NicePack/sources/Zeds/Nice/NiceZombieScrakeController.uc
2020-02-16 19:53:59 +07:00

44 lines
1.7 KiB
Ucode

class NiceZombieScrakeController extends NiceMonsterController;
// Custom Zombie Thinkerating
// By : Alex
var bool bDoneSpottedCheck;
// Never do that, you too cool
function GetOutOfTheWayOfShot(vector ShotDirection, vector ShotOrigin){}
state ZombieHunt
{
event SeePlayer(Pawn SeenPlayer)
{
if ( !bDoneSpottedCheck && PlayerController(SeenPlayer.Controller) != none )
{
// 25% chance of first player to see this Scrake saying something
if ( !KFGameType(Level.Game).bDidSpottedScrakeMessage && FRand() < 0.25 )
{
PlayerController(SeenPlayer.Controller).Speech('AUTO', 14, "");
KFGameType(Level.Game).bDidSpottedScrakeMessage = true;
}
bDoneSpottedCheck = true;
}
super.SeePlayer(SeenPlayer);
}
}
function TimedFireWeaponAtEnemy()
{
if ( (Enemy == none) || FireWeaponAt(Enemy) )
SetCombatTimer();
else SetTimer(0.01, True);
}
state ZombieCharge
{
// Don't do this in this state
function GetOutOfTheWayOfShot(vector ShotDirection, vector ShotOrigin){}
function bool StrafeFromDamage(float Damage, class<DamageType> DamageType, bool bFindDest)
{
return false;
}
function bool TryStrafe(vector sideDir)
{
return false;
}
function Timer()
{
Disable('NotifyBump');
Target = Enemy;
TimedFireWeaponAtEnemy();
}
WaitForAnim:
While( Monster(Pawn).bShotAnim )
Sleep(0.25);
if ( !FindBestPathToward(Enemy, false,true) )
GotoState('ZombieRestFormation');
Moving:
MoveToward(Enemy);
WhatToDoNext(17);
if ( bSoaking )
SoakStop("STUCK IN CHARGING!");
}
defaultproperties
{
}