75 lines
1.7 KiB
Ucode
75 lines
1.7 KiB
Ucode
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//=============================================================================
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// AICommand_EMPWander
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//=============================================================================
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// Command used to make zeds wander around when they are panicked by an EMP
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// John "Ramm-Jaeger" Gibson
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//=============================================================================
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class AICommand_PanicWander extends AICommand_HeadlessWander
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within KFAIController;
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static function bool PanicWander( KFAIController AI )
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{
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local AICommand_PanicWander Cmd;
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if( AI != None )
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{
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Cmd = new(AI) class'AICommand_PanicWander';
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if( Cmd != None )
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{
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AI.PushCommand(Cmd);
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return true;
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}
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}
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return false;
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}
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/** If this Command is resumed, make sure we still want to be wandering */
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function Resumed( Name OldCommandName )
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{
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if(MyKFPawn != none && !MyKFPawn.ShouldBeWandering())
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{
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AbortCommand( self );
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return;
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}
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super.Resumed(OldCommandName);
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}
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function EndWander( KFAIController AI )
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{
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if( AI != None )
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{
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Status = 'Success';
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PopCommand( self );
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}
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}
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function Popped()
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{
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if( MyKFPawn != none )
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{
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MyKFPawn.bCanJumpOverWalls = MyKFPawn.default.bCanJumpOverWalls;
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/** Restore my Pawn's rotation rate */
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RotationRateMultiplier = default.RotationRateMultiplier;
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EnableMeleeRangeEventProbing();
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if( MyKFPawn.IsDoingSpecialMove() && !MyKFPawn.IsDoingSpecialMove(SM_Knockdown) )
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{
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MyKFPawn.EndSpecialMove();
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}
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}
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super.Popped();
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}
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DefaultProperties
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{
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}
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