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-rw-r--r--Northstar.Custom/mod/scripts/vscripts/melee/sh_melee.gnut20
1 files changed, 19 insertions, 1 deletions
diff --git a/Northstar.Custom/mod/scripts/vscripts/melee/sh_melee.gnut b/Northstar.Custom/mod/scripts/vscripts/melee/sh_melee.gnut
index 95ab3915..a34def67 100644
--- a/Northstar.Custom/mod/scripts/vscripts/melee/sh_melee.gnut
+++ b/Northstar.Custom/mod/scripts/vscripts/melee/sh_melee.gnut
@@ -969,10 +969,28 @@ string function GetVictimSyncedMeleeTargetType( entity ent )
{
targetType = "prowler"
}
+
+ // Disabled to allow for executing NPC Pilots
+
+ // The way this function works, is that if an entity gets added here, then whatever "targetType" it returns
+ // gets passed to sh_melee_synced_human.gnut or sh_melee_synced_titan.gnut,
+ // which determines what animation set that entity should use when getting executed
+ // If an entity is not included, the it uses its BodyType to determine it ( see line 83 in sh_melee_synced_human)
+ // As you can see: Grunts, and Spectres are not included here, so it gets their BodyType (human) and goes from there
+
+ // I imagine the reason Respawn added the NPC Pilots to this function, is so they could make unique executions for them,
+ // just like the Prowlers
+ // Unfortunately, they either scrapped them, or simply never got around to making them
+ // That means this piece of code has basically no reason to exist anymore
+ // The only thing it does is break executions and thats it
+ // Since NPC Pilots also use the "human" BodyType, it means we can execute them with no issues
+
+/*
else if ( IsPilotElite( ent ) )
{
targetType = "pilotelite"
}
+*/
else if ( ent.IsNPC() )
{
targetType = ent.GetBodyType()
@@ -1223,4 +1241,4 @@ SyncedMelee ornull function PickRandomExecution( SyncedMeleeChooser actions, ent
return possibleExecutions[0]
}
#endif
-#endif \ No newline at end of file
+#endif