1
0
KF2-Dev-Scripts/KFGame/Classes/KFSM_HansGrappleVictim.uc
2020-12-13 18:01:13 +03:00

50 lines
1.5 KiB
Ucode

//=============================================================================
// 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
}