719 lines
19 KiB
Ucode
719 lines
19 KiB
Ucode
// Zombie Monster for KF Invasion gametype
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class ZombieFleshpound extends ZombieFleshpoundBase
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abstract;
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#exec OBJ LOAD FILE=PlayerSounds.uax
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//----------------------------------------------------------------------------
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// NOTE: All Variables are declared in the base class to eliminate hitching
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//----------------------------------------------------------------------------
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simulated function PostNetBeginPlay()
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{
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if (AvoidArea == None)
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AvoidArea = Spawn(class'FleshPoundAvoidArea',self);
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if (AvoidArea != None)
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AvoidArea.InitFor(Self);
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EnableChannelNotify ( 1,1);
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AnimBlendParams(1, 1.0, 0.0,, SpineBone1);
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super.PostNetBeginPlay();
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}
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// This zed has been taken control of. Boost its health and speed
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function SetMindControlled(bool bNewMindControlled)
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{
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if( bNewMindControlled )
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{
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NumZCDHits++;
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// if we hit him a couple of times, make him rage!
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if( NumZCDHits > 1 )
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{
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if( !IsInState('ChargeToMarker') )
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{
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GotoState('ChargeToMarker');
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}
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else
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{
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NumZCDHits = 1;
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if( IsInState('ChargeToMarker') )
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{
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GotoState('');
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}
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}
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}
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else
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{
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if( IsInState('ChargeToMarker') )
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{
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GotoState('');
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}
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}
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if( bNewMindControlled != bZedUnderControl )
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{
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SetGroundSpeed(OriginalGroundSpeed * 1.25);
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Health *= 1.25;
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HealthMax *= 1.25;
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}
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}
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else
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{
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NumZCDHits=0;
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}
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bZedUnderControl = bNewMindControlled;
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}
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// Handle the zed being commanded to move to a new location
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function GivenNewMarker()
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{
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if( bChargingPlayer && NumZCDHits > 1 )
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{
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GotoState('ChargeToMarker');
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}
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else
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{
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GotoState('');
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}
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}
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// Important Block of code controlling how the Zombies (excluding the Bloat and Fleshpound who cannot be stunned, respond to damage from the
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// various weapons in the game. The basic rule is that any damage amount equal to or greater than 40 points will cause a stun.
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// There are exceptions with the fists however, which are substantially under the damage quota but can still cause stuns 50% of the time.
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// Why? Cus if they didn't at least have that functionality, they would be fundamentally useless. And anyone willing to take on a hoarde of zombies
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// with only the gloves on his hands, deserves more respect than that!
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function PlayTakeHit(vector HitLocation, int Damage, class<DamageType> DamageType)
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{
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if( Level.TimeSeconds - LastPainAnim < MinTimeBetweenPainAnims )
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return;
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// Don't interrupt the controller if its waiting for an animation to end
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if( !Controller.IsInState('WaitForAnim') && Damage >= 10 )
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PlayDirectionalHit(HitLocation);
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LastPainAnim = Level.TimeSeconds;
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if( Level.TimeSeconds - LastPainSound < MinTimeBetweenPainSounds )
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return;
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LastPainSound = Level.TimeSeconds;
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PlaySound(HitSound[0], SLOT_Pain,1.25,,400);
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}
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function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex)
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{
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local int BlockSlip, OldHealth;
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local float BlockChance;//, RageChance;
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local Vector X,Y,Z, Dir;
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local bool bIsHeadShot;
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local float HeadShotCheckScale;
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GetAxes(Rotation, X,Y,Z);
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if( LastDamagedTime<Level.TimeSeconds )
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TwoSecondDamageTotal = 0;
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LastDamagedTime = Level.TimeSeconds+2;
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OldHealth = Health; // Corrected issue where only the Base Health is counted toward the FP's Rage in Balance Round 6(second attempt)
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HeadShotCheckScale = 1.0;
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// Do larger headshot checks if it is a melee attach
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if( class<DamTypeMelee>(damageType) != none )
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{
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HeadShotCheckScale *= 1.25;
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}
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bIsHeadShot = IsHeadShot(Hitlocation, normal(Momentum), 1.0);
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// He takes less damage to small arms fire (non explosives)
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// Frags and LAW rockets will bring him down way faster than bullets and shells.
