Zombie wideswing and misc fix (#26064)
* inital * b * Update MeleeWeaponComponent.cs * Update Content.Shared/Zombies/ZombieComponent.cs --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -125,7 +125,10 @@ namespace Content.Server.Zombies
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var melee = EnsureComp<MeleeWeaponComponent>(target);
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melee.Animation = zombiecomp.AttackAnimation;
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melee.WideAnimation = zombiecomp.AttackAnimation;
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melee.AltDisarm = false;
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melee.Range = 1.2f;
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melee.Angle = 0.0f;
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melee.HitSound = zombiecomp.BiteSound;
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if (mobState.CurrentState == MobState.Alive)
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{
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@@ -18,7 +18,7 @@ public sealed partial class MeleeWeaponComponent : Component
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/// <summary>
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/// Does this entity do a disarm on alt attack.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public bool AltDisarm = true;
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/// <summary>
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@@ -140,6 +140,12 @@ public sealed partial class ZombieComponent : Component, IAntagStatusIconCompone
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[DataField("greetSoundNotification")]
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public SoundSpecifier GreetSoundNotification = new SoundPathSpecifier("/Audio/Ambience/Antag/zombie_start.ogg");
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/// <summary>
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/// Hit sound on zombie bite.
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/// </summary>
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[DataField]
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public SoundSpecifier BiteSound = new SoundPathSpecifier("/Audio/Effects/bite.ogg");
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/// <summary>
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/// The blood reagent of the humanoid to restore in case of cloning
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/// </summary>
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