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KF2-Dev-Scripts/KFGameContent/Classes/KFSM_PlayerPatriarch_Melee.uc
2020-12-13 18:01:13 +03:00

21 lines
1.4 KiB
Ucode

//=============================================================================
// 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))
}