1
0
KF2-Dev-Scripts/KFGameContent/Classes/KFPawn_ZedHusk.uc
2023-09-21 22:31:11 +03:00

670 lines
23 KiB
Ucode

//=============================================================================
// KFPawn_ZedHusk
//=============================================================================
// Husk
// Attack Sequences:
// Atk_Combo1_V1
// Atk_Flame_V1
// Atk_Shoot_V1
// Atk_Shoot_V2
// Atk_Suicide_V1
//=============================================================================
// Killing Floor 2
// Copyright (C) 2016 Tripwire Interactive LLC
//=============================================================================
class KFPawn_ZedHusk extends KFPawn_Monster;
/** Struct containing difficulty-based settings for the fireball */
struct sHuskFireballSettings
{
/** Whether the explosion should trigger a secondary ground fire explosion */
var bool bSpawnGroundFire;
/** How much momentum to apply to the fireball */
var float ExplosionMomentum;
};
/** Fireball projectile attack */
var protected const class<KFProj_Husk_Fireball> FireballClass;
/** Fireball settings, set per difficulty */
var transient sHuskFireballSettings FireballSettings;
/** Player-controlled offset for firing fireballs. */
var protected vector PlayerFireOffset;
/** HitZoneIndex of backpack zone */
const BackpackZoneIndex = 3;
/** Explosion template for backpack/suicide */
var protected KFGameExplosion ExplosionTemplate;
/** Set when husk blows up to make sure it only happens once */
var protected transient bool bHasExploded;
var protected transient bool bHasSuicideExploded;
/** Chest light */
var protected PointLightComponent ChestLightComponent;
var protected const name ChestLightSocketName;
var protected const float FireballChargeLightRadius;
var protected const float AmbientLightRadiusInterpSpeed;
var protected const float FireballLightRadiusInterpSpeed;
var protected const float FireballLightMinBrightness;
var protected const float FireballLightMaxBrightness;
var protected bool bUseFireballLightRadius;
/** Called from Possessed event when this controller has taken control of a Pawn */
function PossessedBy( Controller C, bool bVehicleTransition )
{
local KFGameReplicationInfo KFGRI;
super.PossessedBy( C, bVehicleTransition );
// Set our difficulty-based settings
if( !bVersusZed )
{
KFGRI = KFGameReplicationInfo( WorldInfo.GRI );
if( KFGRI != none )
{
FireballSettings = class<KFDifficulty_Husk>(DifficultySettings).static.GetFireballSettings( self, KFGRI );
}
}
}
/** Initialize our light */
simulated function SetCharacterArch( KFCharacterInfoBase Info, optional bool bForce )
{
super.SetCharacterArch( Info, bForce );
if( WorldInfo.NetMode != NM_DedicatedServer && !ChestLightComponent.bAttached && WorldInfo.GetDetailMode() > DM_Low )
{
Mesh.AttachComponentToSocket( ChestLightComponent, ChestLightSocketName );
ChestLightComponent.SetEnabled( true );
`LightPool.RegisterPointLight( ChestLightComponent, LPP_GameplayUsed );
}
}
/*********************************************************************************************
* Flamethrower attack handling
**********************************************************************************************/
/** Turns medium range flamethrower effect on */
simulated function ANIMNOTIFY_FlameThrowerOn()
{
if( IsDoingSpecialMove(SM_HoseWeaponAttack) )
{
KFSM_Husk_FlameThrowerAttack(SpecialMoves[SpecialMove]).TurnOnFlamethrower();
}
}
/** Turns medium range flamethrower effect off */
simulated function ANIMNOTIFY_FlameThrowerOff()
{
if( IsDoingSpecialMove(SM_HoseWeaponAttack) )
{
KFSM_Husk_FlameThrowerAttack(SpecialMoves[SpecialMove]).TurnOffFlamethrower();
}
}
/** Called from melee special move when it's interrupted */