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if ( DamageType != class 'DamTypeFrag' && DamageType != class 'DamTypeLaw' && DamageType != class 'DamTypePipeBomb'
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&& DamageType != class 'DamTypeM79Grenade' && DamageType != class 'DamTypeM32Grenade'
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&& DamageType != class 'DamTypeM203Grenade' && DamageType != class 'DamTypeMedicNade'
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&& DamageType != class 'DamTypeSPGrenade' && DamageType != class 'DamTypeSealSquealExplosion'
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&& DamageType != class 'DamTypeSeekerSixRocket' )
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{
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// Don't reduce the damage so much if its a high headshot damage weapon
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if( bIsHeadShot && class<KFWeaponDamageType>(damageType)!=none &&
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class<KFWeaponDamageType>(damageType).default.HeadShotDamageMult >= 1.5 )
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{
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Damage *= 0.75;
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}
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else if ( Level.Game.GameDifficulty >= 5.0 && bIsHeadshot && (class<DamTypeCrossbow>(damageType) != none || class<DamTypeCrossbowHeadShot>(damageType) != none) )
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{
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Damage *= 0.35; // was 0.3 in Balance Round 1, then 0.4 in Round 2, then 0.3 in Round 3/4, and 0.35 in Round 5
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}
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else
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{
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Damage *= 0.5;
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}
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}
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// double damage from handheld explosives or poison
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else if (DamageType == class 'DamTypeFrag' || DamageType == class 'DamTypePipeBomb' || DamageType == class 'DamTypeMedicNade' )
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{
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Damage *= 2.0;
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}
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// A little extra damage from the grenade launchers, they are HE not shrapnel,
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// and its shrapnel that REALLY hurts the FP ;)
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else if( DamageType == class 'DamTypeM79Grenade' || DamageType == class 'DamTypeM32Grenade'
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|| DamageType == class 'DamTypeM203Grenade' || DamageType == class 'DamTypeSPGrenade'
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|| DamageType == class 'DamTypeSealSquealExplosion' || DamageType == class 'DamTypeSeekerSixRocket')
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{
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Damage *= 1.25;
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}
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// Shut off his "Device" when dead
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if (Damage >= Health)
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PostNetReceive();
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// Damage Berserk responses...
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// Start a charge.
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// The Lower his health, the less damage needed to trigger this response.
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//RageChance = (( HealthMax / Health * 300) - TwoSecondDamageTotal );
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// Calculate whether the shot was coming from in front.
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Dir = -Normal(Location - hitlocation);
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BlockSlip = rand(5);
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if (AnimAction == 'PoundBlock')
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Damage *= BlockDamageReduction;
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if (Dir Dot X > 0.7 || Dir == vect(0,0,0))
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BlockChance = (Health / HealthMax * 100 ) - Damage * 0.25;
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// We are healthy enough to block the attack, and we succeeded the blockslip.
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// only 40% damage is done in this circumstance.
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//TODO - bring this back?
