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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// AICommand_Patriarch_MissileAttack
//=============================================================================
// Performs the Patriarch missile attack
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class AICommand_Patriarch_MissileAttack extends AICommand_SpecialMove
within KFAIController_ZedPatriarch;
/** Simple constructor that pushes a new instance of the command for the AI */
static function bool FireMissiles( KFAIController_ZedPatriarch AI )
{
local AICommand_Patriarch_MissileAttack Cmd;
if( AI != None )
{
Cmd = new(AI)default.class;
if( Cmd != None )
{
AI.PushCommand( Cmd );
return true;
}
}
return false;
}
function Pushed()
{
Super.Pushed();
StopAllLatentMovement();
AIZeroMovementVariables();
if( Enemy != none )
{
Focus = Enemy;
}
AIActionStatus = "Starting Missile Attack AICommand";
if( Focus != None )
{
SetDesiredRotation(rotator(Focus.Location - Pawn.Location));
}
DisableMeleeRangeEventProbing();
bCanEvaluateAttacks = false;
}
function Popped()
{
AIActionStatus = "Finished Missile Attack AICommand";
Super.Popped();
}
state Command_SpecialMove
{
/** Checks circumstances in which to consider special move completed */
function bool IsSpecialMoveComplete()
{
if( !bPreparingMove || MyKFPawn == None || MyKFPawn.SpecialMove == SM_None || MyKFPawn.SpecialMove != GetSpecialMove() )
{
return true;
}
return false;
}
function byte GetSpecialMoveFlags( ESpecialMove InSpecialMove )
{
if( bRaging )
{
return 1;
}
return 0;
}
function ESpecialMove GetSpecialMove()
{
return SM_StandAndShootAttack;
}
}
DefaultProperties
{
bShouldCheckSpecialMove=true
bIgnoreNotifies=true
bAllowedToAttack=false
TimeOutDelaySeconds=25.f
bIgnoreStepAside=true
}