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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFSM_Husk_FireBallAttack
//=============================================================================
//
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFSM_Husk_FireBallAttack extends KFSM_RangedAttack;
/** Seasonal overrides for offsets for firing fireballs */
var array<vector> SpringFireOffsets;
var array<vector> SummerFireOffsets;
var array<vector> FallFireOffsets;
var array<vector> WinterFireOffsets;
function InitSpecialMove( Pawn InPawn, Name InHandle )
{
super.InitSpecialMove(InPawn, InHandle);
switch (class'KFGameEngine'.static.GetSeasonalEventID())
{
case SEI_Spring:
FireOffsets = SpringFireOffsets;
break;
case SEI_Summer:
FireOffsets = SummerFireOffsets;
break;
case SEI_Fall:
FireOffsets = FallFireOffsets;
break;
case SEI_Winter:
FireOffsets = WinterFireOffsets;
break;
default:
FireOffsets = default.FireOffsets;
break;
}
}
/** Notification from KFPawn_ZedHusk that the animnotify to fire a shot has been triggered */
function NotifyFireballFired()
{
SetLockPawnRotation( true );
}
function SpecialMoveEnded(name PrevMove, name NextMove)
{
super.SpecialMoveEnded(PrevMove, NextMove);
if (AIOwner != none)
{
`AILog_Ext( self @ "ended for" @ AIOwner, 'Husk', AIOwner );
}
}
/**
* Can a new special move override this one before it is finished?
* This is only if CanDoSpecialMove() == TRUE && !bForce when starting it.
*/
function bool CanOverrideMoveWith( Name NewMove )
{
if ( bCanBeInterrupted && (NewMove == 'KFSM_Stunned' || NewMove == 'KFSM_Stumble' || NewMove == 'KFSM_Knockdown' || NewMove == 'KFSM_Frozen') )
{
return TRUE; // for NotifyAttackParried
}
return FALSE;
}
DefaultProperties
{
// SpecialMove
Handle=KFSM_Husk_FireBallAttack
CustomRotationRate=(Pitch=66000,Yaw=30000,Roll=66000)
// Animation
AnimNames.Add(Atk_Shoot_V1)
AnimNames.Add(Atk_Shoot_V2)
AnimStance=EAS_FullBody
bUseCustomRotationRate=true
bDisableTurnInPlace=true
// Firing
FireOffsets(0)=(X=15.f,Y=32,Z=-22)
FireOffsets(1)=(X=15.f,Y=32,Z=-62)
SpringFireOffsets(0)=(X=15.f,Y=32,Z=-22)
SpringFireOffsets(1)=(X=15.f,Y=32,Z=-62)
SummerFireOffsets(0)=(X=15.f,Y=32,Z=-22)
SummerFireOffsets(1)=(X=15.f,Y=32,Z=-62)
FallFireOffsets(0)=(X=0.f,Y=0,Z=-30)
FallFireOffsets(1)=(X=0.f,Y=0,Z=-30)
WinterFireOffsets(0)=(X=15.f,Y=32,Z=-22)
WinterFireOffsets(1)=(X=15.f,Y=32,Z=-62)
}