) Attacks.Add((Type=PZA_SprintCloaked, Stance=EAS_FullBody, Anims=(Player_Shoulder_Heavy), bCannotBeParried=true)) }