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//============================================================================= // AnnaNavarre. //============================================================================= class AnnaNavarre extends HumanMilitary; // ---------------------------------------------------------------------- // SpawnCarcass() // // Blow up instead of spawning a carcass // ---------------------------------------------------------------------- function Carcass SpawnCarcass() { if (bStunned) return Super.SpawnCarcass(); Explode(); return None; } function Explode() { local SphereEffect sphere; local ScorchMark s; local ExplosionLight light; local int i; local float explosionDamage; local float explosionRadius; explosionDamage = 100; explosionRadius = 256; // alert NPCs that I'm exploding AISendEvent('LoudNoise', EAITYPE_Audio, , explosionRadius*16); PlaySound(Sound'LargeExplosion1', SLOT_None,,, explosionRadius*16); // draw a pretty explosion light = Spawn(class'ExplosionLight',,, Location); if (light != None) light.size = 4; Spawn(class'ExplosionSmall',,, Location + 2*VRand()*CollisionRadius); Spawn(class'ExplosionMedium',,, Location + 2*VRand()*CollisionRadius); Spawn(class'ExplosionMedium',,, Location + 2*VRand()*CollisionRadius); Spawn(class'ExplosionLarge',,, Location + 2*VRand()*CollisionRadius); sphere = Spawn(class'SphereEffect',,, Location); if (sphere != None) sphere.size = explosionRadius / 32.0; // spawn a mark s = spawn(class'ScorchMark', Base,, Location-vect(0,0,1)*CollisionHeight, Rotation+rot(16384,0,0)); if (s != None) { s.DrawScale = FClamp(explosionDamage/30, 0.1, 3.0); s.ReattachDecal(); } // spawn some rocks and flesh fragments for (i=0; i<explosionDamage/6; i++) { if (FRand() < 0.3) spawn(class'Rockchip',,,Location); else spawn(class'FleshFragment',,,Location); } HurtRadius(explosionDamage, explosionRadius, 'Exploded', explosionDamage*100, Location); } function Bool HasTwoHandedWeapon() { return False; } function float ModifyDamage(int Damage, Pawn instigatedBy, Vector hitLocation, Vector offset, Name damageType) { if ((damageType == 'Stunned') || (damageType == 'KnockedOut') || (damageType == 'Poison') || (damageType == 'PoisonEffect')) return 0; else return Super.ModifyDamage(Damage, instigatedBy, hitLocation, offset, damageType); } function GotoDisabledState(name damageType, EHitLocation hitPos) { if (!bCollideActors && !bBlockActors && !bBlockPlayers) return; if (CanShowPain()) TakeHit(hitPos); else GotoNextState(); } defaultproperties { CarcassType=Class'DeusEx.AnnaNavarreCarcass' WalkingSpeed=0.280000 bImportant=True bInvincible=True CloseCombatMult=0.500000 BaseAssHeight=-18.000000 InitialInventory(0)=(Inventory=Class'DeusEx.WeaponAssaultGun') InitialInventory(1)=(Inventory=Class'DeusEx.Ammo762mm',Count=12) InitialInventory(2)=(Inventory=Class'DeusEx.WeaponCombatKnife') BurnPeriod=5.000000 bHasCloak=True CloakThreshold=100 walkAnimMult=1.000000 bIsFemale=True GroundSpeed=220.000000 BaseEyeHeight=38.000000 Health=300 HealthHead=400 HealthTorso=300 HealthLegLeft=300 HealthLegRight=300 HealthArmLeft=300 HealthArmRight=300 Mesh=LodMesh'DeusExCharacters.GFM_TShirtPants' DrawScale=1.100000 MultiSkins(0)=Texture'DeusExCharacters.Skins.AnnaNavarreTex0' MultiSkins(1)=Texture'DeusExItems.Skins.PinkMaskTex' MultiSkins(2)=Texture'DeusExItems.Skins.PinkMaskTex' MultiSkins(3)=Texture'DeusExItems.Skins.GrayMaskTex' MultiSkins(4)=Texture'DeusExItems.Skins.BlackMaskTex' MultiSkins(5)=Texture'DeusExCharacters.Skins.AnnaNavarreTex0' MultiSkins(6)=Texture'DeusExCharacters.Skins.PantsTex9' MultiSkins(7)=Texture'DeusExCharacters.Skins.AnnaNavarreTex1' CollisionHeight=47.299999 BindName="AnnaNavarre" FamiliarName="Anna Navarre" UnfamiliarName="Anna Navarre" } |
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