class VS_ZedClotBase extends VSZombie abstract; simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp) { Super.PostInitAnimTree(SkelComp); if(bCanHeadTrack) { IK_Look_Head = SkelControlLookAt(Mesh.FindSkelControl('HeadLook')); //IK_Look_Spine = SkelControlLookAt(Mesh.FindSkelControl('SpineLook')); } } simulated function float StartAttackAnim(byte Num) // Return animation duration. { if(FPHandModel!=None) FPHandModel.PlayHandsAnim('Atk_Combo1_V1'); return PlayBodyAnim('Atk_Combo1_V1',EAS_UpperBody); } defaultproperties { MonsterArchPath="ZED_ARCH.ZED_Clot_UnDev_Archetype" CharacterMonsterArch=KFCharacterInfo_Monster'ZED_ARCH.ZED_Clot_UnDev_Archetype' DoshValue=12 HitsPerAttack=2 KnockedDownBySonicWaveOdds=0.230000 Mass=50.000000 GroundSpeed=190.000000 RotationRate=(Pitch=50000,Yaw=30000,Roll=50000) }