rott/kf_sources/KFPatcher/Classes/stub_Monster.uc
2026-07-14 20:27:09 +07:00

503 lines
17 KiB
Ucode

class stub_Monster extends KFMonster;
var transient float fLastAttackTime;
//=============================================================================
// controller == none fix
//=============================================================================
// when you kill zeds before they fall into stun
// should i check it before whole function body??
function bool FlipOver()
{
if (Physics == PHYS_Falling)
SetPhysics(PHYS_Walking);
bShotAnim = true;
SetAnimAction('KnockDown');
Acceleration = vect(0, 0, 0);
Velocity.X = 0;
Velocity.Y = 0;
// fix!
if (Controller != none && KFMonsterController(Controller) != none)
{
Controller.GoToState('WaitForAnim');
KFMonsterController(Controller).bUseFreezeHack = true;
}
return true;
}
simulated function HandleBumpGlass()
{
Acceleration = vect(0,0,0);
Velocity = vect(0,0,0);
SetAnimAction(MeleeAnims[0]);
bShotAnim = true;
// fix!
if (Controller != none)
controller.GotoState('WaitForAnim');
}
//=============================================================================
// instigatedBy == none fix
//=============================================================================
function TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional int HitIndex )
{
local bool bIsHeadshot;
local KFPlayerReplicationInfo KFPRI;
local float HeadShotCheckScale;
// if (InstigatedBy == none || class<KFWeaponDamageType>(DamType) == none)
LastDamagedBy = instigatedBy;
LastDamagedByType = damageType;
HitMomentum = VSize(momentum);
LastHitLocation = hitlocation;
LastMomentum = momentum;
if ( instigatedBy != none && KFPawn(instigatedBy) != none && instigatedBy.PlayerReplicationInfo != none )
KFPRI = KFPlayerReplicationInfo(instigatedBy.PlayerReplicationInfo);
// Scale damage if the Zed has been zapped
if ( bZapped )
Damage *= ZappedDamageMod;
// Zeds and fire dont mix.
if ( class<KFWeaponDamageType>(damageType) != none && class<KFWeaponDamageType>(damageType).default.bDealBurningDamage )
{
if( BurnDown<=0 || Damage > LastBurnDamage )
{
// LastBurnDamage variable is storing last burn damage (unperked) received,
// which will be used to make additional damage per every burn tick (second).
LastBurnDamage = Damage;
// FireDamageClass variable stores damage type, which started zed's burning
// and will be passed to this function again every next burn tick (as damageType argument)
if ( class<DamTypeTrenchgun>(damageType) != none ||
class<DamTypeFlareRevolver>(damageType) != none ||
class<DamTypeMAC10MPInc>(damageType) != none)
{
FireDamageClass = damageType;
}
else
{
FireDamageClass = class'DamTypeFlamethrower';
}
}
if ( class<DamTypeMAC10MPInc>(damageType) == none )
Damage *= 1.5; // Increase burn damage 1.5 times, except MAC10.
// BurnDown variable indicates how many ticks are remaining for zed to burn.
// It is 0, when zed isn't burning (or stopped burning).