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// Log (Damage);
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if (damageType == class 'DamTypeVomit')
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{
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Damage = 0; // nulled
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}
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else if( damageType == class 'DamTypeBlowerThrower' )
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{
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// Reduced damage from the blower thrower bile, but lets not zero it out entirely
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Damage *= 0.25;
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}
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Super.takeDamage(Damage, instigatedBy, hitLocation, momentum, damageType,HitIndex) ;
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TwoSecondDamageTotal += OldHealth - Health; // Corrected issue where only the Base Health is counted toward the FP's Rage in Balance Round 6(second attempt)
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if (!bDecapitated && TwoSecondDamageTotal > RageDamageThreshold && !bChargingPlayer &&
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!bZapped && (!(bCrispified && bBurnified) || bFrustrated) )
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StartCharging();
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}
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// changes colors on Device (notified in anim)
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simulated function DeviceGoRed()
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{
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Skins[1]=Shader'KFCharacters.FPRedBloomShader';
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}
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simulated function DeviceGoNormal()
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{
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Skins[1] = Shader'KFCharacters.FPAmberBloomShader';
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}
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function RangedAttack(Actor A)
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{
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if ( bShotAnim || Physics == PHYS_Swimming)
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return;
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else if ( CanAttack(A) )
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{
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bShotAnim = true;
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SetAnimAction('Claw');
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//PlaySound(sound'Claw2s', SLOT_None); KFTODO: Replace this
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return;
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}
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}
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// Sets the FP in a berserk charge state until he either strikes his target, or hits timeout
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function StartCharging()
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{
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local float RageAnimDur;
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if( Health <= 0 )
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{
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return;
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}
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SetAnimAction('PoundRage');
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Acceleration = vect(0,0,0);
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bShotAnim = true;
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Velocity.X = 0;
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Velocity.Y = 0;
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Controller.GoToState('WaitForAnim');
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KFMonsterController(Controller).bUseFreezeHack = True;
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RageAnimDur = GetAnimDuration('PoundRage');
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FleshpoundZombieController(Controller).SetPoundRageTimout(RageAnimDur);
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GoToState('BeginRaging');
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}
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state BeginRaging
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{
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Ignores StartCharging;
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// Set the zed to the zapped behavior
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simulated function SetZappedBehavior()
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{
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Global.SetZappedBehavior();
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GoToState('');
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}
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function bool CanGetOutOfWay()
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{
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return false;
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}
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simulated function bool HitCanInterruptAction()
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{
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return false;
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}
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function Tick( float Delta )
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{
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Acceleration = vect(0,0,0);
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global.Tick(Delta);
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}
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Begin:
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Sleep(GetAnimDuration('PoundRage'));
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GotoState('RageCharging');
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}
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simulated function SetBurningBehavior()
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{
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if( bFrustrated || bChargingPlayer )
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{
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return;
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}
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super.SetBurningBehavior();
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}
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state RageCharging
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{
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Ignores StartCharging;
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// Set the zed to the zapped behavior
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simulated function SetZappedBehavior()
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{
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Global.SetZappedBehavior();
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GoToState('');
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}
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function PlayDirectionalHit(Vector HitLoc)
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{
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if( !bShotAnim )
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{
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super.PlayDirectionalHit(HitLoc);
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}
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}
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function bool CanGetOutOfWay()
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{
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return false;
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}
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// Don't override speed in this state
