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

384 lines
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Ucode

//=============================================================================
// ZombieHusk
//=============================================================================
// Husk burned up fire projectile launching zed pawn class
//=============================================================================
// Killing Floor Source
// Copyright (C) 2009 Tripwire Interactive LLC
// - John "Ramm-Jaeger" Gibson
//=============================================================================
class NiceZombieHusk extends NiceZombieHuskBase;
//----------------------------------------------------------------------------
// NOTE: All Variables are declared in the base class to eliminate hitching
//----------------------------------------------------------------------------
var class<Projectile> HuskFireProjClass;
simulated function HeatTick(){
if(heat < 50){
if(heat > 40)
heat = 50;
else
heat = 50 - 0.8 * (50 - heat);
}
super.HeatTick();
}
simulated function PostBeginPlay()
{
// Difficulty Scaling
if (Level.Game != none && !bDiffAdjusted){
ProjectileFireInterval = default.ProjectileFireInterval * 0.6;
}
super.PostBeginPlay();
}
// don't interrupt the bloat while he is puking
simulated function bool HitCanInterruptAction()
{
if( bShotAnim )
{
return false;
}
return true;
}
function DoorAttack(Actor A)
{
if ( bShotAnim || Physics == PHYS_Swimming)
return;
else if ( A!=none )
{
bShotAnim = true;
if( !bDecapitated && bDistanceAttackingDoor )
{
SetAnimAction('ShootBurns');
}
else
{
SetAnimAction('DoorBash');
GotoState('DoorBashing');
}
}
}
function RangedAttack(Actor A)
{
local int LastFireTime;
if ( bShotAnim )
return;
if ( Physics == PHYS_Swimming )
{
SetAnimAction('Claw');
bShotAnim = true;
LastFireTime = Level.TimeSeconds;
}
else if ( VSize(A.Location - Location) < MeleeRange + CollisionRadius + A.CollisionRadius )
{
bShotAnim = true;
LastFireTime = Level.TimeSeconds;
SetAnimAction('Claw');
//PlaySound(sound'Claw2s', SLOT_Interact); KFTODO: Replace this
Controller.bPreparingMove = true;
Acceleration = vect(0,0,0);
}
else if ( (KFDoorMover(A) != none ||
(!Region.Zone.bDistanceFog && VSize(A.Location-Location) <= 65535) ||
(Region.Zone.bDistanceFog && VSizeSquared(A.Location-Location) < (Square(Region.Zone.DistanceFogEnd) * 0.8))) // Make him come out of the fog a bit
&& !bDecapitated )
{
bShotAnim = true;
SetAnimAction('ShootBurns');
Controller.bPreparingMove = true;
Acceleration = vect(0,0,0);
NextFireProjectileTime = Level.TimeSeconds + ProjectileFireInterval + (FRand() * 2.0);
}
}
// Overridden to handle playing upper body only attacks when moving
simulated event SetAnimAction(name NewAction)
{
local int meleeAnimIndex;
local bool bWantsToAttackAndMove;
if( NewAction=='' )
Return;
if( NewAction == 'Claw' )
{
meleeAnimIndex = Rand(3);
NewAction = meleeAnims[meleeAnimIndex];
}
ExpectingChannel = DoAnimAction(NewAction);
if( !bWantsToAttackAndMove && AnimNeedsWait(NewAction) )
{
bWaitForAnim = true;
}
else
{
bWaitForAnim = false;
}
if( Level.NetMode!=NM_Client )
{
AnimAction = NewAction;
bResetAnimAct = True;
ResetAnimActTime = Level.TimeSeconds+0.3;
}
}
