2020-12-13 15:01:13 +00:00
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//=============================================================================
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// KFPawn_ZedStalker
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//=============================================================================
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// Stalker
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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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//=============================================================================
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class KFPawn_ZedStalker extends KFPawn_Monster;
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var MaterialInstanceConstant SpottedMaterial;
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var AkComponent CloakedAkComponent;
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var AkEvent CloakedLoop;
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var AkEvent CloakedLoopEnd;
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var float CloakPercent;
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/** The local player controller viewing this pawn */
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var KFPlayerController ViewerPlayer;
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/** Cloak speeds */
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var float CloakSpeed;
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var float DeCloakSpeed;
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simulated event PostBeginPlay()
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{
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super.PostBeginPlay();
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SetCloaked( true );
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PlayStealthSoundLoop();
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}
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/**
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* Check on various replicated data and act accordingly.
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*/
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simulated event ReplicatedEvent(name VarName)
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{
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switch( VarName )
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{
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case nameof(bIsCloakingSpottedByTeam):
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UpdateGameplayMICParams();
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break;
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case nameof(bIsCloaking):
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ClientCloakingStateUpdated();
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break;
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}
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Super.ReplicatedEvent(VarName);
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}
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/** Toggle cloaking material */
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function SetCloaked(bool bNewCloaking)
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{
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if ( bCanCloak )
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{
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if( bNewCloaking && !IsCombatCapable() )
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{
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return;
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}
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if( MaxHeadChunkGoreWhileAlive == 0 && bIsCloaking != bNewCloaking && IsAliveAndWell() )
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{
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`DialogManager.PlaySpotCloakDialog( self, bNewCloaking );
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}
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bIsCloaking = bNewCloaking;
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if( WorldInfo.NetMode != NM_DedicatedServer )
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{
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UpdateGameplayMICParams();
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Mesh.SetPerObjectShadows(!bNewCloaking);
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ClearBloodDecals();
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}
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super.SetCloaked( bNewCloaking );
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}
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}
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/**
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* bIsCloaking replicated state changed
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* Network: Local and Remote Clients
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*/
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simulated function ClientCloakingStateUpdated()
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{
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if( bIsCloaking )
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{
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ClearBloodDecals();
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}
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UpdateGameplayMICParams();
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Mesh.SetPerObjectShadows( !bIsCloaking );
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}
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/** Handle cloaking materials */
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simulated function UpdateGameplayMICParams()
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{
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local bool bIsSpotted;
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super.UpdateGameplayMICParams();
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// Cannot cloak after stalker has been gored
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if ( !bIsGoreMesh && WorldInfo.NetMode != NM_DedicatedServer )
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{
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// visible by local player or team (must go after ServerCallOutCloaking)
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bIsSpotted = (bIsCloakingSpottedByLP || bIsCloakingSpottedByTeam);
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if ( bIsSpotted && bIsCloaking )
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{
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CharacterMICs[0].SetParent(SpottedMaterial);
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}
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else if( CharacterMICs[0].Parent == SpottedMaterial )
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{
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CharacterMICs[0].SetParent(Mesh.SkeletalMesh.Materials[0]);
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PlayStealthSoundLoop();
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}
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}
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}