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function bool CanSpeedAdjust()
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{
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return false;
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}
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function BeginState()
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{
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local float DifficultyModifier;
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if( bZapped )
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{
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GoToState('');
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}
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else
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{
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bChargingPlayer = true;
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if( Level.NetMode!=NM_DedicatedServer )
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ClientChargingAnims();
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// Scale rage length by difficulty
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if( Level.Game.GameDifficulty < 2.0 )
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{
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DifficultyModifier = 0.85;
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}
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else if( Level.Game.GameDifficulty < 4.0 )
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{
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DifficultyModifier = 1.0;
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}
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else if( Level.Game.GameDifficulty < 5.0 )
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{
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DifficultyModifier = 1.25;
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}
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else // Hardest difficulty
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{
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DifficultyModifier = 3.0; // Doubled Fleshpound Rage time for Suicidal and HoE in Balance Round 1
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}
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RageEndTime = (Level.TimeSeconds + 5 * DifficultyModifier) + (FRand() * 6 * DifficultyModifier);
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NetUpdateTime = Level.TimeSeconds - 1;
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}
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}
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function EndState()
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{
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bChargingPlayer = False;
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bFrustrated = false;
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FleshPoundZombieController(Controller).RageFrustrationTimer = 0;
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if( Health>0 && !bZapped )
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{
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SetGroundSpeed(GetOriginalGroundSpeed());
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}
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if( Level.NetMode!=NM_DedicatedServer )
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ClientChargingAnims();
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NetUpdateTime = Level.TimeSeconds - 1;
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}
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function Tick( float Delta )
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{
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if( !bShotAnim )
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{
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SetGroundSpeed(OriginalGroundSpeed * 2.3);//2.0;
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if( !bFrustrated && !bZedUnderControl && Level.TimeSeconds>RageEndTime )
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{
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GoToState('');
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}
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}
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// Keep the flesh pound moving toward its target when attacking
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if( Role == ROLE_Authority && bShotAnim)
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{
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if( LookTarget!=None )
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{
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Acceleration = AccelRate * Normal(LookTarget.Location - Location);
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}
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}
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global.Tick(Delta);
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}
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function Bump( Actor Other )
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{
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local float RageBumpDamage;
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local KFMonster KFMonst;
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KFMonst = KFMonster(Other);
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// Hurt/Kill enemies that we run into while raging
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if( !bShotAnim && KFMonst!=None && ZombieFleshPound(Other)==None && Pawn(Other).Health>0 )
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{
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// Random chance of doing obliteration damage
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if( FRand() < 0.4 )
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{
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RageBumpDamage = 501;
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}
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else
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{
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RageBumpDamage = 450;
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}
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RageBumpDamage *= KFMonst.PoundRageBumpDamScale;
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Other.TakeDamage(RageBumpDamage, self, Other.Location, Velocity * Other.Mass, class'DamTypePoundCrushed');
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}
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else Global.Bump(Other);
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}
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// If fleshie hits his target on a charge, then he should settle down for abit.
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function bool MeleeDamageTarget(int hitdamage, vector pushdir)
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{
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local bool RetVal,bWasEnemy;
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bWasEnemy = (Controller.Target==Controller.Enemy);
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RetVal = Super.MeleeDamageTarget(hitdamage*1.75, pushdir*3);
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if( RetVal && bWasEnemy )
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GoToState('');
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return RetVal;
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}
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}
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// State where the zed is charging to a marked location.
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// Not sure if we need this since its just like RageCharging,
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// but keeping it here for now in case we need to implement some
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// custom behavior for this state
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state ChargeToMarker extends RageCharging
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{