function NotifyAnimInterrupt( optional AnimNodeSequence SeqNode )
{
if( MyKFAIC != none && (IsImpaired() || IsHeadless()) && !MyKFAIC.GetActiveCommand().IsA('AICommand_HeadlessWander') )
{
class'AICommand_HeadlessWander'.Static.HeadlessWander( MyKFAIC );
}
}
/*********************************************************************************************
* Fireball projectile attack handling
**********************************************************************************************/
simulated function ANIMNOTIFY_WarnZedsOfFireball()
{
local Actor HitActor;
local PlayerController PC;
local KFPawn_Monster HitMonster;
local vector FireLocation;
local vector TraceStart, TraceEnd, HitLocation, HitNormal;
local vector DangerPoint, AimDirection;
if( Role == ROLE_Authority )
{
if( IsHumanControlled() )
{
PC = PlayerController( Controller );
if( PC == none )
{
return;
}
FireLocation = GetPawnViewLocation() + (PlayerFireOffset >> GetViewRotation());
TraceStart = PC.PlayerCamera.CameraCache.POV.Location;
TraceEnd = PC.PlayerCamera.CameraCache.POV.Location + vector(PC.PlayerCamera.CameraCache.POV.Rotation)*5000.f;
HitActor = Trace( HitLocation, HitNormal, TraceEnd, TraceStart, TRUE,,,TRACEFLAG_Bullet );
if( HitActor != none )
{
AimDirection = HitLocation - FireLocation;
TraceEnd = HitLocation;
}
else
{
AimDirection = TraceEnd - FireLocation;
}
}
else
{
AimDirection = MyKFAIC.Enemy.Location - Location;
FireLocation = MyKFAIC.Enemy.Location;
}
foreach TraceActors(class'KFPawn_Monster', HitMonster, HitLocation, HitNormal, FireLocation, Location, vect(50,50,50))
{
if( HitMonster.MyKFAIC != none )
{
// Get the closest point from the hit monster to the line trace to determine which way it should evade
PointDistToLine(HitMonster.Location, AimDirection, Location, DangerPoint);
// Tell the zed to evade away from the DangerPoint
HitMonster.MyKFAIC.ReceiveLocationalWarning( DangerPoint, Location );
}
}
}
SetFireLightEnabled( bVersusZed ? false : true );
}
simulated function SetFireLightEnabled( bool bEnable )
{
if( WorldInfo.NetMode == NM_DedicatedServer || bPlayedDeath || ChestLightComponent == none || !ChestLightComponent.bAttached )
{
return;
}
bUseFireballLightRadius = bEnable && !WorldInfo.bDropDetail && `TimeSince(ChestLightComponent.LastRenderTime) < 0.25f;
if( bEnable )
{
ChestLightComponent.MinBrightness = FireballLightMinBrightness;
ChestLightComponent.MaxBrightness = FireballLightMaxBrightness;
}
else
{
ChestLightComponent.MinBrightness = default.ChestLightComponent.MinBrightness;
ChestLightComponent.MaxBrightness = default.ChestLightComponent.MaxBrightness;
}
}
simulated event Tick( float DeltaTime )
{
super.Tick( DeltaTime );
if( WorldInfo.NetMode == NM_DedicatedServer || bPlayedDeath || ChestLightComponent == none || !ChestLightComponent.bAttached )
{
return;
}
if( bUseFireballLightRadius )
{
if( ChestLightComponent.Radius < FireballChargeLightRadius )
{
ChestLightComponent.SetRadius( FInterpConstantTo(ChestLightComponent.Radius, FireballChargeLightRadius, DeltaTime, FireballLightRadiusInterpSpeed) );
}
}
else if( ChestLightComponent.Radius > default.ChestLightComponent.Radius )
{
ChestLightComponent.SetRadius( FInterpConstantTo(ChestLightComponent.Radius, default.ChestLightComponent.Radius, DeltaTime, AmbientLightRadiusInterpSpeed) );
}
}
/** AnimNotify which launches the fireball projectile */
simulated function ANIMNOTIFY_HuskFireballAttack()
{
local KFAIController_ZedHusk HuskAIC;
local KFSM_Husk_FireballAttack FireballSM;
if( MyKFAIC != none )
{
FireballSM = KFSM_Husk_FireBallAttack( SpecialMoves[SpecialMove] );
if( FireballSM != none )
{
FireballSM.NotifyFireballFired();
}