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/** Called when SwitchToGoreLOD is successful */
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simulated event NotifyGoreMeshActive()
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{
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super.NotifyGoreMeshActive();
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`DialogManager.PlaySpotCloakDialog( self, false );
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PlayStealthSoundLoopEnd();
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// Restore to uncloaked values
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bIsCloaking = false;
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bIsCloakingSpottedByLP = false;
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bIsCloakingSpottedByTeam = false;
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// Set to our solid gore mat (only AI-controlled)
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if( PlayerReplicationInfo == none && Mesh.SkeletalMesh.Materials.Length > 2 )
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{
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CharacterMICs[0].SetParent( Mesh.SkeletalMesh.Materials[2] );
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}
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}
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/** Turns off FX and sounds */
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simulated function TerminateEffectsOnDeath()
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{
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PlayStealthSoundLoopEnd();
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super.TerminateEffectsOnDeath();
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}
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simulated function PlayStealthSoundLoop()
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{
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if( WorldInfo.NetMode != NM_DedicatedServer && !CloakedAkComponent.IsPlaying(CloakedLoop) )
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{
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CloakedAkComponent.PlayEvent( CloakedLoop, true, true );
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}
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}
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simulated function PlayStealthSoundLoopEnd()
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{
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if( WorldInfo.NetMode != NM_DedicatedServer && CloakedAkComponent.IsPlaying(CloakedLoop) )
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{
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CloakedAkComponent.PlayEvent( CloakedLoopEnd, true, true );
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}
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}
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/** Overridden to support transparency scalar */
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simulated event Tick( float DeltaTime )
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{
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local float MinCloakPct;
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super.Tick( DeltaTime );
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if( WorldInfo.NetMode != NM_DedicatedServer )
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{
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if( ViewerPlayer == none )
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{
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ViewerPlayer = KFPlayerController( GetALocalPlayerController() );
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}
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MinCloakPct = GetMinCloakPct();
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if( !bIsCloaking )
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{
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if( CloakPercent < 1.0f )
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{
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CloakPercent = fMin( CloakPercent + DeltaTime*DeCloakSpeed, 1.0f );
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CharacterMICs[0].SetScalarParameterValue( 'Transparency', CloakPercent );
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}
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}
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else if( CloakPercent > MinCloakPct )
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{
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CloakPercent = fMax( CloakPercent - DeltaTime*CloakSpeed, MinCloakPct );
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CharacterMICs[0].SetScalarParameterValue( 'Transparency', CloakPercent );
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}
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}
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}
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/** Gets the minimum cloaked amount based on the viewer */
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simulated protected function float GetMinCloakPct()
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{
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if( ViewerPlayer != none && (ViewerPlayer.GetTeamNum() == GetTeamNum() || ViewerPlayer.PlayerReplicationInfo.bOnlySpectator) )
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{
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return 0.5f;
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}
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return 0.f;
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}
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/*********************************************************************************************
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`* Perk related
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********************************************************************************************* */
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/**
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* Called every 0.5f seconds to check if a cloaked zed has been spotted
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* Network: All but dedicated server
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*/
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simulated event UpdateSpottedStatus()
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{
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local bool bOldSpottedByLP;
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local KFPerk LocalPerk;
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local float DistanceSq, Range;
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if( WorldInfo.NetMode == NM_DedicatedServer )
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{
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return;
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}
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bOldSpottedByLP = bIsCloakingSpottedByLP;
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bIsCloakingSpottedByLP = false;
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if( !IsHumanControlled() || bIsSprinting )
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{
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if( ViewerPlayer == none )
