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KF2-Dev-Scripts/KFGameContent/Classes/AICommand_FleshpoundKing_ChestBeamAttack.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// AICommand_FleshpoundKing_ChestBeamAttack
//=============================================================================
// Performs the Fleshpound King's chest beam attack
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
// - Matt 'Squirrlz' Farber
//=============================================================================
class AICommand_FleshpoundKing_ChestBeamAttack extends AICommand_SpecialMove
within KFAIController_ZedFleshpoundKing
config(AI);
/** Base constructor to handle init */
static function bool ChestBeamAttack( KFAIController_ZedFleshpoundKing AI )
{
local AICommand_FleshpoundKing_ChestBeamAttack Cmd;
if (AI != none)
{
Cmd = new (AI) default.class;
if (Cmd != none)
{
AI.PushCommand(Cmd);
return true;
}
}
return false;
}
function Pushed()
{
super.Pushed();
AIActionStatus = "Starting chest beam attack AICommand";
if (Enemy != none)
{
Focus = Enemy;
}
}
function Popped()
{
AIActionStatus = "Finished chest beam attack AICommand";
NextBeamCheckTime = WorldInfo.TimeSeconds + class'KFDifficulty_FleshpoundKing'.static.GetChestBeamCooldownTime( MyKFGameInfo.MyKFGRI ) + fRand();
super.Popped();
}
state Command_SpecialMove
{
/** Checks circumstances in which to consider special move completed */
function bool IsSpecialMoveComplete()
{
if( !bPreparingMove || MyKFPawn == None || MyKFPawn.SpecialMove == SM_None || MyKFPawn.SpecialMove != GetSpecialMove() )
{
return true;
}
return false;
}
function ESpecialMove GetSpecialMove()
{
return SM_HoseWeaponAttack;
}
}
defaultproperties
{
bShouldCheckSpecialMove=true
bIgnoreNotifies=true
bAllowedToAttack=false
TimeOutDelaySeconds=10.f
bIgnoreStepAside=true
}