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Allow executing npc_pilot_elite NPCs #888

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Original file line number Diff line number Diff line change
@@ -0,0 +1,5 @@
npc_pilot_elite
{
GibModel0 "models/gibs/human_gibs.mdl"
headshotFX "P_headshot_pilot"
}
20 changes: 19 additions & 1 deletion Northstar.Custom/mod/scripts/vscripts/melee/sh_melee.gnut
Original file line number Diff line number Diff line change
Expand Up @@ -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()
Expand Down Expand Up @@ -1223,4 +1241,4 @@ SyncedMelee ornull function PickRandomExecution( SyncedMeleeChooser actions, ent
return possibleExecutions[0]
}
#endif
#endif
#endif
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