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

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//=============================================================================
// KFPawn_ZedCrawlerKing
//=============================================================================
// Crawler King
//=============================================================================
// Killing Floor 2
// Copyright (C) 2016 Tripwire Interactive LLC
//=============================================================================
class KFPawn_ZedCrawlerKing extends KFPawn_ZedCrawler;
/** Tells clients to try to spawn an explosion */
var protected bool bShouldExplode;
replication
{
if( bTearOff )
bShouldExplode;
}
/** Called on server when pawn should has been crippled (e.g. Headless) */
function CauseHeadTrauma( float BleedOutTime=5.f )
{
super.CauseHeadTrauma( BleedOutTime );
CancelExplosion();
}
/** Reliably play any gore effects related to a zone/limb being dismembered */
simulated function PlayHeadAsplode()
{
super.PlayHeadAsplode();
CancelExplosion();
}
/** Set our gib flag on the server, replicate it with bTearOff */
function bool Died(Controller Killer, class<DamageType> DamageType, vector HitLocation)
{
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local KFGameInfo_WeeklySurvival KFGI_WS;
// Not exploding if we are in arachnophobia weekly.
KFGI_WS = KFGameInfo_WeeklySurvival(WorldInfo.Game);
if( !bPlayedDeath && DamageType != class'KFSM_PlayerCrawler_Suicide'.default.SuicideDamageType &&
(KFGI_WS == none|| !KFGI_WS.OutbreakEvent.ActiveEvent.bGoompaJumpEnabled))
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{
bShouldExplode = true;
}
return super.Died( Killer, DamageType, HitLocation );
}
simulated function PlayDying(class<DamageType> DamageType, vector HitLoc)
{
super.PlayDying( DamageType, HitLoc );
// Set a timer to check if we should spawn our gas cloud (wait a single frame to allow hitzone damage to process)
if( bShouldExplode )
{
SetTimer( WorldInfo.DeltaSeconds, false, nameOf(Timer_CheckForExplode) );
}
}
/** Stops a special crawler from spawning a poison gas cloud */
simulated function CancelExplosion()
{
bShouldExplode = false;
if( IsTimerActive(nameOf(Timer_CheckForExplode)) )
{
ClearTimer( nameOf(Timer_CheckForExplode) );
}
}
simulated function Timer_CheckForExplode()
{
local KFGoreManager GoreManager;
local array<name> OutGibBoneList;
local int NumGibs;
local vector Impulse;
if( bShouldExplode )
{
class'KFSM_PlayerCrawler_Suicide'.static.TriggerExplosion( self, DeathExplosionTemplate, true );
if( WorldInfo.NetMode != NM_DedicatedServer )
{
GoreManager = KFGoreManager( WorldInfo.MyGoreEffectManager );
if( GoreManager != none && GoreManager.AllowMutilation() )
{
// Enable alternate bone weighting and gore skeleton
if( !bIsGoreMesh )
{
SwitchToGoreMesh();
}
// Apply gore only if we were able to successfully switch to the gore mesh
if( bIsGoreMesh )
{
NumGibs = 10 + Rand(4);
NumGibs *= GetCharacterMonsterInfo().ExplosionGibScale;
GetClosestHitBones( NumGibs, Location, OutGibBoneList );
GoreManager.CauseGibsAndApplyImpulse( self,
Class'KFSM_PlayerCrawler_Suicide'.default.SuicideDamageType,
Location,
OutGibBoneList,
none,
Mesh.GetBoneLocation(Mesh.GetBoneName(0)) );
return;
}
}
// If we didn't gib, add a ragdoll impulse
if( NumGibs == 0 && Physics == PHYS_RigidBody )
{
Impulse = vect(0,0,1) * LowGoreExplosionImpulse * PhysRagdollImpulseScale;
Mesh.AddImpulse( Impulse, Location );
}
}
}
}
defaultproperties
{
LocalizationKey=KFPawn_ZedCrawlerKing
MonsterArchPath="ZED_ARCH.ZED_CrawlerKing_Archetype"
ControllerClass=class'KFAIController_ZedCrawlerKing'
DifficultySettings=class'KFDifficulty_CrawlerKing'
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ElitePawnClass.Empty
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}