273 lines
7.7 KiB
Ucode
273 lines
7.7 KiB
Ucode
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class WMAIController_ZedHusk_Omega extends KFAIController_ZedHusk;
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var float LastFireBallBarrageTime;
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var float BaseTimeBetweenFireBallBarrages;
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var float TimeBetweenFireBallBarrages;
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var float FireballBarrageRandomizedValue;
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var int MinDistanceForFireBallBarrage;
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var int MaxDistanceForFireBallBarrage;
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var float BaseHealthPercentForSprint;
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var const float FireballBarrageFireIntervalNormal;
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var const float FireballBarrageFireIntervalHard;
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var const float FireballBarrageFireIntervalSuicidal;
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var const float FireballBarrageFireIntervalHellOnEarth;
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var const float RequiredHealthPercentForSprintNormal;
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var const float RequiredHealthPercentForSprintHard;
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var const float RequiredHealthPercentForSprintSuicidal;
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var const float RequiredHealthPercentForSprintHellOnEarth;
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event PostBeginPlay()
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{
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super.PostBeginPlay();
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if (Skill == class'KFGameDifficultyInfo'.static.GetDifficultyValue(0)) // Normal
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{
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BaseTimeBetweenFireBallBarrages = FireballBarrageFireIntervalNormal;
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BaseHealthPercentForSprint = RequiredHealthPercentForSprintNormal;
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}
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else if (Skill <= class'KFGameDifficultyInfo'.static.GetDifficultyValue(1)) // Hard
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{
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BaseTimeBetweenFireBallBarrages = FireballBarrageFireIntervalHard;
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BaseHealthPercentForSprint = RequiredHealthPercentForSprintHard;
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}
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else if (Skill <= class'KFGameDifficultyInfo'.static.GetDifficultyValue(2)) // Suicidal
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{
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BaseTimeBetweenFireBallBarrages = FireballBarrageFireIntervalSuicidal;
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BaseHealthPercentForSprint = RequiredHealthPercentForSprintSuicidal;
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}
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else // Hell on Earth
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{
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BaseTimeBetweenFireBallBarrages = FireballBarrageFireIntervalHellOnEarth;
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BaseHealthPercentForSprint = RequiredHealthPercentForSprintHellOnEarth;
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}
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}
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simulated function Tick(float DeltaTime)
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{
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local float DistToTargetSq;
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if (Role == ROLE_Authority && Enemy != None && MyKFPawn != None)
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{
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if (`TimeSince(LastCheckSpecialMoveTime) >= CheckSpecialMoveTime && !MyKFPawn.IsDoingSpecialMove())
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{
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if (GetActiveCommand() != None && !GetActiveCommand().IsA('AICommand_SpecialMove'))
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{
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if (WorldInfo.FastTrace(Enemy.Location, Pawn.Location, , True))
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{
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DistToTargetSq = VSizeSq(Enemy.Location - Pawn.Location);
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if (!IsSuicidal() && CanDoFireballBarrage(DistToTargetSq))
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{
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if (KFGameInfo(WorldInfo.Game) != None && KFGameInfo(WorldInfo.Game).GameConductor != None)
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{
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KFGameInfo(WorldInfo.Game).GameConductor.UpdateOverallAttackCoolDowns(self);
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}
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class'WMAICommand_HuskOmegaFireBallBarrageAttack'.static.FireBallBarrageAttack(self);
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TimeBetweenFireBallBarrages = BaseTimeBetweenFireBallBarrages + RandRange(-FireballBarrageRandomizedValue, FireballBarrageRandomizedValue);
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}
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}
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}
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}
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}
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super.Tick(DeltaTime);
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}
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function bool CanDoFireballBarrage(float DistToTargetSq)
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{
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if(!CheckOverallCooldownTimer())
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return False;
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return ((LastFireBallBarrageTime == 0 || (`TimeSince(LastFireBallBarrageTime) > TimeBetweenFireBallBarrages))
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&& DistToTargetSq >= Square(MinDistanceForFireBallBarrage)
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&& DistToTargetSq <= Square(MaxDistanceForFireBallBarrage)
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&& MyKFPawn.CanDoSpecialMove(SM_Custom1))
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&& IsCeilingClear();
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}
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function bool IsCeilingClear()
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{
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local vector TraceStart, TraceEnd, Extent;
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if (MyKFPawn == None)
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{
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return False;
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}
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TraceStart = MyKFPawn.Location + vect(0,0,1) * MyKFPawn.GetCollisionHeight();
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TraceEnd = TraceStart + vect(0,0,1) * 175.0f;
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Extent.X = MyKFPawn.GetCollisionRadius() * 2.0f;
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Extent.Y = Extent.X;
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Extent.Z = 1.0f;
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return MyKFPawn.FastTrace(TraceEnd, TraceStart, Extent, True);
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}
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function bool ShouldSprint()
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{
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if (GetHealthPercentage() <= BaseHealthPercentForSprint)
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return True;
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else
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return super.ShouldSprint();
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}
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function ShootRandomFireball(class<KFProj_Husk_Fireball> FireballClass)
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{
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local vector SocketLocation, DirToEnemy;
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local KFProj_Husk_Fireball MyFireball;
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local vector randVectorDraw;
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local KFPawn_ZedHusk MyHuskPawn;
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if (MyKFPawn == None)
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{
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return;
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}
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SocketLocation = MyKFPawn.GetPawnViewLocation();