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Ignores StartCharging;
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function Tick( float Delta )
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{
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if( !bShotAnim )
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{
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SetGroundSpeed(OriginalGroundSpeed * 2.3);
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if( !bFrustrated && !bZedUnderControl && Level.TimeSeconds>RageEndTime )
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{
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GoToState('');
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}
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}
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// Keep the flesh pound moving toward its target when attacking
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if( Role == ROLE_Authority && bShotAnim)
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{
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if( LookTarget!=None )
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{
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Acceleration = AccelRate * Normal(LookTarget.Location - Location);
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}
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}
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global.Tick(Delta);
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}
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}
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simulated function PostNetReceive()
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{
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if( bClientCharge!=bChargingPlayer && !bZapped )
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{
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bClientCharge = bChargingPlayer;
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if (bChargingPlayer)
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{
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MovementAnims[0]=ChargingAnim;
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MeleeAnims[0]='FPRageAttack';
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MeleeAnims[1]='FPRageAttack';
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MeleeAnims[2]='FPRageAttack';
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DeviceGoRed();
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}
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else
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{
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MovementAnims[0]=default.MovementAnims[0];
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MeleeAnims[0]=default.MeleeAnims[0];
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MeleeAnims[1]=default.MeleeAnims[1];
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MeleeAnims[2]=default.MeleeAnims[2];
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DeviceGoNormal();
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}
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}
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}
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simulated function PlayDyingAnimation(class<DamageType> DamageType, vector HitLoc)
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{
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Super.PlayDyingAnimation(DamageType,HitLoc);
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if( Level.NetMode!=NM_DedicatedServer )
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DeviceGoNormal();
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}
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simulated function ClientChargingAnims()
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{
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PostNetReceive();
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}
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function ClawDamageTarget()
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{
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local vector PushDir;
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local KFHumanPawn HumanTarget;
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local KFPlayerController HumanTargetController;
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local float UsedMeleeDamage;
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local name Sequence;
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local float Frame, Rate;
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GetAnimParams( ExpectingChannel, Sequence, Frame, Rate );
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if( MeleeDamage > 1 )
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{
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UsedMeleeDamage = (MeleeDamage - (MeleeDamage * 0.05)) + (MeleeDamage * (FRand() * 0.1));
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}
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else
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{
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UsedMeleeDamage = MeleeDamage;
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}
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// Reduce the melee damage for anims with repeated attacks, since it does repeated damage over time
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if( Sequence == 'PoundAttack1' )
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{
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UsedMeleeDamage *= 0.5;
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}
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else if( Sequence == 'PoundAttack2' )
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{
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UsedMeleeDamage *= 0.25;
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}
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if(Controller!=none && Controller.Target!=none)
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{
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//calculate based on relative positions
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PushDir = (damageForce * Normal(Controller.Target.Location - Location));
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}
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else
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{
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//calculate based on way Monster is facing
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PushDir = damageForce * vector(Rotation);
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}
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|
if ( MeleeDamageTarget( UsedMeleeDamage, PushDir))
|
|
{
|
|
HumanTarget = KFHumanPawn(Controller.Target);
|
|
if( HumanTarget!=None )
|
|
HumanTargetController = KFPlayerController(HumanTarget.Controller);
|
|
if( HumanTargetController!=None )
|
|
HumanTargetController.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime);
|
|
PlaySound(MeleeAttackHitSound, SLOT_Interact, 1.25);
|
|
}
|
|
}
|
|
|
|
function SpinDamage(actor Target)
|
|
{
|
|
local vector HitLocation;
|
|
local Name TearBone;
|
|
local Float dummy;
|
|
local float DamageAmount;
|
|
local vector PushDir;
|
|
local KFHumanPawn HumanTarget;
|
|
|
|
if(target==none)
|
|
return;
|
|
|
|
PushDir = (damageForce * Normal(Target.Location - Location));
|
|
damageamount = (SpinDamConst + rand(SpinDamRand) );
|
|
|
|
// FLING DEM DEAD BODIEZ!
|
|
if (Target.IsA('KFHumanPawn') && Pawn(Target).Health <= DamageAmount)
|
|
{
|
|
KFHumanPawn(Target).RagDeathVel *= 3;
|
|
KFHumanPawn(Target).RagDeathUpKick *= 1.5;
|
|
}
|
|
|
|
if (Target !=none && Target.IsA('KFDoorMover'))
|
|
{
|
|
Target.TakeDamage(DamageAmount , self ,HitLocation,pushdir, class 'KFmod.ZombieMeleeDamage');
|
|
PlaySound(MeleeAttackHitSound, SLOT_Interact, 1.25);
|
|
}
|
|
|
|
if (KFHumanPawn(Target)!=none)
|
|
{
|
|
HumanTarget = KFHumanPawn(Target);
|
|
if (HumanTarget.Controller != none)
|
|
HumanTarget.Controller.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime);
|
|
|
|
//TODO - line below was KFPawn. Does this whole block need to be KFPawn, or is it OK as KFHumanPawn?
