284 lines
7.1 KiB
Ucode
284 lines
7.1 KiB
Ucode
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//=============================================================================
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// KFEmit_Path
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//=============================================================================
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// Path emitter
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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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// - Christian "schneidzekk" Schneider
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//============================================================================
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class KFEmit_Path extends Emitter
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config(Game)
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abstract;
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const MAX_WAYPOINTS = 24;
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/** custom height offset for waypoints */
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var const int WAYPOINT_HEIGHT;
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/** custom height offset for waypoints on nav mesh */
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var const int WAYPOINT_HEIGHT_NAV_MESH;
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var const float MinDistanceBetweenWayPointsOnNavMesh;
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/** The Template to use for this emitter */
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var ParticleSystem EmitterTemplate;
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/** path points to travel to */
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var array<vector> WayPoints;
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/** total number of valid points in WayPoints list */
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var int NumPoints;
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/** current position in WayPoints list */
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var int Position;
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/*********************************************************************************************
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* Acceleration physics (KF1 style trails)
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********************************************************************************************* */
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/** Increases velocity correction to tigthen curve */
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var const float CURVE_TURNRATE;
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/** Acceleration magnitude */
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var const float ACCEL_RATE;
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/** If set, use KF1 style acceleration movement physics */
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var bool bUseAccelerationPhysics;
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/** heading direction used for accel based movement */
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var bool bHeadedRight;
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var const bool bShowEmitPathDebugArtifacts;
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simulated function PostBeginPlay()
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{
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local int i, Start;
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local KFPlayerController P;
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local Actor HitActor;
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local Vector HitLocation,HitNormal;
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Super.PostBeginPlay();
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P = KFPlayerController(Owner);
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if ( P == None || P.Pawn == None )
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{
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Destroy();
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}
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else
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{
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SetTemplate(EmitterTemplate,true);
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SetLocation(P.Pawn.Location);
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WayPoints[0] = Location + (WAYPOINT_HEIGHT * vect(0,0,1)) + (200.0 * vector(P.Rotation));
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HitActor = Trace(HitLocation, HitNormal, WayPoints[0], Location, false);
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if ( HitActor != None )
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{
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WayPoints[0] = HitLocation;
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}
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NumPoints++;
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if( class'KFAIController'.default.bUseNavMesh )
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{
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//BuildWaypointsFromNavMeshPathCache();
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//if( class'KFAIController'.default.bShowDoorNavigationDebugArtifacts )
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//{
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// class'KFAIController'.static.ShowAdvancedRouteEdgeDebugInfo( P.MyKFNavigationHandle, true );
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//}
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}
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else
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{
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if ( P.RouteCache[0] != None && P.RouteCache.length > 1 && P.ActorReachable(P.RouteCache[1]) )
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{
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Start = 1;
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}
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for (i = Start; NumPoints < MAX_WAYPOINTS && i < P.RouteCache.length && P.RouteCache[i] != None; i++)
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{
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WayPoints[NumPoints++] = P.RouteCache[i].Location + (WAYPOINT_HEIGHT * vect(0,0,1));
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}
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}
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StartNextPath();
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}
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}
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/** Override the final waypoint (optional) */
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simulated function SetDestination(vector Destination)
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{
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if ( NumPoints > 1 )
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{
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WayPoints[NumPoints-1] = Destination;
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}
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}
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simulated event SetInitialState()
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{
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bScriptInitialized = true;
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if ( PlayerController(Owner).IsLocalPlayerController() )
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{
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StartNextPath();
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}
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else
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{
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//@warning: can't set bHidden because that would get replicated
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ParticleSystemComponent.DeactivateSystem();
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SetPhysics(PHYS_None);
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}
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}
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simulated event SetTemplate(ParticleSystem NewTemplate, optional bool bDestroyOnFinish)
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{
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Super(Emitter).SetTemplate(NewTemplate, bDestroyOnFinish);
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}
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simulated function StartNextPath()
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{
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local Pawn OwnerPawn;
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local KFPlayerController KFPC;
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KFPC = KFPlayerController(Owner);
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if ( ShouldStopPathing() )
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{