HuskAIC = KFAIController_ZedHusk(MyKFAIC);
if( HuskAIC != none )
{
HuskAIC.ShootFireball( FireballClass, FireballSM.GetFireOffset() );
}
}
SetFireLightEnabled( false );
}
/** Overridden for updating spray collision */
simulated event vector GetWeaponStartTraceLocation( optional weapon CurrentWeapon )
{
local vector Loc;
local rotator Rot;
local KFAIController_ZedHusk HuskAIC;
if( MyKFAIC != none )
{
HuskAIC = KFAIController_ZedHusk(MyKFAIC);
if( HuskAIC != none )
{
Mesh.GetSocketWorldLocationAndRotation( HuskAIC.FireballSocketName, Loc, Rot );
return Loc;
}
}
return super.GetWeaponStartTraceLocation();
}
/** Overriden to ensure flame thrower turns off on death or destruction */
simulated function TerminateEffectsOnDeath()
{
if( IsDoingSpecialMove(SM_HoseWeaponAttack) )
{
SpecialMoveHandler.EndSpecialMove();
}
if( ChestLightComponent != none && ChestLightComponent.bAttached )
{
ChestLightComponent.DetachFromAny();
ChestLightComponent = none;
}
super.TerminateEffectsOnDeath();
}
/*********************************************************************************************
* Explode / Suicide
**********************************************************************************************/
/** Called from SkeletalMeshComponent::PlayParticleEffect() */
simulated function OnAnimNotifyParticleSystemSpawned( const AnimNotify_PlayParticleEffect AnimNotifyData, ParticleSystemComponent PSC )
{
// Since anim notify particle systems can spawn after the special move ends, we need to kill any latent suicide FX
if( !IsDoingSpecialMove(GetSuicideSM()) && InStr(string(PSC.Template.Name), "suicide",, true) != INDEX_NONE )
{
PSC.SetActive( false );
return;
}
super.OnAnimNotifyParticleSystemSpawned( AnimNotifyData, PSC );
}
simulated function ESpecialMove GetSuicideSM()
{
return SM_Suicide;
}
/** Initialize GoreHealth (Server only) */
function ApplySpecialZoneHealthMod(float HealthMod)
{
Super.ApplySpecialZoneHealthMod(HealthMod);
HitZones[BackpackZoneIndex].GoreHealth = default.HitZones[BackpackZoneIndex].GoreHealth * HealthMod;
}
/** Override for Husk's backpack explosion */
function bool CanInjureHitZone(class<DamageType> DamageType, int HitZoneIdx)
{
if( HitZoneIdx == BackpackZoneIndex && (!bPlayedDeath || WorldInfo.TimeSeconds == TimeOfDeath) )
{
return true;
}
return super.CanInjureHitZone(DamageType, HitZoneIdx);
}
/** Reliably play any gore effects related to a zone/limb being dismembered */
simulated function HitZoneInjured(optional int HitZoneIdx=INDEX_None)
{
Super.HitZoneInjured(HitZoneIdx);
// Server only since we use a replicated explosion actor
if ( Role == ROLE_Authority && HitZoneIdx == BackpackZoneIndex )
{
TriggerExplosion( true );
}
}
/** Called when husk backpack is exploded or when husk suicides */
function TriggerExplosion(optional bool bIgnoreHumans)
{
local KFExplosionActorReplicated ExploActor;
local Controller DamageInstigator, OldController;
local bool bExplodeOnDeath;
bExplodeOnDeath = WorldInfo.TimeSeconds == TimeOfDeath;
// Only living husks can explode... and only once
if( !bHasExploded && (!bPlayedDeath || bExplodeOnDeath) )
{
OldController = Controller;
bHasExploded = true;
bHasSuicideExploded = !bIgnoreHumans;
if( Role == ROLE_Authority )
{
// explode using the given template
ExploActor = Spawn(class'KFExplosionActorReplicated', self);
if (ExploActor != None)
{
DamageInstigator = (bIgnoreHumans && LastHitBy != none && KFPlayerController(LastHitBy) != none) ? LastHitBy : MyKFAIC;
ExploActor.InstigatorController = DamageInstigator;
ExploActor.Instigator = self;
// Force ourselves to get hit. These settings are not replicated,
// but they only really make a difference on the server anyway.
