First, it doesn't hurt scripted pawns, and it doesn't decapitate people when it kills them.
- Code: Select all
Var Pawn HeadShottedPlayer;
auto simulated state Flying
{
simulated function Touch(actor Other)
{
local PlayerPawn p;
p=PlayerPawn(Other);
if(p == none) return;
HeadShottedPlayer = p;
SetTimer(0.2, false);
super.Touch(other);
}
}
function Timer()
{
local vector loc;
if(HeadShottedPlayer.HealthHead >= 1)
{
if(HeadShottedPlayer.bIsFemale == True)
{
loc.X += HeadShottedPlayer.CollisionRadius * 0.25;
loc.Z += HeadShottedPlayer.BaseEyeHeight*0.9;
}
else
{
loc.X += HeadShottedPlayer.collisionradius * 0.5;
loc.Z += HeadShottedPlayer.BaseEyeHeight*0.925;
}
loc = loc >> rotation;
loc += location;
HeadShottedPlayer.MultiSkins[3] = Texture'PinkMaskTex';
HeadShottedPlayer.MultiSkins[4] = Texture'PinkMaskTex';
HeadShottedPlayer.MultiSkins[5] = Texture'PinkMaskTex';
HeadShottedPlayer.MultiSkins[6] = Texture'PinkMaskTex';
HeadShottedPlayer.MultiSkins[7] = Texture'PinkMaskTex';
spawn(Class'FleshFragment',HeadShottedPlayer,,loc,rotation);
spawn(Class'FleshFragment',HeadShottedPlayer,,loc,rotation);
spawn(Class'FleshFragment',HeadShottedPlayer,,loc,rotation);
spawn(Class'BloodDrop',HeadShottedPlayer,,loc,rotation);
spawn(Class'BloodDrop',HeadShottedPlayer,,loc,rotation);
spawn(Class'BloodDrop',HeadShottedPlayer,,loc,rotation);
spawn(Class'BloodDrop',HeadShottedPlayer,,loc,rotation);
spawn(Class'BloodDrop',HeadShottedPlayer,,loc,rotation);
spawn(Class'BloodDrop',HeadShottedPlayer,,loc,rotation);
spawn(Class'BloodDrop',HeadShottedPlayer,,loc,rotation);
spawn(Class'BloodDrop',HeadShottedPlayer,,loc,rotation);
spawn(Class'BloodDrop',HeadShottedPlayer,,loc,rotation);
spawn(Class'BloodDrop',HeadShottedPlayer,,loc,rotation);
spawn(Class'BloodDrop',HeadShottedPlayer,,loc,rotation);
spawn(Class'BloodDrop',HeadShottedPlayer,,loc,rotation);
spawn(Class'BloodDrop',HeadShottedPlayer,,loc,rotation);
spawn(Class'BloodDrop',HeadShottedPlayer,,loc,rotation);
spawn(Class'BloodDrop',HeadShottedPlayer,,loc,rotation);
HeadShottedPlayer = None;
}
}