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Destroy();
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return;
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}
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++Position;
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if ( Position >= NumPoints || Position >= WayPoints.Length )
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{
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LifeSpan = 5.0;
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Velocity = vect(0,0,0);
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ParticleSystemComponent.DeactivateSystem();
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SetPhysics(PHYS_None);
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GotoState('');
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}
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else if ( bUseAccelerationPhysics )
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{
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OwnerPawn = (KFPC != None) ? KFPC.Pawn : None;
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if ( Position == 0 && OwnerPawn != None )
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{
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SetLocation(OwnerPawn.Location + (WAYPOINT_HEIGHT * vect(0,0,1)));
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// initial forward velocity to make the path loop around
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Velocity = 4000 * CURVE_TURNRATE * Normal(WayPoints[0] - Location) + OwnerPawn.Velocity;
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}
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bHeadedRight = false;
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Acceleration = ACCEL_RATE * Normal(WayPoints[Position] - Location);
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Velocity *= 0.5;
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Velocity.Z = 0.5 * (Velocity.Z + Acceleration.Z);
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SetRotation(rotator(WayPoints[Position] - Location));
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GotoState('Pathing');
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}
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else
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{
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OwnerPawn = (KFPC != None) ? KFPC.Pawn : None;
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if ( Position == 0 && OwnerPawn != None )
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{
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SetLocation(OwnerPawn.Location + (WAYPOINT_HEIGHT * vect(0,0,1)) + vector(OwnerPawn.Rotation) * 100.0);
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}
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SetRotation(rotator(WayPoints[Position] - Location));
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GotoState('Pathing');
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}
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}
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simulated function bool ShouldStopPathing()
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{
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local KFPlayerController KFPC;
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KFPC = KFPlayerController(Owner);
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if( KFPC != none && KFPC.Pawn != none )
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{
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return KFPC.Pawn.IsA('KFPawn_Customization');
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}
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return false;
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}
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state Pathing
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{
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simulated function Tick(float DeltaTime)
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{
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local KFPlayerController KFPC;
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KFPC = KFPlayerController(Owner);
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if ( ShouldStopPathing() )
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{
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Destroy();
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return;
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}
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//DrawDebugSphere(Location, 12, 12, 255, 0, 0, false);
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if ( !bUseAccelerationPhysics )
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{
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TickUDK(DeltaTime, KFPC.Pawn);
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}
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else
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{
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TickClassic(DeltaTime);
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}
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}
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/** Velocity based movement based on UDK */
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simulated function TickUDK(float DeltaTime, Pawn OwnerPawn)
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{
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local float MaxSpeed;
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SetRotation (rotator(WayPoints[Position] - Location));
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if ( OwnerPawn != None )
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{
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if ( VSize(Location - OwnerPawn.Location) < OwnerPawn.GroundSpeed && vector(Rotation) dot vector(OwnerPawn.Rotation) > 0.0 )
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{
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// go faster when near owner to get some separation
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MaxSpeed = OwnerPawn.GroundSpeed + 400.0;
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}
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else
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{
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MaxSpeed = VSize(OwnerPawn.Velocity) + 200.0;
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RotationRate = default.RotationRate;
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}
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}
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else
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{
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MaxSpeed = 200.0;
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}
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Velocity = vector(Rotation) * MaxSpeed;
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if (VSize(WayPoints[Position] - Location) < FMax(80.0, VSize(Velocity) * DeltaTime * 3.0))
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{
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StartNextPath();
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}
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}
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/** Acceleration based movement from KF1 */
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simulated function TickClassic(float DeltaTime)
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{
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Acceleration = ACCEL_RATE * Normal(WayPoints[Position] - Location);
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Velocity = Velocity + CURVE_TURNRATE * DeltaTime * Acceleration; // force double acceleration
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// use heading change to detect if we curved around WayPoint.
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if ( !bHeadedRight )
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bHeadedRight = ( (Velocity Dot Acceleration) > 0 );
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else if ( Velocity Dot Acceleration < 0 )
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StartNextPath();
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if ( WayPoints.Length > Position && VSize(WayPoints[Position] - Location) < 80 )
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StartNextPath();
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}
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simulated function BeginState(name PreviousStateName)
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{
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SetPhysics(PHYS_Projectile);
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}
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}
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defaultproperties
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{
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WAYPOINT_HEIGHT_NAV_MESH=25
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MinDistanceBetweenWayPointsOnNavMesh=250
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}
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