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DeusEx.WIB


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//=============================================================================
// WIB.
//=============================================================================
class WIB 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);
}

defaultproperties
{
     MinHealth=0.000000
     CarcassType=Class'DeusEx.WIBCarcass'
     WalkingSpeed=0.296000
     CloseCombatMult=0.500000
     BaseAssHeight=-18.000000
     walkAnimMult=0.870000
     bIsFemale=True
     GroundSpeed=200.000000
     Health=300
     HealthHead=300
     HealthTorso=300
     HealthLegLeft=300
     HealthLegRight=300
     HealthArmLeft=300
     HealthArmRight=300
     Mesh=LodMesh'DeusExCharacters.GFM_SuitSkirt'
     DrawScale=1.100000
     MultiSkins(0)=Texture'DeusExCharacters.Skins.WIBTex0'
     MultiSkins(1)=Texture'DeusExItems.Skins.PinkMaskTex'
     MultiSkins(2)=Texture'DeusExCharacters.Skins.WIBTex0'
     MultiSkins(3)=Texture'DeusExCharacters.Skins.LegsTex2'
     MultiSkins(4)=Texture'DeusExCharacters.Skins.WIBTex1'
     MultiSkins(5)=Texture'DeusExCharacters.Skins.WIBTex1'
     MultiSkins(6)=Texture'DeusExCharacters.Skins.FramesTex2'
     MultiSkins(7)=Texture'DeusExCharacters.Skins.LensesTex3'
     CollisionHeight=47.299999
     BindName="WIB"
     FamiliarName="Woman In Black"
     UnfamiliarName="Woman In Black"
}

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Class file time: Mon 8/11/2021 16:22:52.000 - Creation time: Mon 8/11/2021 16:31:36.445 - Created with UnCodeX