Benjamin thanks for the post to assembla
the change to the headshot code (from KFMonster.uc) :
Line 2705
Code:
//Award headshot here, not when zombie died.
if( bDecapitated && Class<KFWeaponDamageType>(damageType) != none && instigatedBy != none && KFPlayerController(instigatedBy.Controller) != none )
{
bLaserSightedEBRM14Headshotted = M14EBRBattleRifle(instigatedBy.Weapon) != none && M14EBRBattleRifle(instigatedBy.Weapon).bLaserActive;
Class<KFWeaponDamageType>(damageType).Static.ScoredHeadshot(KFSteamStatsAndAchievements(PlayerController(instigatedBy.Controller).SteamStatsAndAchievements), self.Class, bLaserSightedEBRM14Headshotted);
}
Change to ground speed code (from KFMonster.uc) :
Line 418
NOTE there is multiple references to GroundSpeed that should now be SetGroundSpeed
Code:
// Some randomization to their walk speeds.
RandomGroundSpeedScale = 1.0 + ((1.0 - (FRand() * 2.0)) * 0.1); // +/- 10%
SetGroundSpeed(default.GroundSpeed * RandomGroundSpeedScale);
Line 479
Code:
// Accessor for GroundSpeed so we can track what is setting it
simulated function SetGroundSpeed(float NewGroundSpeed)
{
GroundSpeed = NewGroundSpeed;
}