function float GetStunDurationMult(Pawn instigatedBy, Vector hitLocation, Vector momentum, class<NiceWeaponDamageType> damageType,
float headshotLevel, KFPlayerReplicationInfo KFPRI){
if(headshotLevel > 0)
return 1.0;
return 0.5;
}
function SpawnTwoShots(){
local vector X,Y,Z, FireStart;
local rotator FireRotation;
local KFMonsterController KFMonstControl;
if(controller != none && KFDoorMover(controller.Target) != none){
controller.Target.TakeDamage(22,Self,Location,vect(0,0,0),Class'DamTypeVomit');
return;
}
GetAxes(Rotation,X,Y,Z);
FireStart = GetBoneCoords('Barrel').Origin;
if(!SavedFireProperties.bInitialized){
SavedFireProperties.AmmoClass = Class'SkaarjAmmo';
SavedFireProperties.ProjectileClass = HuskFireProjClass;
SavedFireProperties.WarnTargetPct = 1;
SavedFireProperties.MaxRange = 65535;
SavedFireProperties.bTossed = false;
SavedFireProperties.bTrySplash = true;
SavedFireProperties.bLeadTarget = true;
SavedFireProperties.bInstantHit = false;
SavedFireProperties.bInitialized = true;
}
// Turn off extra collision before spawning vomit, otherwise spawn fails
ToggleAuxCollision(false);
if(controller != none)
FireRotation = controller.AdjustAim(SavedFireProperties,FireStart,600);
foreach DynamicActors(class'KFMonsterController', KFMonstControl)
if(KFMonstControl != controller && PointDistToLine(KFMonstControl.Pawn.Location, vector(FireRotation), FireStart) < 75)
KFMonstControl.GetOutOfTheWayOfShot(vector(FireRotation),FireStart);
Spawn(HuskFireProjClass,,, FireStart, FireRotation);
// Turn extra collision back on
ToggleAuxCollision(true);
}
// Get the closest point along a line to another point
simulated function float PointDistToLine(vector Point, vector Line, vector Origin, optional out vector OutClosestPoint)
{
local vector SafeDir;
SafeDir = Normal(Line);
OutClosestPoint = Origin + (SafeDir * ((Point-Origin) dot SafeDir));
return VSize(OutClosestPoint-Point);
}
simulated function Tick(float deltatime)
{
Super.tick(deltatime);
// Hack to force animation updates on the server for the bloat if he is relevant to someone
// He has glitches when some of his animations don't play on the server. If we
// find some other fix for the glitches take this out - Ramm
if( Level.NetMode != NM_Client && Level.NetMode != NM_Standalone )
{
if( (Level.TimeSeconds-LastSeenOrRelevantTime) < 1.0 )
{
bForceSkelUpdate=true;
}
else
{
bForceSkelUpdate=false;
}
}
}
function RemoveHead()
{
bCanDistanceAttackDoors = False;
Super.RemoveHead();
}
function ModDamage(out int damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<NiceWeaponDamageType> damageType, float headshotLevel, KFPlayerReplicationInfo KFPRI, optional float lockonTime){
local float damageMod;
if(damageType != none){
damageMod = 0.2 * damageType.default.freezePower;
damageMod = FMax(damageMod, 1.0);
}
damage *= damageMod;
Super.ModDamage(damage, instigatedBy, hitlocation, momentum, damageType, headshotLevel, KFPRI);
}
simulated function ProcessHitFX()
{
local Coords boneCoords;
local class<xEmitter> HitEffects[4];
local int i,j;
local float GibPerterbation;
if( (Level.NetMode == NM_DedicatedServer) || bSkeletized || (Mesh == SkeletonMesh))
{
SimHitFxTicker = HitFxTicker;
return;
}
for ( SimHitFxTicker = SimHitFxTicker; SimHitFxTicker != HitFxTicker; SimHitFxTicker = (SimHitFxTicker + 1) % ArrayCount(HitFX) )
{
j++;
if ( j > 30 )
{
SimHitFxTicker = HitFxTicker;