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if (Role == ROLE_Authority)
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{
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randVectorDraw.X = FRand() * 2.0f - 1.0f;
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randVectorDraw.Y = FRand() * 2.0f - 1.0f;
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randVectorDraw.Z = FRand() + 0.1f;
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DirToEnemy = normal(randVectorDraw);
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MyHuskPawn = KFPawn_ZedHusk(MyKFPawn);
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// Shoot the fireball
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MyFireball = Spawn(FireballClass, MyKFPawn, , SocketLocation, Rotator(DirToEnemy));
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MyFireball.Instigator = MyKFPawn;
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MyFireball.InstigatorController = self;
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// Set our difficulty setings
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MyFireball.ExplosionTemplate.MomentumTransferScale = MyHuskPawn.FireballSettings.ExplosionMomentum * 0.5f;
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MyFireball.bSpawnGroundFire = False;
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// Fire
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MyFireball.Init(DirToEnemy);
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}
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}
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function ShootFireballBarrage(class<KFProj_Husk_Fireball> FireballClass, vector FireballOffset)
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{
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local vector SocketLocation, DirToEnemy;
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local KFProj_Husk_Fireball MyFireball;
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local Vector AimLocation, GroundAimLocation;
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local float SplashAimChance;
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local vector randVectorDraw;
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local float randDraw;
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local KFPawn_ZedHusk MyHuskPawn;
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if (MyKFPawn == None)
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{
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return;
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}
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SocketLocation = MyKFPawn.GetPawnViewLocation() + (FireballOffset >> Pawn.GetViewRotation());
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if (MyKFPawn.Health > 0.0f && Role == ROLE_Authority)
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{
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AimLocation = Enemy.Location;
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SplashAimChance = 0.6f;
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randDraw = FRand();
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if (randDraw < SplashAimChance)
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{
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// Simple pass at making the Husk try and do splash damage when it shoots at a player rather than just shoot directly at them (and most likely miss)
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GroundAimLocation = Enemy.Location - (vect(0,0,1) * Enemy.GetCollisionHeight());
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if (GroundAimLocation.Z < SocketLocation.Z)
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{
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AimLocation = GroundAimLocation;
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}
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}
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randVectorDraw = VRand();
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DirToEnemy = normal(AimLocation - SocketLocation) + randVectorDraw * FireballAimError;
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DirToEnemy.Z = 1.1f + FRand() * 0.3f;
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DirToEnemy.X += FRand() * 0.2f - 0.1f;
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DirToEnemy.Y += FRand() * 0.2f - 0.1f;
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DirToEnemy = normal(DirToEnemy);
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MyHuskPawn = KFPawn_ZedHusk(MyKFPawn);
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// Shoot the fireball
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MyFireball = Spawn(FireballClass, MyKFPawn,, SocketLocation, Rotator(DirToEnemy));
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MyFireball.Instigator = MyKFPawn;
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MyFireball.InstigatorController = self;
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// Set our difficulty setings
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MyFireball.ExplosionTemplate.MomentumTransferScale = MyHuskPawn.FireballSettings.ExplosionMomentum;
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MyFireball.bSpawnGroundFire = MyHuskPawn.FireballSettings.bSpawnGroundFire;
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// Fire
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MyFireball.Init(DirToEnemy);
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LastFireBallBarrageTime = WorldInfo.TimeSeconds;
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}
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}
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defaultproperties
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{
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bUseDesiredRotationForMelee=False
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bCanTeleportCloser=False
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// Behaviors
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EvadeGrenadeChance=0.8f
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CheckSpecialMoveTime=0.25f
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// Fireball
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MinDistanceForFireBall=300
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MaxDistanceForFireBall=3000
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FireballFireIntervalNormal=4.0f
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FireballFireIntervalHard=3.3f
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FireballFireIntervalSuicidal=2.8f
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FireballFireIntervalHellOnEarth=2.2f
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FireballRandomizedValue=2.5f
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SplashAimChanceNormal=0.25f
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SplashAimChanceHard=0.35f
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SplashAimChanceSuicidal=0.5f
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SplashAimChanceHellOnEarth=0.75f
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FireballSpeed=4100.0f
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FireballAimError=0.03f
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FireballLeadTargetAimError=0.03f
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bDebugAimError=False
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bCanLeadTarget=False
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// Fireball Barrage
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MinDistanceForFireBallBarrage=600
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MaxDistanceForFireBallBarrage=750
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FireballBarrageFireIntervalNormal=3.5f
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FireballBarrageFireIntervalHard=3.0f
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FireballBarrageFireIntervalSuicidal=2.5f
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FireballBarrageFireIntervalHellOnEarth=2.0f
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FireballBarrageRandomizedValue=2.0f
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// Sprint
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RequiredHealthPercentForSprintNormal=0.7f
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RequiredHealthPercentForSprintHard=0.8f
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RequiredHealthPercentForSprintSuicidal=0.87f
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RequiredHealthPercentForSprintHellOnEarth=0.95f
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// FlameThrower
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TimeBetweenFlameThrower=8.0f
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MaxDistanceForFlameThrower=450
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LowIntensityAttackScaleOfFireballInterval=1.25f
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// Suicide
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MinDistanceToSuicide=425
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RequiredHealthPercentForSuicide=0.2f
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Name="Default__WMAIController_ZedHusk_Omega"
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}
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