// So all the code below will be executed only, if zed isn't already burning
if ( BurnDown <= 0 )
{
if( HeatAmount > 4 || Damage >= 15 )
{
bBurnified = true;
BurnDown = 10; // Inits burn tick count to 10
SetGroundSpeed(GroundSpeed *= 0.80); // Lowers movement speed by 20%
BurnInstigator = instigatedBy;
SetTimer(1.0,false); // Sets timer function to be executed each second
}
else
HeatAmount++;
}
}
if ( !bDecapitated && class<KFWeaponDamageType>(damageType)!=none &&
class<KFWeaponDamageType>(damageType).default.bCheckForHeadShots )
{
HeadShotCheckScale = 1.0;
// Do larger headshot checks if it is a melee attach
if( class<DamTypeMelee>(damageType) != none )
HeadShotCheckScale *= 1.25;
bIsHeadShot = IsHeadShot(hitlocation, normal(momentum), HeadShotCheckScale);
bLaserSightedEBRM14Headshotted = bIsHeadshot && M14EBRBattleRifle(instigatedBy.Weapon) != none && M14EBRBattleRifle(instigatedBy.Weapon).bLaserActive;
}
else
{
bLaserSightedEBRM14Headshotted = bLaserSightedEBRM14Headshotted && bDecapitated;
}
if ( KFPRI != none )
{
if ( KFPRI.ClientVeteranSkill != none )
{
Damage = KFPRI.ClientVeteranSkill.Static.AddDamage(KFPRI, self, KFPawn(instigatedBy), Damage, DamageType);
}
}
if ( LastDamagedBy != none && damageType != none && LastDamagedBy.IsPlayerPawn() && LastDamagedBy.Controller != none )
{
if ( KFMonsterController(Controller) != none )
{
KFMonsterController(Controller).AddKillAssistant(LastDamagedBy.Controller, FMin(Health, Damage));
}
}
if ( (bDecapitated || bIsHeadShot) && class<DamTypeBurned>(DamageType) == none && class<DamTypeFlamethrower>(DamageType) == none )
{
if(class<KFWeaponDamageType>(damageType)!=none)
Damage = Damage * class<KFWeaponDamageType>(damageType).default.HeadShotDamageMult;
if ( class<DamTypeMelee>(damageType) == none && KFPRI != none &&
KFPRI.ClientVeteranSkill != none )
{
Damage = float(Damage) * KFPRI.ClientVeteranSkill.Static.GetHeadShotDamMulti(KFPRI, KFPawn(instigatedBy), DamageType);
}
LastDamageAmount = Damage;
if( !bDecapitated )
{
if( bIsHeadShot )
{
// Play a sound when someone gets a headshot TODO: Put in the real sound here
if( bIsHeadShot )
{
PlaySound(sound'KF_EnemyGlobalSndTwo.Impact_Skull', SLOT_None,2.0,true,500);
}
HeadHealth -= LastDamageAmount;
if( HeadHealth <= 0 || Damage > Health )
{
RemoveHead();
}
}
// 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);
}
}
}
// Client check for Gore FX
// BodyPartRemoval(Damage,instigatedBy,hitlocation,momentum,damageType);
if( Health-Damage > 0 && DamageType!=class'DamTypeFrag' && DamageType!=class'DamTypePipeBomb'
&& DamageType!=class'DamTypeM79Grenade' && DamageType!=class'DamTypeM32Grenade'
&& DamageType!=class'DamTypeM203Grenade' && DamageType!=class'DamTypeDwarfAxe'
&& DamageType!=class'DamTypeSPGrenade' && DamageType!=class'DamTypeSealSquealExplosion'
&& DamageType!=class'DamTypeSeekerSixRocket')
{
Momentum = vect(0,0,0);
}
if(class<DamTypeVomit>(DamageType) != none) // Same rules apply to zombies as players.
{
BileCount=7;
if (instigatedBy != none)
BileInstigator = instigatedBy;
else
BileInstigator = self;
LastBileDamagedByType=class<DamTypeVomit>(DamageType);
if(NextBileTime< Level.TimeSeconds )
NextBileTime = Level.TimeSeconds+BileFrequency;
}
if ( KFPRI != none && Health-Damage <= 0 && KFPRI.ClientVeteranSkill != none && KFPRI.ClientVeteranSkill.static.KilledShouldExplode(KFPRI, KFPawn(instigatedBy)) )
{
Super(Monster).takeDamage(Damage + 600, instigatedBy, hitLocation, momentum, damageType);
HurtRadius(500, 1000, class'DamTypeFrag', 100000, Location);
}
else
{
Super(Monster).takeDamage(Damage, instigatedBy, hitLocation, momentum, damageType);
}
// if (Damage*1.5 >= default.Health || (Damage > 200 && KFDamType != none && KFDamType.default.bSniperWeapon && ZedVictim.IsA('ZombieHusk') ))
// {
// ZedVictim.Controller.Focus = none;
// ZedVictim.Controller.FocalPoint = ZedVictim.Location + 512 * vector(ZedVictim.Rotation);
// }
// block yet another zed time call
// if( bIsHeadShot && Health <= 0 )
// {
// KFGameType(Level.Game).DramaticEvent(0.03);
// }
bBackstabbed = false;
}
// attempt to fix ground speed bugs
function TakeFireDamage(int Damage,pawn Instigator)
{
local Vector DummyHitLoc,DummyMomentum;
TakeDamage(Damage, BurnInstigator, DummyHitLoc, DummyMomentum, FireDamageClass);
if ( BurnDown > 0 )
{
// Decrement the number of FireDamage calls left before our Zombie is extinguished :)
BurnDown --;
}
// Melt em' :)
if ( BurnDown < CrispUpThreshhold )
{
ZombieCrispUp();
}
if ( BurnDown == 0 )
{
bBurnified = false;
if( !bZapped )
{
// was `default.GroundSpeed`
SetGroundSpeed(GetOriginalGroundSpeed());
}
}
}
//=============================================================================
// fix for zed corpse collision shit
//=============================================================================
//Stops the green shit when a player dies.
