NicePack/sources/Zeds/Nice/NiceZombieFleshPound.uc
2023-03-19 21:53:44 +04:00

582 lines
19 KiB
Ucode

// Zombie Monster for KF Invasion gametype
class NiceZombieFleshpound extends NiceZombieFleshpoundBase;
var bool bFirstRageAttack;
simulated function PostNetBeginPlay(){
if(AvoidArea == none)
AvoidArea = Spawn(class'NiceAvoidMarkerFP', self);
if(AvoidArea != none)
AvoidArea.InitFor(Self);
EnableChannelNotify(1, 1);
AnimBlendParams(1, 1.0, 0.0,, SpineBone1);
super.PostNetBeginPlay();
}
function bool CanGetOutOfWay(){
return false;
}
function bool IsStunPossible(){
return false;
}
// This zed has been taken control of. Boost its health and speed
function SetMindControlled(bool bNewMindControlled)
{
if( bNewMindControlled )
{
NumZCDHits++;
// if we hit him a couple of times, make him rage!
if( NumZCDHits > 1 )
{
if( !IsInState('ChargeToMarker') )
{
GotoState('ChargeToMarker');
}
else
{
NumZCDHits = 1;
if( IsInState('ChargeToMarker') )
{
GotoState('');
}
}
}
else
{
if( IsInState('ChargeToMarker') )
{
GotoState('');
}
}
if( bNewMindControlled != bZedUnderControl )
{
SetGroundSpeed(OriginalGroundSpeed * 1.25);
Health *= 1.25;
HealthMax *= 1.25;
}
}
else
{
NumZCDHits=0;
}
bZedUnderControl = bNewMindControlled;
}
// Handle the zed being commanded to move to a new location
function GivenNewMarker()
{
if( bChargingPlayer && NumZCDHits > 1 )
{
GotoState('ChargeToMarker');
}
else
{
GotoState('');
}
}
function bool CheckMiniFlinch(int flinchScore, Pawn instigatedBy, Vector hitLocation, Vector momentum, class<NiceWeaponDamageType> damageType, float headshotLevel, KFPlayerReplicationInfo KFPRI){
if(Controller.IsInState('WaitForAnim') || flinchScore < 100)
return false;
return super.CheckMiniFlinch(flinchScore, instigatedBy, hitLocation, momentum, damageType, headshotLevel, KFPRI);
}
function ModDamage(out int Damage, Pawn instigatedBy, Vector hitLocation, Vector momentum, class<NiceWeaponDamageType> damageType, float headshotLevel, KFPlayerReplicationInfo KFPRI, optional float lockonTime){
super.ModDamage(Damage, instigatedBy, hitLocation, momentum, damageType, headshotLevel, KFPRI);
// Already low damage also isn't cut down
if(Damage <= 35)
return;
// Melee weapons damage is cut by the same amount
if(class<NiceDamageTypeVetBerserker>(DamageType) != none){
Damage *= 0.75;
return;
}//MEANTODO
// He takes less damage to small arms fire (non explosives)
// Frags and LAW rockets will bring him down way faster than bullets and shells.