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{
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ViewerPlayer = KFPlayerController( GetALocalPlayerController() );
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}
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if( ViewerPlayer != none )
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{
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LocalPerk = ViewerPlayer.GetPerk();
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}
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if ( ViewerPlayer != none && ViewerPlayer.Pawn != None && ViewerPlayer.Pawn.IsAliveAndWell() && LocalPerk != none &&
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LocalPerk.bCanSeeCloakedZeds && `TimeSince( LastRenderTime ) < 1.f )
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{
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DistanceSq = VSizeSq(ViewerPlayer.Pawn.Location - Location);
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Range = LocalPerk.GetCloakDetectionRange();
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if ( DistanceSq < Square(Range) )
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{
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bIsCloakingSpottedByLP = true;
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if ( LocalPerk.IsCallOutActive() )
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{
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// Beware of server spam. This RPC is marked unreliable and UpdateSpottedStatus has it's own cooldown timer
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ViewerPlayer.ServerCallOutPawnCloaking(self);
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}
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}
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}
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}
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// If spotted by team already, there is no point in trying to update the MIC here
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if ( !bIsCloakingSpottedByTeam )
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{
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if ( bIsCloakingSpottedByLP != bOldSpottedByLP )
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{
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UpdateGameplayMICParams();
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}
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}
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}
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/** notification from player with CallOut ability */
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function CallOutCloaking( optional KFPlayerController CallOutController )
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{
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bIsCloakingSpottedByTeam = true;
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LastStoredCC = CallOutController;
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UpdateGameplayMICParams();
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SetTimer(2.f, false, nameof(CallOutCloakingExpired));
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}
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/** Call-out cloaking ability has timed out */
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function CallOutCloakingExpired()
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{
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bIsCloakingSpottedByTeam = false;
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LastStoredCC = none;
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UpdateGameplayMICParams();
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}
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/** Applies the rally buff and spawns a rally effect */
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simulated function bool Rally(
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KFPawn RallyInstigator,
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ParticleSystem RallyEffect,
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name EffectBoneName,
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vector EffectOffset,
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ParticleSystem AltRallyEffect,
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name AltEffectBoneNames[2],
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vector AltEffectOffset,
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optional bool bSkipEffects=false
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)
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{
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local PlayerController PC;
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if( WorldInfo.NetMode != NM_DedicatedServer )
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{
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PC = WorldInfo.GetALocalPlayerController();
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// Don't spawn rally effects if cloaking but not spotted
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if( bIsCloaking
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&& !bIsCloakingSpottedByLP
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&& !bIsCloakingSpottedByTeam
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&& PC.GetTeamNum() < 255
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&& PC.Pawn != none
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&& PC.Pawn.IsAliveAndWell() )
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{
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bSkipEffects = true;
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}
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}
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return super.Rally( RallyInstigator, RallyEffect, EffectBoneName, EffectOffset, AltRallyEffect, AltEffectBoneNames, AltEffectOffset, bSkipEffects );
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}
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/* PlayDying() is called on server/standalone game when killed
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and also on net client when pawn gets bTearOff set to true (and bPlayedDeath is false)
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*/
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simulated function PlayDying(class<DamageType> DamageType, vector HitLoc)
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{
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// Uncloak on death
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SetCloaked(false);
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bCanCloak = false;
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Super.PlayDying(DamageType, HitLoc);
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}
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/** Disable cloaking when crippled/headless */
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function CauseHeadTrauma( float BleedOutTime=5.f )
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{
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Super.CauseHeadTrauma( BleedOutTime );
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if( bIsHeadless && IsAliveAndWell() && !IsDoingSpecialMove() )
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{
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SetCloaked( false );
