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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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