feat: add implementation of TAWOD mutator
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@ -12,7 +12,7 @@ var AnimSet WakeUpAnimSet;
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var name FeignRecoverAnim;
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var byte UnfeignFailedCount,RepRegenHP,BHopAccelSpeed;
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var repnotify bool bFeigningDeath;
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var bool bPlayingFeignDeathRecovery,bRagdollFromFalling,bRagdollFromBackhit,bRagdollFromMomentum,bCanBecomeRagdoll,bRedeadMode,bPendingRedead,bHasBunnyHop,bOnFirstPerson,bFPLegsAttached,bFPLegsInit;
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var bool bPlayingFeignDeathRecovery,bRagdollFromFalling,bRagdollFromBackhit,bRagdollFromMomentum,bCanBecomeRagdoll,bRedeadMode,bPendingRedead,bHasBunnyHop,bOnFirstPerson,bFPLegsAttached,bFPLegsInit,bThrowAllWeaponsOnDeath;
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var byte HealingShieldMod,HealingSpeedBoostMod,HealingDamageBoostMod;
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@ -1306,6 +1306,28 @@ simulated function Ext_PerkFieldMedic GetMedicPerk(ExtPlayerController Healer)
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return None;
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}
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function ThrowActiveWeapon(optional bool bDestroyWeap)
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{
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local KFWeapon TempWeapon;
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if( Role < ROLE_Authority )
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{
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return;
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}
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if (Health <= 0 && bThrowAllWeaponsOnDeath)
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{
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if (InvManager != none)
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foreach InvManager.InventoryActors(class'KFWeapon', TempWeapon)
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if (TempWeapon.bDropOnDeath && TempWeapon.CanThrow())
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if (TempWeapon != none)
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TossInventory(TempWeapon);
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}
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else
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{
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super.ThrowActiveWeapon(bDestroyWeap);
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}
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}
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defaultproperties
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{
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KnockbackResist=1
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