ExploActor.Attachee = self;
if ( bIgnoreHumans )
{
ExplosionTemplate.ActorClassToIgnoreForDamage = class'KFPawn_Human';
}
else
{
ExplosionTemplate.ActorClassToIgnoreForDamage = none;
}
ExploActor.Explode(ExplosionTemplate, vect(0,0,1));
}
// Make sure we're dead!
if( !bPlayedDeath || bExplodeOnDeath )
{
TakeRadiusDamage(DamageInstigator, 10000, ExplosionTemplate.DamageRadius, ExplosionTemplate.MyDamageType, ExplosionTemplate.MomentumTransferScale, Location, true, self);
}
}
OnExploded( OldController );
}
}
/** Overriden in subclasses. Determines if we should explode on death in specific game modes */
function bool WeeklyShouldExplodeOnDeath()
{
return !bHasExploded || !bHasSuicideExploded;
}
/** Do any explosion death-related actions */
simulated function OnExploded( Controller SuicideController );
/*********************************************************************************************
* Damage handling
**********************************************************************************************/
/** Make sure damage to myself is enough to kill me when it's my suicide attack */
function AdjustDamage(out int InDamage, out vector Momentum, Controller InstigatedBy, vector HitLocation, class<DamageType> DamageType, TraceHitInfo HitInfo, Actor DamageCauser)
{
Super.AdjustDamage( InDamage, Momentum, InstigatedBy, HitLocation, DamageType, HitInfo, DamageCauser );
if( MyKFAIC != none && MyKFAIC.IsSuicidal() && InstigatedBy == MyKFAIC && IsDoingSpecialMove(SM_Suicide) )
{
InDamage = 10000;
}
}
function NotifyTakeHit(Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum, Actor DamageCauser)
{
local KFAIDirector KFAID;
local Pawn NewEnemy;
// @todo: move to controller NotifyTakeHit
if( Role == ROLE_Authority && MyKFAIC != none && MyKFAIC.IsSuicidal() && AICommand_Husk_Suicide(MyKFAIC.GetActiveCommand()) == none )
{
MyKFAIC.AIActionStatus = "Suicidal!";
//TODO: Don't sprint if it's obvious that my initial suicide goal is a short distance from here
bIsSprinting = true; // Don't trust SetSprinting since the result might depend on game difficulty level
if( FRand() < 0.4f || MyKFAIC.Enemy == none || MyKFAIC.Enemy.Health <= 0 )
{
KFAID = KFGameInfo(WorldInfo.Game).GetAIDirector();
if( KFAID != none )
{
NewEnemy = Pawn( KFAID.FindEnemyFor( MyKFAIC, true ) );
if( NewEnemy != none )
{
MyKFAIC.SetEnemy( NewEnemy );
}
}
}
}
Super.NotifyTakeHit(InstigatedBy, HitLocation, Damage, DamageType, Momentum, DamageCauser);
}
function PlayHit( float Damage, Controller InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, TraceHitInfo HitInfo )
{
super.PlayHit( Damage, InstigatedBy, HitLocation, damageType, Momentum, HitInfo );
// This forces the husk to die immediately when hit by an emp during his suicide move
if( bEmpDisrupted && IsDoingSpecialMove(SM_Suicide) )
{
Died(InstigatedBy, DamageType, HitLocation);
}
}
/** Interrupt certain moves when bEmpDisrupted is set */
function OnStackingAfflictionChanged(byte Id)
{
Super.OnStackingAfflictionChanged(Id);
if( MyKFAIC == none || !IsAliveAndWell() )
{
return;
}
if ( bEMPDisrupted )
{
if( IsDoingSpecialMove(SM_StandAndShootAttack) || IsDoingSpecialMove(SM_HoseWeaponAttack) )
{
EndSpecialMove();
}
}
}
/** Returns (hardcoded) dialog event ID for when trader gives advice to player who was killed by this zed type */
static function int GetTraderAdviceID()
{
return 45;//TRAD_AdviceHusk