simulated function PlayDying(class<DamageType> DamageType, vector HitLoc)
{
local float frame, rate;
local name seq;
local LavaDeath LD;
local MiscEmmiter BE;
AmbientSound = None;
bCanTeleport = false; // sjs - fix karma going crazy when corpses land on teleporters
bReplicateMovement = false;
bTearOff = true;
bPlayedDeath = true;
StopBurnFX();
if (CurrentCombo != None)
CurrentCombo.Destroy();
HitDamageType = DamageType; // these are replicated to other clients
TakeHitLocation = HitLoc;
bSTUNNED = false;
bMovable = true;
if ( class<DamTypeBurned>(DamageType) != none || class<DamTypeFlamethrower>(DamageType) != none )
{
ZombieCrispUp();
}
ProcessHitFX() ;
if ( DamageType != None )
{
if ( DamageType.default.bSkeletize )
{
SetOverlayMaterial(DamageType.Default.DamageOverlayMaterial, 4.0, true);
if (!bSkeletized)
{
if ( (Level.NetMode != NM_DedicatedServer) && (SkeletonMesh != None) )
{
if ( DamageType.default.bLeaveBodyEffect )
{
BE = spawn(class'MiscEmmiter',self);
if ( BE != None )
{
BE.DamageType = DamageType;
BE.HitLoc = HitLoc;
bFrozenBody = true;
}
}
GetAnimParams( 0, seq, frame, rate );
LinkMesh(SkeletonMesh, true);
Skins.Length = 0;
PlayAnim(seq, 0, 0);
SetAnimFrame(frame);
}
if (Physics == PHYS_Walking)
Velocity = Vect(0,0,0);
SetTearOffMomemtum(GetTearOffMomemtum() * 0.25);
bSkeletized = true;
if ( (Level.NetMode != NM_DedicatedServer) && (DamageType == class'FellLava') )
{
LD = spawn(class'LavaDeath', , , Location + vect(0, 0, 10), Rotation );
if ( LD != None )
LD.SetBase(self);
//PlaySound( sound'WeaponSounds.BExplosion5', SLOT_None, 1.5*TransientSoundVolume );
}
}
}
else if ( DamageType.Default.DeathOverlayMaterial != None )
SetOverlayMaterial(DamageType.Default.DeathOverlayMaterial, DamageType.default.DeathOverlayTime, true);
else if ( (DamageType.Default.DamageOverlayMaterial != None) && (Level.DetailMode != DM_Low) && !Level.bDropDetail )
SetOverlayMaterial(DamageType.Default.DamageOverlayMaterial, 2*DamageType.default.DamageOverlayTime, true);
}
// stop shooting
AnimBlendParams(1, 0.0);
FireState = FS_None;
// Try to adjust around performance
//log(Level.DetailMode);
LifeSpan = RagdollLifeSpan;
GotoState('ZombieDying');
if ( BE != None )
return;
PlayDyingAnimation(DamageType, HitLoc);
// ADDITION for collision fix
bBlockActors = false;
bBlockPlayers = false;
bBlockProjectiles = false;
bProjTarget = false;
bBlockZeroExtentTraces = false;
bBlockNonZeroExtentTraces = false;
bBlockHitPointTraces = false;
}
state ZombieDying
{
simulated function BeginState()
{
// ADDITION for collision fix
bBlockActors = false;
bBlockPlayers = false;
bBlockProjectiles = false;
bProjTarget = false;
bBlockZeroExtentTraces = false;
bBlockNonZeroExtentTraces = false;
bBlockHitPointTraces = false;
if (bDestroyNextTick)
{
// If we've flagged this character to be destroyed next tick, handle that
if (TimeSetDestroyNextTickTime < Level.TimeSeconds)
Destroy();
else
SetTimer(0.01, false);
}
else
{
if (bTearOff && (Level.NetMode == NM_DedicatedServer) || class'GameInfo'.static.UseLowGore())
LifeSpan = 1.0;
else
SetTimer(2.0, false);
}
SetPhysics(PHYS_Falling);
if (Controller != None)
Controller.Destroy();
}
}
//=============================================================================
// lets limit some zeds attack abilities
//=============================================================================
function bool MeleeDamageTarget(int hitdamage, vector pushdir)
{
local vector HitLocation, HitNormal;
local actor HitActor;
local Name TearBone;
local float dummy;
local Emitter BloodHit;
// local vector TraceDir;
// Never should be done on client.