return;
}
if( (HitFX[SimHitFxTicker].damtype == none) || (Level.bDropDetail && (Level.TimeSeconds - LastRenderTime > 3) && !IsHumanControlled()) )
continue;
//log("Processing effects for damtype "$HitFX[SimHitFxTicker].damtype);
if( HitFX[SimHitFxTicker].bone == 'obliterate' && !class'GameInfo'.static.UseLowGore())
{
SpawnGibs( HitFX[SimHitFxTicker].rotDir, 1);
bGibbed = true;
// Wait a tick on a listen server so the obliteration can replicate before the pawn is destroyed
if( Level.NetMode == NM_ListenServer )
{
bDestroyNextTick = true;
TimeSetDestroyNextTickTime = Level.TimeSeconds;
}
else
{
Destroy();
}
return;
}
boneCoords = GetBoneCoords( HitFX[SimHitFxTicker].bone );
if ( !Level.bDropDetail && !class'GameInfo'.static.NoBlood() && !bSkeletized && !class'GameInfo'.static.UseLowGore() )
{
//AttachEmitterEffect( BleedingEmitterClass, HitFX[SimHitFxTicker].bone, boneCoords.Origin, HitFX[SimHitFxTicker].rotDir );
HitFX[SimHitFxTicker].damtype.static.GetHitEffects( HitEffects, Health );
if( !PhysicsVolume.bWaterVolume ) // don't attach effects under water
{
for( i = 0; i < ArrayCount(HitEffects); i++ )
{
if( HitEffects[i] == none )
continue;
AttachEffect( HitEffects[i], HitFX[SimHitFxTicker].bone, boneCoords.Origin, HitFX[SimHitFxTicker].rotDir );
}
}
}
if ( class'GameInfo'.static.UseLowGore() )
HitFX[SimHitFxTicker].bSever = false;
if( HitFX[SimHitFxTicker].bSever )
{
GibPerterbation = HitFX[SimHitFxTicker].damtype.default.GibPerterbation;
switch( HitFX[SimHitFxTicker].bone )
{
case 'obliterate':
break;
case LeftThighBone:
if( !bLeftLegGibbed )
{
SpawnSeveredGiblet( DetachedLegClass, boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation, GetBoneRotation(HitFX[SimHitFxTicker].bone) );
KFSpawnGiblet( class 'KFMod.KFGibBrain',boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation, 250 ) ;
KFSpawnGiblet( class 'KFMod.KFGibBrainb',boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation, 250 ) ;
KFSpawnGiblet( class 'KFMod.KFGibBrain',boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation, 250 ) ;
bLeftLegGibbed=true;
}
break;
case RightThighBone:
if( !bRightLegGibbed )
{
SpawnSeveredGiblet( DetachedLegClass, boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation, GetBoneRotation(HitFX[SimHitFxTicker].bone) );
KFSpawnGiblet( class 'KFMod.KFGibBrain',boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation, 250 ) ;
KFSpawnGiblet( class 'KFMod.KFGibBrainb',boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation, 250 ) ;
KFSpawnGiblet( class 'KFMod.KFGibBrain',boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation, 250 ) ;
bRightLegGibbed=true;
}
break;
case LeftFArmBone:
if( !bLeftArmGibbed )
{
SpawnSeveredGiblet( DetachedArmClass, boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation, GetBoneRotation(HitFX[SimHitFxTicker].bone) );
KFSpawnGiblet( class 'KFMod.KFGibBrain',boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation, 250 ) ;
KFSpawnGiblet( class 'KFMod.KFGibBrainb',boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation, 250 ) ;;
bLeftArmGibbed=true;
}
break;
case RightFArmBone:
if( !bRightArmGibbed )
{
SpawnSeveredGiblet( DetachedSpecialArmClass, boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation, GetBoneRotation(HitFX[SimHitFxTicker].bone) );