if (DamageType != class 'DamTypeFrag' && DamageType != class 'DamTypePipeBomb'
&& DamageType!=class'NiceDamTypeM41AGrenade' && DamageType != class'NiceDamTypeRocket'
&& (DamageType == none || !DamageType.default.bIsExplosive))
{
// Don't reduce the damage so much if it's a headshot
if(headshotLevel > 0.0){
if(DamageType!= none && DamageType.default.HeadShotDamageMult >= 1.5)
Damage *= 0.75;
else
Damage *= 0.5;
}
else
Damage *= 0.5;
}
// double damage from handheld explosives or poison
else if (DamageType == class 'DamTypeFrag' || DamageType == class 'DamTypePipeBomb' || DamageType == class 'DamTypeMedicNade'){
Damage *= 2.0;
}
// A little extra damage from the grenade launchers, they are HE not shrapnel,
// and its shrapnel that REALLY hurts the FP ;)//MEANTODO
else if(DamageType == class'NiceDamTypeM41AGrenade'
|| (DamageType != none && DamageType.default.bIsExplosive))
Damage *= 1.25;
if(AnimAction == 'PoundBlock')
Damage *= BlockDamageReduction;
if(damageType == class 'DamTypeVomit')
Damage = 0;
else if(damageType == class 'DamTypeBlowerThrower')
Damage *= 0.25;
}
function TakeDamageClient(int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<NiceWeaponDamageType> damageType, float headshotLevel, float lockonTime){
local bool bWasBurning;
local int OldHealth;
bWasBurning = bOnFire;
if(LastDamagedTime < Level.TimeSeconds )
TwoSecondDamageTotal = 0;
LastDamagedTime = Level.TimeSeconds + 2;
OldHealth = Health;
// Shut off his "Device" when dead
if(Damage >= Health)
PostNetReceive();
Super.TakeDamageClient(Damage, instigatedBy, hitLocation, momentum, damageType, headshotLevel, lockonTime);
TwoSecondDamageTotal += OldHealth - Health;
if( !bDecapitated && TwoSecondDamageTotal > RageDamageThreshold && !bChargingPlayer &&
(!(bWasBurning && bCrispified) || bFrustrated) )
StartChargingFP(InstigatedBy);
}
// changes colors on Device (notified in anim)
simulated function DeviceGoRed()
{
Skins[1]=Shader'KFCharacters.FPRedBloomShader';
}
simulated function DeviceGoNormal()
{
Skins[1] = Shader'KFCharacters.FPAmberBloomShader';
}
function RangedAttack(Actor A){
local NiceZombieFleshpoundController fpController;
if(bShotAnim || Physics == PHYS_Swimming)
return;
else if(CanAttack(A))
{
fpController = NiceZombieFleshpoundController(Controller);
if(fpController != none)
fpController.RageFrustrationTimer = 0;
bShotAnim = true;
SetAnimAction('Claw');
return;
}
}
// Sets the FP in a berserk charge state until he either strikes his target, or hits timeout
function StartChargingFP(Pawn instigatedBy){
local float RageAnimDur;
local NiceZombieFleshpoundController fpController;
local NiceHumanPawn rageTarget, altRageTarget;
if(Health <= 0)
return;
bFirstRageAttack = true;
SetAnimAction('PoundRage');
Acceleration = vect(0,0,0);
bShotAnim = true;
Velocity.X = 0;
Velocity.Y = 0;
Controller.GoToState('WaitForAnim');
fpController = NiceZombieFleshpoundController(Controller);
if(fpController != none)
fpController.bUseFreezeHack = True;
RageAnimDur = GetAnimDuration('PoundRage');
if(fpController != none)
fpController.SetPoundRageTimout(RageAnimDur);
GoToState('BeginRaging');
rageTarget = NiceHumanPawn(instigatedBy);
altRageTarget = NiceHumanPawn(controller.focus);
if( rageTarget != none && KFGameType(Level.Game) != none
&& class'NiceVeterancyTypes'.static.HasSkill(NicePlayerController(rageTarget.Controller),
