189 lines
4.5 KiB
Ucode
189 lines
4.5 KiB
Ucode
//Controller class for Explosive Gunner Pound ✓
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class ControllerExplosivePound extends KFMonsterControllerOS;
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var float WaitAnimTimeout;
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var int AnimWaitChannel;
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var name AnimWaitingFor;
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var bool bDoneSpottedCheck;
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state DoorBashing
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{
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ignores EnemyNotVisible,SeeMonster;
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function EndState()
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{
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if (Pawn != None)
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{
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Pawn.AccelRate = Pawn.Default.AccelRate;
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Pawn.GroundSpeed = ZombieExplosivesPoundOS(Pawn).GetOriginalGroundSpeed();
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}
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}
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}
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//Players call out his Chainsaw when he sees them
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state ZombieHunt
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{
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event SeePlayer(Pawn SeenPlayer)
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{
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if ( !bDoneSpottedCheck && PlayerController(SeenPlayer.Controller) != none )
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{
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if ( !KFGameType(Level.Game).bDidSpottedScrakeMessage && FRand() < 0.25 )
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{
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PlayerController(SeenPlayer.Controller).Speech('AUTO', 14, "");
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KFGameType(Level.Game).bDidSpottedScrakeMessage = true;
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}
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bDoneSpottedCheck = true;
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}
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super.SeePlayer(SeenPlayer);
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}
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}
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function bool FireWeaponAt(Actor A)
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{
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if ( A == none )
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A = Enemy;
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if ( (A == none) || (Focus != A) )
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return false;
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Target = A;
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if(ZombieExplosivesPoundOS(Pawn).Health / ZombieExplosivesPoundOS(Pawn).HealthMax < 0.5 )
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Monster(Pawn).RangedAttack(Target);
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if((VSize(A.Location - Pawn.Location) >= ZombieExplosivesPoundOS(Pawn).MeleeRange + Pawn.CollisionRadius + Target.CollisionRadius) &&
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ZombieExplosivesPoundOS(Pawn).LastGLTime - Level.TimeSeconds > 0 )
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{
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return false;
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}
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Monster(Pawn).RangedAttack(Target);
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return false;
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}
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function TimedFireWeaponAtEnemy()
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{
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if ( (Enemy == none) || FireWeaponAt(Enemy) )
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SetCombatTimer();
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else
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SetTimer(0.01, true);
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}
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state ZombieCharge
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{
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function GetOutOfTheWayOfShot(vector ShotDirection, vector ShotOrigin){}
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function bool StrafeFromDamage(float Damage, class<DamageType> DamageType, bool bFindDest)
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{
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return false;
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}
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function bool TryStrafe(vector sideDir)
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{
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return false;
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}
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function Timer()
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{
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Disable('NotifyBump');
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Target = Enemy;
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TimedFireWeaponAtEnemy();
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}
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WaitForAnim:
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While( Monster(Pawn).bShotAnim )
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Sleep(0.25);
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if ( !FindBestPathToward(Enemy, false,true) )
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GotoState('ZombieRestFormation');
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Moving:
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MoveToward(Enemy);
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WhatToDoNext(17);
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if ( bSoaking )
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SoakStop("STUCK IN CHARGING!");
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}
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function SetWaitForAnimTimout(float NewWaitAnimTimeout, name AnimToWaitFor)
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{
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WaitAnimTimeout = NewWaitAnimTimeout;
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AnimWaitingFor = AnimToWaitFor;
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}
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state WaitForAnim
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{
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Ignores SeePlayer,HearNoise,Timer,EnemyNotVisible,NotifyBump,Startle;
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function WaitTimeout()
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{
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if( bUseFreezeHack )
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{
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if( Pawn!=none )
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{
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Pawn.AccelRate = Pawn.default.AccelRate;
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Pawn.GroundSpeed = Pawn.default.GroundSpeed;
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}
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bUseFreezeHack = false;
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}
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AnimEnd(AnimWaitChannel);
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}
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event AnimEnd(int Channel)
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{
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Pawn.AnimEnd(Channel);
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if ( !Monster(Pawn).bShotAnim )
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WhatToDoNext(99);
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}
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function Tick( float Delta )
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{
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Global.Tick(Delta);
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if( WaitAnimTimeout > 0 )
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{
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WaitAnimTimeout -= Delta;
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if( WaitAnimTimeout <= 0 )
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{
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WaitAnimTimeout = 0;
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WaitTimeout();
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}
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}
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if( bUseFreezeHack )
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{
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MoveTarget = none;
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MoveTimer = -1;
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Pawn.Acceleration = vect(0,0,0);
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Pawn.GroundSpeed = 1;
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Pawn.AccelRate = 0;
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}
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}
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function EndState()
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{
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super.EndState();
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if (Pawn != None)
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{
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Pawn.AccelRate = Pawn.Default.AccelRate;
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Pawn.GroundSpeed = ZombieExplosivesPoundOS(Pawn).GetOriginalGroundSpeed();
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}
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bUseFreezeHack = False;
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AnimWaitingFor = '';
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}
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}
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function float AdjustAimError(float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow )
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{
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//Always have the best accuracy, otherwise you aren't a threat
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return aimerror*=0;
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}
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defaultproperties
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{
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}
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