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}
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}
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/** Interrupt certain moves when bEmpDisrupted is set */
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function OnStackingAfflictionChanged(byte Id)
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{
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Super.OnStackingAfflictionChanged(Id);
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if( Role == ROLE_Authority && IsAliveAndWell() )
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{
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if ( Id == AF_EMP )
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{
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SetCloaked( !bEMPPanicked && !bEMPDisrupted );
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}
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}
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}
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function PlayHit( float Damage, Controller InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, TraceHitInfo HitInfo )
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{
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super.PlayHit( Damage, InstigatedBy, HitLocation, damageType, Momentum, HitInfo );
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SetCloaked( false );
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// SetTimer times are max values pulled from KFPawnAnimInfo::PlayHitReactionAnim
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// if last hit caused call to DoPauseAI
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if( HitFxInfo.DamageType != none && HitFxInfo.DamageType.default.MeleeHitPower > 0 )
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{
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SetTimer( 1.f, false, nameof(ReCloakTimer) );
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}
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else // light hit or DOT
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{
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SetTimer( 0.35f, false, nameof(ReCloakTimer) );
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}
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}
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simulated function PlayHeadAsplode()
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{
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if( bIsCloaking )
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{
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SetCloaked( false );
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}
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bCanCloak = false;
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super.PlayHeadAsplode();
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}
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simulated function ReCloakTimer()
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{
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SetCloaked( true );
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}
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static function bool IsStalkerPawn()
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{
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return true;
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}
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/** Returns (hardcoded) dialog event ID for when players kills this zed type */
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function int GetKillerDialogID()
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{
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return 66;//KILL_Female
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}
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/** Returns (hardcoded) dialog event ID for when players spots this zed type */
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function int GetSpotterDialogID()
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{
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if( bIsCloaking && MaxHeadChunkGoreWhileAlive == 0 )
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{
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return 135;//SPOTZ_Cloaked
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}
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return 125;//SPOTZ_Generic
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}
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/** Returns (hardcoded) dialog event ID for when trader gives advice to player who was killed by this zed type */
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static function int GetTraderAdviceID()
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{
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return 40;//TRAD_AdviceStalker
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}
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DefaultProperties
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{
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LocalizationKey=KFPawn_ZedStalker
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Begin Object Name=KFPawnSkeletalMeshComponent
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// Enabling for bAlwaysFullAnimWeight bones
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bUpdateKinematicBonesFromAnimation=true
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// Shadows off at spawn since she spawns cloaked
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bAllowPerObjectShadows=false
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End Object
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// ---------------------------------------------
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// Stats
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XPValues(0)=8
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XPValues(1)=10
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XPValues(2)=10
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XPValues(3)=10
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// ---------------------------------------------
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// Content
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MonsterArchPath="ZED_ARCH.ZED_Stalker_Archetype"
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PawnAnimInfo=KFPawnAnimInfo'ZED_Stalker_ANIM.Stalker_AnimGroup'
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DifficultySettings=class'KFDifficulty_Stalker'
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SpottedMaterial=MaterialInstanceConstant'ZED_Stalker_MAT.ZED_Stalker_Visible_MAT'
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// ---------------------------------------------
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// Special Moves
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Begin Object Name=SpecialMoveHandler_0
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SpecialMoveClasses(SM_Evade) =class'KFSM_Evade'
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SpecialMoveClasses(SM_Evade_Fear) =class'KFSM_Evade_Fear'
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SpecialMoveClasses(SM_Emerge) =class'KFSM_Emerge'
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End Object
