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//============================================================================= // HumanMilitary. //============================================================================= class HumanMilitary extends ScriptedPawn abstract; function PostBeginPlay() { Super.PostBeginPlay(); // change the sounds for chicks if (bIsFemale) { HitSound1 = Sound'FemalePainMedium'; HitSound2 = Sound'FemalePainLarge'; Die = Sound'FemaleDeath'; } } function bool WillTakeStompDamage(actor stomper) { // This blows chunks! if (stomper.IsA('PlayerPawn') && (GetPawnAllianceType(Pawn(stomper)) != ALLIANCE_Hostile)) return false; else return true; } defaultproperties { BaseAccuracy=0.200000 maxRange=1000.000000 MinHealth=20.000000 bPlayIdle=True bCanCrouch=True bSprint=True CrouchRate=1.000000 SprintRate=1.000000 bReactAlarm=True EnemyTimeout=5.000000 bCanTurnHead=True WaterSpeed=80.000000 AirSpeed=160.000000 AccelRate=500.000000 BaseEyeHeight=40.000000 UnderWaterTime=20.000000 AttitudeToPlayer=ATTITUDE_Ignore HitSound1=Sound'DeusExSounds.Player.MalePainSmall' HitSound2=Sound'DeusExSounds.Player.MalePainMedium' Die=Sound'DeusExSounds.Player.MaleDeath' VisibilityThreshold=0.010000 DrawType=DT_Mesh Mass=150.000000 Buoyancy=155.000000 BindName="HumanMilitary" } |
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