}
DefaultProperties
{
LocalizationKey=KFPawn_ZedHusk
// ---------------------------------------------
// Stats
XPValues(0)=15
XPValues(1)=20
XPValues(2)=27
XPValues(3)=31
// ---------------------------------------------
// Content
MonsterArchPath="ZED_ARCH.ZED_Husk_Archetype"
DifficultySettings=class'KFDifficulty_Husk'
FireballClass= class'KFGameContent.KFProj_Husk_Fireball'
// ---------------------------------------------
// Visuals
Begin Object Class=PointLightComponent Name=ChestLightComponent0
FalloffExponent=2.f
Brightness=0.5f
Radius=160.f
LightColor=(R=250,G=155,B=40,A=255)
CastShadows=false
bCastPerObjectShadows=false
bEnabled=false
LightingChannels=(Indoor=true,Outdoor=true,bInitialized=true)
// light anim
AnimationType=1
AnimationFrequency=2.0f
MinBrightness=0.4f
MaxBrightness=0.5f
End Object
ChestLightComponent=ChestLightComponent0
ChestLightSocketName=ChestLightSocket
FireballChargeLightRadius=256.f
AmbientLightRadiusInterpSpeed=300.f
FireballLightRadiusInterpSpeed=100.f
FireballLightMinBrightness=1.1f
FireballLightMaxBrightness=1.25f
// Explosion light
Begin Object Class=PointLightComponent Name=ExplosionPointLight
LightColor=(R=245,G=190,B=140,A=255)
bCastPerObjectShadows=false
End Object
// Backpack/Suicide Explosion
Begin Object Class=KFGameExplosion Name=ExploTemplate0
Damage=190
DamageRadius=500
DamageFalloffExponent=0.5f
DamageDelay=0.f
bFullDamageToAttachee=true
// Damage Effects
MyDamageType=class'KFDT_Explosive_HuskSuicide'
FractureMeshRadius=200.0
FracturePartVel=500.0
ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.HuskSuicide_Explosion'
ExplosionSound=AkEvent'WW_ZED_Husk.ZED_Husk_SFX_Suicide_Explode'
MomentumTransferScale=1.f
// Dynamic Light
ExploLight=ExplosionPointLight
ExploLightStartFadeOutTime=0.0
ExploLightFadeOutTime=0.5
// Camera Shake
CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.HuskSuicide'
CamShakeInnerRadius=450
CamShakeOuterRadius=900
CamShakeFalloff=1.f
bOrientCameraShakeTowardsEpicenter=true
End Object
ExplosionTemplate=ExploTemplate0
// ---------------------------------------------
// Special Moves
Begin Object Name=SpecialMoveHandler_0
SpecialMoveClasses(SM_Taunt) = class'KFGame.KFSM_Zed_Taunt'
SpecialMoveClasses(SM_Suicide) = class'KFSM_Husk_Suicide'
SpecialMoveClasses(SM_Evade) = class'KFSM_Evade'
SpecialMoveClasses(SM_Evade_Fear) = class'KFSM_Evade_Fear'
SpecialMoveClasses(SM_StandAndShootAttack)= class'KFSM_Husk_FireBallAttack'
SpecialMoveClasses(SM_HoseWeaponAttack)= class'KFSM_Husk_FlameThrowerAttack'
End Object
// for reference: Vulnerability=( default, head, legs, arms, special)
IncapSettings(AF_Stun)= (Vulnerability=(0.5, 2.0, 0.5, 0.5, 2.0), Cooldown=5.0, Duration=1.5)
IncapSettings(AF_Knockdown)=(Vulnerability=(0.4), Cooldown=3)
IncapSettings(AF_Stumble)= (Vulnerability=(0.4), Cooldown=1.0)
IncapSettings(AF_GunHit)= (Vulnerability=(0.5, 0.5, 0.2, 0.2, 0.5), Cooldown=0.2)
IncapSettings(AF_MeleeHit)= (Vulnerability=(1.0), Cooldown=0.75)
IncapSettings(AF_FirePanic)=(Vulnerability=(0.0), Cooldown=5.0, Duration=2.0)
IncapSettings(AF_EMP)= (Vulnerability=(2.5), Cooldown=5.0, Duration=3.0)
IncapSettings(AF_Poison)= (Vulnerability=(0.15), Cooldown=20.5, Duration=5.0)
IncapSettings(AF_Microwave)=(Vulnerability=(3), Cooldown=8.5, Duration=4.0)
IncapSettings(AF_Freeze)= (Vulnerability=(1.0), Cooldown=1.5, Duration=1.0)
