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class SPECIES_Night extends SPECIES_Human abstract; static function int ModifyImpartedDamage( int Damage, pawn injured, pawn instigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType ) { Damage *= Default.DamageScaling; if ( instigatedBy.Health > 0 ) instigatedBy.Health = Clamp(int(instigatedBy.Health+Damage*0.5), instigatedBy.Health, instigatedBy.HealthMax); return Damage; } defaultproperties { SpeciesName="Night" RaceNum=5 MaleVoice="XGame.NightMaleVoice" FemaleVoice="XGame.NightFemaleVoice" MaleSoundGroup="XGame.xNightMaleSoundGroup" FemaleSoundGroup="XGame.xNightFemaleSoundGroup" AirControl=+1.0 GroundSpeed=+1.0 WaterSpeed=+1.0 JumpZ=+1.0 ReceivedDamageScaling=+1.0 DamageScaling=+0.7 AccelRate=+1.0 WalkingPct=+1.0 CrouchedPct=+1.0 DodgeSpeedFactor=+1.0 DodgeSpeedZ=+1.0 TauntAnims(8)=Gesture_Taunt03 TauntAnims(9)=Idle_Character03 } |
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