class'NiceSkillCommandoPerfectExecution') ){
NiceGameType(Level.Game).lessDramatic = true;
KFGameType(Level.Game).DramaticEvent(1.0);
}
else if( altRageTarget != none && KFGameType(Level.Game) != none
&& class'NiceVeterancyTypes'.static.HasSkill(NicePlayerController(altRageTarget.Controller),
class'NiceSkillCommandoPerfectExecution') ){
NiceGameType(Level.Game).lessDramatic = true;
KFGameType(Level.Game).DramaticEvent(1.0);
}
}
state BeginRaging
{
Ignores StartChargingFP;
function bool CanGetOutOfWay()
{
return false;
}
simulated function bool HitCanInterruptAction()
{
return false;
}
function Tick( float Delta )
{
Acceleration = vect(0,0,0);
global.Tick(Delta);
}
Begin:
Sleep(GetAnimDuration('PoundRage'));
GotoState('RageCharging');
}
state RageCharging
{
Ignores StartChargingFP;
function bool CheckMiniFlinch(int flinchScore, Pawn instigatedBy, Vector hitLocation, Vector momentum, class<NiceWeaponDamageType> damageType, float headshotLevel, KFPlayerReplicationInfo KFPRI){
if(!bShotAnim)
return super.CheckMiniFlinch(flinchScore, instigatedBy, hitLocation, momentum, damageType, headshotLevel, KFPRI);
return false;
}
function bool CanGetOutOfWay()
{
return false;
}
// Don't override speed in this state
function bool CanSpeedAdjust()
{
return false;
}
function BeginState()
{
bChargingPlayer = true;
if( Level.NetMode!=NM_DedicatedServer )
ClientChargingAnims();
RageEndTime = (Level.TimeSeconds + 15) + (FRand() * 18);
NetUpdateTime = Level.TimeSeconds - 1;
}
function EndState()
{
local NiceZombieFleshpoundController fpController;
bChargingPlayer = False;
bFrustrated = false;
fpController = NiceZombieFleshPoundController(Controller);
if(fpController == none)
fpController.RageFrustrationTimer = 0;
if( Health>0 && !bZapped )
{
SetGroundSpeed(GetOriginalGroundSpeed());
}
if( Level.NetMode!=NM_DedicatedServer )
ClientChargingAnims();
NetUpdateTime = Level.TimeSeconds - 1;
}
function Tick( float Delta )
{
if( !bShotAnim )
{
SetGroundSpeed(OriginalGroundSpeed * 2.3);//2.0;
if( !bFrustrated && !bZedUnderControl && Level.TimeSeconds>RageEndTime )
{
GoToState('');
}
}
// Keep the flesh pound moving toward its target when attacking
if( Role == ROLE_Authority && bShotAnim)
{
if( LookTarget!=none )
{
Acceleration = AccelRate * Normal(LookTarget.Location - Location);
}
}
global.Tick(Delta);
}
function Bump( Actor Other )
{
local float RageBumpDamage;
local KFMonster KFMonst;
KFMonst = KFMonster(Other);
// Hurt/Kill enemies that we run into while raging
if( !bShotAnim && KFMonst!=none && NiceZombieFleshPound(Other)==none && Pawn(Other).Health>0 )
{
// Random chance of doing obliteration damage
if( FRand() < 0.4 )
{
RageBumpDamage = 501;
}
else
{
RageBumpDamage = 450;
}
RageBumpDamage *= KFMonst.PoundRageBumpDamScale;
Log("DAMAGE!"@String(RageBumpDamage));
Other.TakeDamage(RageBumpDamage, self, Other.Location, Velocity * Other.Mass, class'NiceDamTypePoundCrushed');
}
else Global.Bump(Other);
}
// If fleshie hits his target on a charge, then he should settle down for abit.
function bool MeleeDamageTarget(int hitdamage, vector pushdir)
{
local bool RetVal,bWasEnemy;
bWasEnemy = (Controller.Target==Controller.Enemy);
RetVal = Super.MeleeDamageTarget(hitdamage*1.75, pushdir*3);
if( RetVal && bWasEnemy )
GoToState('');
return RetVal;
}
}
// State where the zed is charging to a marked location.
