I'm trying to make a mutator that disables decapitation of specimens. I have already found in the KFMonster class a function called RemoveHead() which deals with aspects of removing a specimen head. What I have done is created a class called KFMonsterHack (seen below) which should do nothing when a decap would normally occur.
Is my logic at this point correct?
I think the way I need to implement this in the mutator code involves the CheckReplacement() and ReplaceWith() functions, but the examples and wiki's that I have found have not gotten me very far.
Could someone provide me with some insight?
Then the mutator needs to make the game use the KFMonsterHack class instead of the KFMonster class.Class KFMonsterHack extends KFMonster;
function RemoveHead()
{
}
Is my logic at this point correct?
I think the way I need to implement this in the mutator code involves the CheckReplacement() and ReplaceWith() functions, but the examples and wiki's that I have found have not gotten me very far.
Could someone provide me with some insight?