Headshot problem.

I was making a mod that gives a UT style head shot, but it's being weird.
First, it doesn't hurt scripted pawns, and it doesn't decapitate people when it kills them.
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;
}
}