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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFPawn_ZedDAR_EMP
//=============================================================================
// Pawn for Evulz EMP DAR
//=============================================================================
// Killing Floor 2
// Copyright (C) 2018 Tripwire Interactive LLC
//=============================================================================
class KFPawn_ZedDAR_EMP extends KFPawn_ZedDAR;
simulated function ANIMNOTIFY_EMPStart()
{
ToggleEMPBurst(true);
}
simulated function ANIMNOTIFY_EMPEnd()
{
ToggleEMPBurst(false);
if (MyDARController != none)
{
MyDARController.LastRangeAttackTime = WorldInfo.TimeSeconds;
}
}
simulated function ToggleEMPBurst(bool bEnable)
{
local KFSM_DAR_EMPAttack EMPSM;
if (SpecialMove != SM_StandAndShootAttack)
{
return;
}
EMPSM = KFSM_DAR_EMPAttack(SpecialMoves[SpecialMove]);
if (EMPSM != none)
{
EMPSM.ToggleEMP(bEnable);
}
}
simulated event vector GetWeaponStartTraceLocation(optional Weapon CurrentWeapon)
{
local KFAIController_ZedDAR_EMP DARAI;
local vector SocketLoc;
local rotator SocketRot;
if (MyKFAIC != none)
{
DARAI = KFAIController_ZedDAR_EMP(MyKFAIC);
if (DARAI != none)
{
Mesh.GetSocketWorldLocationAndRotation(DARAI.EMPSocketName, SocketLoc, SocketRot);
return SocketLoc;
}
}
return super.GetWeaponStartTraceLocation(CurrentWeapon);
}
function OnZedDied(Controller Killer)
{
local KFSM_DAR_EMPAttack EMPSM;
super.OnZedDied(Killer);
EMPSM = KFSM_DAR_EMPAttack(SpecialMoves[SpecialMove]);
if (EMPSM != none)
{
EMPSM.ToggleEMP(false);
EMPSM.ReleaseVictims();
}
}
defaultproperties
{
LocalizationKey=KFPawn_ZedDAR_EMP
ControllerClass=class'KFAIController_ZedDAR_EMP'
MonsterArchPath="ZED_ARCH.ZED_DAR_EMP_Archetype"
DifficultySettings=class'KFDifficulty_DAR_EMP'
Begin Object Name=SpecialMoveHandler_0
SpecialMoveClasses(SM_Taunt)=class'KFGame.KFSM_Zed_Taunt'
SpecialMoveClasses(SM_Evade)=class'KFSM_Evade'
SpecialMoveClasses(SM_Evade_Fear)=class'KFSM_Evade_Fear'
SpecialMoveClasses(SM_StandAndShootAttack)=class'KFSM_DAR_EMPAttack'
End Object
Begin Object Name=Afflictions_0
AfflictionClasses(AF_EMP)=class'KFGame.KFAffliction_EvilDAR_EMP'
End Object
}