IncapSettings(AF_Snare)= (Vulnerability=(1.0, 2.0, 1.0, 1.0, 2.0), Cooldown=5.5, Duration=3.0)
IncapSettings(AF_Bleed)= (Vulnerability=(1.0))
IncapSettings(AF_Shrink)= (Vulnerability=(1.0))
ShrinkEffectModifier = 0.7f
Begin Object Name=Afflictions_0
FireFullyCharredDuration=5
AfflictionClasses(AF_EMP)=class'KFAffliction_EMPDisrupt'
End Object
ParryResistance=2
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Submachinegun', DamageScale=(0.75))) //0.5
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AssaultRifle', DamageScale=(0.65))) //0.5
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Shotgun', DamageScale=(1.0)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Handgun', DamageScale=(0.85))) //0.4
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rifle', DamageScale=(0.7))) //1
DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing', DamageScale=(0.75))) //0.45
DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon', DamageScale=(0.85))) //0.45
DamageTypeModifiers.Add((DamageType=class'KFDT_Fire', DamageScale=(0.5))) //0
DamageTypeModifiers.Add((DamageType=class'KFDT_Microwave', DamageScale=(1.15)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Explosive', DamageScale=(0.75)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Piercing', DamageScale=(0.5)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic', DamageScale=(0.25)))
//Special Case damage resistance
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_9mm', DamageScale=(1.0))
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rem1858', DamageScale=(1.0))
// ---------------------------------------------
// Movement / Physics
GroundSpeed=170.0f
SprintSpeed=450.0f
RotationRate=(Pitch=50000,Yaw=66000,Roll=50000)
// ---------------------------------------------
// AI / Navigation
ControllerClass=class'KFAIController_ZedHusk'
DamageRecoveryTimeHeavy=0.75f
DamageRecoveryTimeMedium=1.0f
KnockdownImpulseScale=1.0f
ElitePawnClass.Add(class'KFPawn_ZedDAR_EMP')
ElitePawnClass.Add(class'KFPawn_ZedDAR_Laser')
ElitePawnClass.Add(class'KFPawn_ZedDAR_Rocket')
// ---------------------------------------------
// Gameplay
Begin Object Name=MeleeHelper_0
BaseDamage=15.f
MaxHitRange=180.f
MomentumTransfer=25000.f
MyDamageType=class'KFDT_Slashing_ZedWeak'
End Object
Health=462 // KF1=600
DoshValue=17
Mass=65.f
//DamageTypeModifiers.Add((DamageType=class'KFDT_Fire', DamageScale=(0.5f)))
// Penetration
PenetrationResistance=2.0
// Custom Hit Zones (HeadHealth, SkinTypes, etc...)
HeadlessBleedOutTime=5.f
HitZones[HZI_HEAD]=(ZoneName=head, BoneName=Head, Limb=BP_Head, GoreHealth=200, DmgScale=1.001, SkinID=1) // KF1=200 //154
HitZones[3] =(ZoneName=heart, BoneName=Spine2, Limb=BP_Special, GoreHealth=75, DmgScale=1.5, SkinID=2) //0.5
HitZones[8] =(ZoneName=rforearm, BoneName=RightForearm, Limb=BP_RightArm, GoreHealth=20, DmgScale=0.5, SkinID=3)
WeakSpotSocketNames.Add(WeakPointSocket1) // Backpack
bDisableTurnInPlace=false
`if(`notdefined(ShippingPC))
DebugRadarTexture=Texture2D'UI_ZEDRadar_TEX.MapIcon_Husk';
`endif
// ---------------------------------------------
// Spawning
MinSpawnSquadSizeType=EST_Medium
ZEDCowboyHatAttachName=Hat_Attach
// Only used in Volter Castle for now when the spawn volume has bForceUseMapReplacePawn set to true
// If we need to reuse it more we'll have to connect map to zed here
MapReplacePawnClass.Add(class'KFPawn_ZedHansClot')
}