|
|
KFHumanPawn(Target).TakeDamage(DamageAmount, self ,HitLocation,pushdir, class 'KFmod.ZombieMeleeDamage');
|
|
|
|
if (KFHumanPawn(Target).Health <=0)
|
|
{
|
|
KFHumanPawn(Target).SpawnGibs(rotator(pushdir), 1);
|
|
TearBone=KFPawn(Target).GetClosestBone(HitLocation,Velocity,dummy);
|
|
KFHumanPawn(Controller.Target).HideBone(TearBone);
|
|
}
|
|
}
|
|
}
|
|
|
|
simulated function int DoAnimAction( name AnimName )
|
|
{
|
|
if( AnimName=='PoundAttack1' || AnimName=='PoundAttack2' || AnimName=='PoundAttack3'
|
|
||AnimName=='FPRageAttack' || AnimName=='ZombieFireGun' )
|
|
{
|
|
AnimBlendParams(1, 1.0, 0.0,, FireRootBone);
|
|
PlayAnim(AnimName,, 0.1, 1);
|
|
Return 1;
|
|
}
|
|
Return Super.DoAnimAction(AnimName);
|
|
}
|
|
|
|
simulated event SetAnimAction(name NewAction)
|
|
{
|
|
local int meleeAnimIndex;
|
|
|
|
if( NewAction=='' )
|
|
Return;
|
|
if(NewAction == 'Claw')
|
|
{
|
|
meleeAnimIndex = Rand(3);
|
|
NewAction = meleeAnims[meleeAnimIndex];
|
|
CurrentDamtype = ZombieDamType[meleeAnimIndex];
|
|
}
|
|
else if( NewAction == 'DoorBash' )
|
|
{
|
|
CurrentDamtype = ZombieDamType[Rand(3)];
|
|
}
|
|
ExpectingChannel = DoAnimAction(NewAction);
|
|
|
|
if( AnimNeedsWait(NewAction) )
|
|
{
|
|
bWaitForAnim = true;
|
|
}
|
|
|
|
if( Level.NetMode!=NM_Client )
|
|
{
|
|
AnimAction = NewAction;
|
|
bResetAnimAct = True;
|
|
ResetAnimActTime = Level.TimeSeconds+0.3;
|
|
}
|
|
}
|
|
|
|
// The animation is full body and should set the bWaitForAnim flag
|
|
simulated function bool AnimNeedsWait(name TestAnim)
|
|
{
|
|
if( TestAnim == 'PoundRage' || TestAnim == 'DoorBash' )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
simulated function Tick(float DeltaTime)
|
|
{
|
|
super.Tick(DeltaTime);
|
|
|
|
// Keep the flesh pound moving toward its target when attacking
|
|
if( Role == ROLE_Authority && bShotAnim)
|
|
{
|
|
if( LookTarget!=None )
|
|
{
|
|
Acceleration = AccelRate * Normal(LookTarget.Location - Location);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
function bool FlipOver()
|
|
{
|
|
Return False;
|
|
}
|
|
|
|
function bool SameSpeciesAs(Pawn P)
|
|
{
|
|
return (ZombieFleshPound(P)!=None);
|
|
}
|
|
|
|
simulated function Destroyed()
|
|
{
|
|
if( AvoidArea!=None )
|
|
AvoidArea.Destroy();
|
|
|
|
Super.Destroyed();
|
|
}
|
|
|
|
|
|
static simulated function PreCacheMaterials(LevelInfo myLevel)
|
|
{//should be derived and used.
|
|
myLevel.AddPrecacheMaterial(Combiner'KF_Specimens_Trip_T.fleshpound_cmb');
|
|
myLevel.AddPrecacheMaterial(Combiner'KF_Specimens_Trip_T.fleshpound_env_cmb');
|
|
myLevel.AddPrecacheMaterial(Texture'KF_Specimens_Trip_T.fleshpound_diff');
|
|
}
|
|
|
|
defaultproperties
|
|
{
|
|
//-------------------------------------------------------------------------------
|
|
// NOTE: Most Default Properties are set in the base class to eliminate hitching
|
|
//-------------------------------------------------------------------------------
|
|
|
|
EventClasses(0)="KFChar.ZombieFleshpound_STANDARD"
|
|
ControllerClass=Class'KFChar.FleshpoundZombieController'
|
|
}
|