// Not sure if we need this since its just like RageCharging,
// but keeping it here for now in case we need to implement some
// custom behavior for this state
state ChargeToMarker extends RageCharging
{
Ignores StartChargingFP;
function Tick( float Delta )
{
if( !bShotAnim )
{
SetGroundSpeed(OriginalGroundSpeed * 2.3);
if( !bFrustrated && !bZedUnderControl && Level.TimeSeconds>RageEndTime )
{
GoToState('');
}
}
// Keep the flesh pound moving toward its target when attacking
if( Role == ROLE_Authority && bShotAnim)
{
if( LookTarget!=none )
{
Acceleration = AccelRate * Normal(LookTarget.Location - Location);
}
}
global.Tick(Delta);
}
}
simulated function PostNetReceive()
{
if( bClientCharge!=bChargingPlayer && !bZapped )
{
bClientCharge = bChargingPlayer;
if (bChargingPlayer)
{
MovementAnims[0]=ChargingAnim;
MeleeAnims[0]='FPRageAttack';
MeleeAnims[1]='FPRageAttack';
MeleeAnims[2]='FPRageAttack';
DeviceGoRed();
}
else
{
MovementAnims[0]=default.MovementAnims[0];
MeleeAnims[0]=default.MeleeAnims[0];
MeleeAnims[1]=default.MeleeAnims[1];
MeleeAnims[2]=default.MeleeAnims[2];
DeviceGoNormal();
}
}
}
simulated function PlayDyingAnimation(class<DamageType> DamageType, vector HitLoc)
{
Super.PlayDyingAnimation(DamageType,HitLoc);
if( Level.NetMode!=NM_DedicatedServer )
DeviceGoNormal();
}
simulated function ClientChargingAnims()
{
PostNetReceive();
}
function ClawDamageTarget()
{
local vector PushDir;
local KFHumanPawn HumanTarget;
local KFPlayerController HumanTargetController;
local float UsedMeleeDamage;
local name Sequence;
local float Frame, Rate;
GetAnimParams( ExpectingChannel, Sequence, Frame, Rate );
if( MeleeDamage > 1 )
{
UsedMeleeDamage = (MeleeDamage - (MeleeDamage * 0.05)) + (MeleeDamage * (FRand() * 0.1));
}
else
{
UsedMeleeDamage = MeleeDamage;
}
// Reduce the melee damage for anims with repeated attacks, since it does repeated damage over time
if( Sequence == 'PoundAttack1' )
{
UsedMeleeDamage *= 0.5;
}
else if( Sequence == 'PoundAttack2' )
{
UsedMeleeDamage *= 0.25;
}
if(Controller!=none && Controller.Target!=none)
{
//calculate based on relative positions
PushDir = (damageForce * Normal(Controller.Target.Location - Location));
}
else
{
//calculate based on way Monster is facing
PushDir = damageForce * vector(Rotation);
}
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'NiceZedMeleeDamageType');
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'NiceZedMeleeDamageType');
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;
// Remove one of the attacks during fp's rage
if(NewAction == 'Claw')
{
if(IsInState('RageCharging') && bFirstRageAttack){
bFirstRageAttack = false;
meleeAnimIndex = Rand(2);
NewAction = meleeAnims[meleeAnimIndex+1];
}
else{
meleeAnimIndex = Rand(3);
NewAction = meleeAnims[meleeAnimIndex];
}
}
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 (NiceZombieFleshPound(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
{
stunLoopStart=0.140000
stunLoopEnd=0.650000
idleInsertFrame=0.950000
EventClasses(0)="NicePack.NiceZombieFleshpound"
MoanVoice=SoundGroup'KF_EnemiesFinalSnd.Fleshpound.FP_Talk'
MeleeAttackHitSound=SoundGroup'KF_EnemiesFinalSnd.Fleshpound.FP_HitPlayer'
JumpSound=SoundGroup'KF_EnemiesFinalSnd.Fleshpound.FP_Jump'
DetachedArmClass=Class'KFChar.SeveredArmPound'
DetachedLegClass=Class'KFChar.SeveredLegPound'
DetachedHeadClass=Class'KFChar.SeveredHeadPound'
HitSound(0)=SoundGroup'KF_EnemiesFinalSnd.Fleshpound.FP_Pain'
DeathSound(0)=SoundGroup'KF_EnemiesFinalSnd.Fleshpound.FP_Death'
ChallengeSound(0)=SoundGroup'KF_EnemiesFinalSnd.Fleshpound.FP_Challenge'
ChallengeSound(1)=SoundGroup'KF_EnemiesFinalSnd.Fleshpound.FP_Challenge'
ChallengeSound(2)=SoundGroup'KF_EnemiesFinalSnd.Fleshpound.FP_Challenge'
ChallengeSound(3)=SoundGroup'KF_EnemiesFinalSnd.Fleshpound.FP_Challenge'
ControllerClass=class'NiceZombieFleshpoundController'
AmbientSound=Sound'KF_BaseFleshpound.FP_IdleLoop'
Mesh=SkeletalMesh'KF_Freaks_Trip.FleshPound_Freak'
Skins(0)=Combiner'KF_Specimens_Trip_T.fleshpound_cmb'
}