Actors, shattered after Arctic Wind, were respawning in frozen state
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@ -10,11 +10,11 @@ Auto State Default
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Debug.Trace(self + ", OnEffectStart (Default): akTarget = " + akTarget + "; akCaster = " + akCaster)
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Debug.Trace(self + ", OnEffectStart (Default): akTarget = " + akTarget + "; akCaster = " + akCaster)
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FrozenActor = akCaster
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FrozenActor = akCaster
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If FrozenActor && FrozenActor.GetAVPercentage("Health") > 0.1 && FrozenActor.HasPerk(_00E_FrozenPerk) == False
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If FrozenActor && FrozenActor.GetActorValuePercentage("Health") > 0.1 && FrozenActor.HasPerk(_00E_FrozenPerk) == False
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_00E_A1_ArcticWindFreezeM.Play(akTarget)
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_00E_A1_ArcticWindFreezeM.Play(akTarget)
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FrozenActor.AddPerk(_00E_FrozenPerk)
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FrozenActor.AddPerk(_00E_FrozenPerk)
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FrozenActor.EnableAI(False)
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FrozenActor.EnableAI(False)
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FrozenActor.SetAV("Paralysis", 1.0) ; Prevents movement and attacking.
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FrozenActor.SetActorValue("Paralysis", 1.0) ; Prevents movement and attacking.
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GoToState("Frozen")
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GoToState("Frozen")
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EndIf
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EndIf
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@ -120,7 +120,11 @@ EndState
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State Finished
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State Finished
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; Do nothing
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Event OnEffectFinish(Actor akTarget, Actor akCaster)
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FrozenActor.SetActorValue("Paralysis", 0)
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FrozenActor.EnableAI(True)
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FrozenActor.RemovePerk(_00E_FrozenPerk)
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EndEvent
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EndState
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EndState
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@ -167,7 +171,7 @@ EndFunction
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Function EnableTargetAI()
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Function EnableTargetAI()
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If bReenabledAI == False
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If bReenabledAI == False
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bReenabledAI = True
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bReenabledAI = True
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FrozenActor.SetAV("Paralysis", 0)
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FrozenActor.SetActorValue("Paralysis", 0)
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;/ If PositionMarkerRef
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;/ If PositionMarkerRef
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FrozenActor.MoveTo(PositionMarkerRef)
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FrozenActor.MoveTo(PositionMarkerRef)
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EndIf /;
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EndIf /;
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