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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// AICommand_MatriarchPlasmaCannon
//=============================================================================
// Handler for matriarch's plasma cannon running through AI.
//=============================================================================
// Killing Floor 2
// Copyright (C) 2016 Tripwire Interactive LLC
// - Dan Weiss
//=============================================================================
class AICommand_MatriarchPlasmaCannon extends AICommand_SpecialMove
within KFAIController_ZedMatriarch
config(AI);
/** Base constructor to handle init */
static function bool PlasmaCannonAttack(KFAIController_ZedMatriarch AI)
{
local AICommand_MatriarchPlasmaCannon Cmd;
if (AI != none)
{
Cmd = new (AI) default.class;
if (Cmd != none)
{
AI.PushCommand(Cmd);
return true;
}
}
return false;
}
function Pushed()
{
super.Pushed();
`AILog( "Beginning electric blast "$Enemy, 'Command_PlasmaCannon' );
AIActionStatus = "Starting plasma cannon AICommand";
if (Enemy != none)
{
Focus = Enemy;
}
}
function Popped()
{
AIActionStatus = "Finished plasma cannon AICommand";
LastPlasmaCannonTime = WorldInfo.TimeSeconds;
super.Popped();
}
state Command_SpecialMove
{
function float GetPreSpecialMoveSleepTime()
{
return FRand();
}
function bool ExecuteSpecialMove()
{
SpecialMove = GetSpecialMove();
`AILog( GetFuncName()@SpecialMove, 'Command_PlasmaCannon' );
if (SpecialMove != SM_None && MyKFPawn.CanDoSpecialMove(SpecialMove))
{
MyKFPawn.DoSpecialMove(SpecialMove, true, GetInteractionPawn(), 255);
return true;
}
else
{
return false;
}
}
function ESpecialMove GetSpecialMove()
{
return SM_HoseWeaponAttack;
}
/** Notification that I've changed my enemy (which has already been to to Enemy) */
function NotifyEnemyChanged( optional Pawn OldEnemy )
{
if (CachedChildCommand != None)
{
CachedChildCommand.NotifyEnemyChanged(OldEnemy);
}
Focus = Enemy;
KFPawn_ZedMatriarch(Pawn).SetGunTracking(true);
}
}
defaultproperties
{
bShouldCheckSpecialMove = true
bAllowedToAttack = false
TimeOutDelaySeconds = 6.f
bIgnoreStepAside = true
}