if (Level.NetMode == NM_Client || Controller == None)
return false;
// try to limit some zeds
if ((ClassIsChildOf(self.class, class'ZombieCrawler') || ClassIsChildOf(self.class, class'ZombieFleshpound')) && (Level.TimeSeconds < class'stub_Monster'.default.fLastAttackTime))
return false;
// ATTENTION!!! is 0.3 secs ok?
class'stub_Monster'.default.fLastAttackTime = Level.TimeSeconds + 0.3f;
if (Controller.Target!=none && Controller.Target.IsA('KFDoorMover'))
{
Controller.Target.TakeDamage(hitdamage, self ,HitLocation,pushdir, CurrentDamType);
return true;
}
// need to uncomment this and check :D
// ClearStayingDebugLines();
// TraceDir = Normal(Controller.Target.Location - Location);
// DrawStayingDebugLine(Location, Location + (TraceDir * (MeleeRange * 1.4 + Controller.Target.CollisionRadius + CollisionRadius)) , 255,255,0);
// check if still in melee range
if ( (Controller.target != None) && (bSTUNNED == false) && (DECAP == false) && (VSize(Controller.Target.Location - Location) <= MeleeRange * 1.4 + Controller.Target.CollisionRadius + CollisionRadius)
&& ((Physics == PHYS_Flying) || (Physics == PHYS_Swimming) || (Abs(Location.Z - Controller.Target.Location.Z)
<= FMax(CollisionHeight, Controller.Target.CollisionHeight) + 0.5 * FMin(CollisionHeight, Controller.Target.CollisionHeight))) )
{
// See if a trace would hit a pawn (Have to turn of hit point collision so trace doesn't hit the Human Pawn's bullet whiz cylinder)
bBlockHitPointTraces = false;
HitActor = Trace(HitLocation, HitNormal, Controller.Target.Location , Location + EyePosition(), true);
bBlockHitPointTraces = true;
// If the trace wouldn't hit a pawn, do the old thing of just checking if there is something blocking the trace
if (Pawn(HitActor) == none)
{
// Have to turn of hit point collision so trace doesn't hit the Human Pawn's bullet whiz cylinder
bBlockHitPointTraces = false;
HitActor = Trace(HitLocation, HitNormal, Controller.Target.Location, Location, false);
bBlockHitPointTraces = true;
if (HitActor != none)
return false;
}
if (KFHumanPawn(Controller.Target) != none)
{
//TODO - line below was KFPawn. Does this whole block need to be KFPawn, or is it OK as KFHumanPawn?
KFHumanPawn(Controller.Target).TakeDamage(hitdamage, Instigator ,HitLocation,pushdir, CurrentDamType); //class 'KFmod.ZombieMeleeDamage');
if (KFHumanPawn(Controller.Target).Health <=0)
{
if (!class'GameInfo'.static.UseLowGore())
{
BloodHit = Spawn(class'KFMod.FeedingSpray',self,,Controller.Target.Location,rotator(pushdir)); //
KFHumanPawn(Controller.Target).SpawnGibs(rotator(pushdir), 1);
TearBone=KFPawn(Controller.Target).GetClosestBone(HitLocation,Velocity,dummy);
KFHumanPawn(Controller.Target).HideBone(TearBone);
}
// Give us some Health back
if (Health <= (1.0-FeedThreshold)*HealthMax)
{
Health += FeedThreshold*HealthMax * Health/HealthMax;
}
}
}
else if (Controller.target != None)
{
// Do more damage if you are attacking another zed so that zeds don't just stand there whacking each other forever! - Ramm
if (KFMonster(Controller.Target) != none)
hitdamage *= DamageToMonsterScale;
Controller.Target.TakeDamage(hitdamage, self ,HitLocation,pushdir, CurrentDamType); //class 'KFmod.ZombieMeleeDamage');
}
return true;
}
return false;
}