KFSpawnGiblet( class 'KFMod.KFGibBrain',boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation, 250 ) ;
KFSpawnGiblet( class 'KFMod.KFGibBrainb',boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation, 250 ) ;
bRightArmGibbed=true;
}
break;
case 'head':
if( !bHeadGibbed )
{
if ( HitFX[SimHitFxTicker].damtype == class'DamTypeDecapitation' )
{
DecapFX( boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, false);
}
else if( HitFX[SimHitFxTicker].damtype == class'DamTypeProjectileDecap' )
{
DecapFX( boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, false, true);
}
else if( HitFX[SimHitFxTicker].damtype == class'DamTypeMeleeDecapitation' )
{
DecapFX( boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, true);
}
bHeadGibbed=true;
}
break;
}
if( HitFX[SimHitFXTicker].bone != 'Spine' && HitFX[SimHitFXTicker].bone != FireRootBone &&
HitFX[SimHitFXTicker].bone != 'head' && Health <=0 )
HideBone(HitFX[SimHitFxTicker].bone);
}
}
}
function bool CheckStun(int stunScore, Pawn instigatedBy, Vector hitLocation, Vector momentum, class<NiceWeaponDamageType> damageType, float headshotLevel, KFPlayerReplicationInfo KFPRI){
if(Health > 0 && damageType != none && damageType.default.HeadShotDamageMult >= 1.2
&& stunScore >= 250 && ( /*(DamageType != class'NiceDamTypeMagnumPistol') ||*/ headshotLevel > 0.0) )//MEANTODO
return true;
return super.CheckStun(stunScore, instigatedBy, hitLocation, momentum, damageType, headshotLevel, KFPRI);
}
static simulated function PreCacheMaterials(LevelInfo myLevel)
{//should be derived and used.
myLevel.AddPrecacheMaterial(Texture'KF_Specimens_Trip_T_Two.burns_diff');
myLevel.AddPrecacheMaterial(Texture'KF_Specimens_Trip_T_Two.burns_emissive_mask');
myLevel.AddPrecacheMaterial(Combiner'KF_Specimens_Trip_T_Two.burns_energy_cmb');
myLevel.AddPrecacheMaterial(Combiner'KF_Specimens_Trip_T_Two.burns_env_cmb');
myLevel.AddPrecacheMaterial(Combiner'KF_Specimens_Trip_T_Two.burns_fire_cmb');
myLevel.AddPrecacheMaterial(Material'KF_Specimens_Trip_T_Two.burns_shdr');
myLevel.AddPrecacheMaterial(Combiner'KF_Specimens_Trip_T_Two.burns_cmb');
}
defaultproperties
{
HuskFireProjClass=Class'NicePack.NiceHuskFireProjectile'
stunLoopStart=0.080000
stunLoopEnd=0.900000
idleInsertFrame=0.930000
Heat=50.000000
EventClasses(0)="NicePack.NiceZombieHusk"
MoanVoice=SoundGroup'KF_EnemiesFinalSnd.Husk.Husk_Talk'
MeleeAttackHitSound=SoundGroup'KF_EnemiesFinalSnd.Bloat.Bloat_HitPlayer'
JumpSound=SoundGroup'KF_EnemiesFinalSnd.Husk.Husk_Jump'
DetachedArmClass=Class'KFChar.SeveredArmHusk'
DetachedLegClass=Class'KFChar.SeveredLegHusk'
DetachedHeadClass=Class'KFChar.SeveredHeadHusk'
DetachedSpecialArmClass=Class'KFChar.SeveredArmHuskGun'
HitSound(0)=SoundGroup'KF_EnemiesFinalSnd.Husk.Husk_Pain'
DeathSound(0)=SoundGroup'KF_EnemiesFinalSnd.Husk.Husk_Death'
ChallengeSound(0)=SoundGroup'KF_EnemiesFinalSnd.Husk.Husk_Challenge'
ChallengeSound(1)=SoundGroup'KF_EnemiesFinalSnd.Husk.Husk_Challenge'
ChallengeSound(2)=SoundGroup'KF_EnemiesFinalSnd.Husk.Husk_Challenge'
ChallengeSound(3)=SoundGroup'KF_EnemiesFinalSnd.Husk.Husk_Challenge'
ControllerClass=Class'NicePack.NiceZombieHuskController'
AmbientSound=Sound'KF_BaseHusk.Husk_IdleLoop'
Mesh=SkeletalMesh'KF_Freaks2_Trip.Burns_Freak'
Skins(0)=Texture'KF_Specimens_Trip_T_Two.burns.burns_tatters'
}