state PlayerSwimming
{
ignores SeePlayer, HearNoise, Bump;
function PlayerMove( float DeltaTime )
{
local float BoostedStam;
Super.PlayerMove(DeltaTime);
BoostedStam = Health * default.cMaxStamina/100;
if( cMaxStamina != BoostedStam)
cMaxStamina = BoostedStam;
if( MaxStamina != cMaxStamina )
MaxStamina = cMaxStamina;
}
}
state PlayerWalking
{
ignores SeePlayer, HearNoise, Bump;
function PlayerMove( float DeltaTime )
{
local float BoostedStam;
Super.PlayerMove(DeltaTime);
BoostedStam = Health * default.cMaxStamina/100;
if( cMaxStamina != BoostedStam)
cMaxStamina = BoostedStam;
if( MaxStamina != cMaxStamina )
MaxStamina = cMaxStamina;
}
}