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// for reference: Vulnerability=(default, head, legs, arms, special)
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IncapSettings(AF_Stun)= (Vulnerability=(2.0, 2.0, 1.0, 1.0), Cooldown=5.0, Duration=3.0)
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IncapSettings(AF_Knockdown)=(Vulnerability=(1.5), Cooldown=1.0)
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IncapSettings(AF_Stumble)= (Vulnerability=(1.f), Cooldown=0.5)
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IncapSettings(AF_GunHit)= (Vulnerability=(0.75), Cooldown=0.0)
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IncapSettings(AF_MeleeHit)= (Vulnerability=(2.0), Cooldown=0.0)
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IncapSettings(AF_FirePanic)=(Vulnerability=(3), Cooldown=3.0, Duration=4.0)
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IncapSettings(AF_EMP)= (Vulnerability=(2.5), Cooldown=5.0, Duration=5.0)
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IncapSettings(AF_Poison)= (Vulnerability=(10.0), Cooldown=7.5, Duration=5.5)
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IncapSettings(AF_Microwave)=(Vulnerability=(0.5), Cooldown=20.5, Duration=5.0)
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IncapSettings(AF_Freeze)= (Vulnerability=(2.5), Cooldown=1.5, Duration=4.0)
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IncapSettings(AF_Snare)= (Vulnerability=(10.0, 10.0, 10.0, 10.0), Cooldown=5.5, Duration=4.0)
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IncapSettings(AF_Bleed)= (Vulnerability=(2.0))
|
2022-05-11 15:13:25 +00:00
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IncapSettings(AF_Shrink)= (Vulnerability=(1.0))
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ShrinkEffectModifier = 2.0f
|
2020-12-13 15:01:13 +00:00
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ParryResistance=1
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// ---------------------------------------------
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// Gameplay
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bCanGrabAttack=false
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bCanMeleeAttack=true
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Begin Object Name=MeleeHelper_0
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BaseDamage=9.f
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MaxHitRange=180.f
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MomentumTransfer=25000.f
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MyDamageType=class'KFDT_Slashing_ZedWeak'
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End Object
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Health=75
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DoshValue=15
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Mass=50.f
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bIsStalkerClass=true
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// ---------------------------------------------
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// Penetration
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PenetrationResistance=0.5
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// ---------------------------------------------
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// Resistance & Vulnerability
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Submachinegun', DamageScale=(0.9))) //0.8
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AssaultRifle', DamageScale=(1.5))) //2.5
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Shotgun', DamageScale=(1.0))) //0.7
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Handgun', DamageScale=(1.0)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rifle', DamageScale=(0.85))) //0.6
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DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing', DamageScale=(1.0)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon', DamageScale=(1.0)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Fire', DamageScale=(0.85))) //0.6
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DamageTypeModifiers.Add((DamageType=class'KFDT_Microwave', DamageScale=(0.2)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Explosive', DamageScale=(0.75))) //0.6
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DamageTypeModifiers.Add((DamageType=class'KFDT_Piercing', DamageScale=(1.0)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic', DamageScale=(1.0)))
|
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|
|
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|
|
// ---------------------------------------------
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|
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// Movement / Physics
|
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|
|
GroundSpeed=400.f
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|
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SprintSpeed=500.f
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|
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PhysRagdollImpulseScale=0.9f
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KnockdownImpulseScale=0.9f
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// ---------------------------------------------
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|
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// AI / Navigation
|
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|
|
ControllerClass=class'KFAIController_ZedStalker'
|
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|
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DamageRecoveryTimeHeavy=0.65f
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|
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DamageRecoveryTimeMedium=1.0f
|
|
|
|
ElitePawnClass.Add(class'KFPawn_ZedDAR_EMP')
|
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|
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ElitePawnClass.Add(class'KFPawn_ZedDAR_Laser')
|
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|
|
ElitePawnClass.Add(class'KFPawn_ZedDAR_Rocket')
|
|
|
|
|
|
|
|
RotationRate=(Pitch=50000,Yaw=45000,Roll=50000)
|
|
|
|
|
|
|
|
// ---------------------------------------------
|
|
|
|
// Cloaking
|
|
|
|
bIsCloaking=true
|
|
|
|
bCanCloak=true
|
|
|
|
bCloakOnMeleeEnd=true
|
|
|
|
CloakPercent=1.0f
|
|
|
|
DeCloakSpeed=4.5f
|
|
|
|
CloakSpeed=4.0f
|
|
|
|
//CloakDuration=1.2
|
|
|
|
|
|
|
|
// ---------------------------------------------
|
|
|
|
// Audio
|
|
|
|
CloakedLoop=AkEvent'WW_ZED_Stalker.ZED_Stalker_SFX_Stealth_LP'
|
|
|
|
CloakedLoopEnd=AkEvent'WW_ZED_Stalker.ZED_Stalker_SFX_Stealth_LP_Stop'
|
|
|
|
Begin Object Class=AkComponent name=CloakedAkComponent0
|
|
|
|
BoneName=dummy
|
|
|
|
bStopWhenOwnerDestroyed=true
|
|
|
|
bForceOcclusionUpdateInterval=true
|
|
|
|
OcclusionUpdateInterval=0.4f
|
|
|
|
End Object
|
|
|
|
CloakedAkComponent=CloakedAkComponent0
|
|
|
|
Components.Add( CloakedAkComponent0 )
|
|
|
|
|
2021-11-16 17:03:42 +00:00
|
|
|
ZEDCowboyHatAttachName=Hat_Attach
|
|
|
|
|
2020-12-13 15:01:13 +00:00
|
|
|
`if(`notdefined(ShippingPC))
|
|
|
|
DebugRadarTexture=Texture2D'UI_ZEDRadar_TEX.MapIcon_Stalker';
|
|
|
|
`endif
|
2023-09-21 19:31:11 +00:00
|
|
|
|
|
|
|
// Only used in Volter Castle for now when the spawn volume has bForceUseMapReplacePawn set to true
|
|
|
|
// If we need to reuse it more we'll have to connect map to zed here
|
|
|
|
MapReplacePawnClass.Add(class'KFPawn_ZedHansClot')
|
2020-12-13 15:01:13 +00:00
|
|
|
}
|