544 lines
15 KiB
Ucode
544 lines
15 KiB
Ucode
|
//=============================================================================
|
||
|
// AICommand_Base_Crawler
|
||
|
//=============================================================================
|
||
|
// Base controller for the Crawler
|
||
|
//=============================================================================
|
||
|
// Killing Floor 2
|
||
|
// Copyright (C) 2015 Tripwire Interactive LLC
|
||
|
//=============================================================================
|
||
|
|
||
|
class AICommand_Base_Crawler extends AICommand_Base_Zed
|
||
|
within KFAIController_ZedCrawler;
|
||
|
|
||
|
var KFWallPathNode LeapTarget;
|
||
|
var bool bJumpingToWall;
|
||
|
var vector TempDest;
|
||
|
var vector OriginalTrans;
|
||
|
var actor TempMoveGoal;
|
||
|
|
||
|
/*********************************************************************************************
|
||
|
* Initialization
|
||
|
********************************************************************************************* */
|
||
|
|
||
|
function Pushed()
|
||
|
{
|
||
|
Super.Pushed();
|
||
|
Originaltrans = Pawn.Mesh.Translation;
|
||
|
if( OldFloor == vect(0,0,0) )
|
||
|
{
|
||
|
OldFloor = vect(0,0,1);
|
||
|
}
|
||
|
//EnableSeePlayer();
|
||
|
GotoState( DefaultStateName );
|
||
|
}
|
||
|
|
||
|
function Paused( GameAICommand NewCommand )
|
||
|
{
|
||
|
`AILog( self$" "$GetFuncName()$"() Paused for "$NewCommand, 'Crawler' );
|
||
|
Super.Paused( NewCommand );
|
||
|
}
|
||
|
|
||
|
function BeginMoveToWall()
|
||
|
{
|
||
|
// Disabled for Early Access 1/14/15 as part of disabling wall walking - Ramm
|
||
|
//GotoState( 'MoveToWall',, true );
|
||
|
}
|
||
|
|
||
|
function SightCheck();
|
||
|
|
||
|
function Resumed( name OldCommandName )
|
||
|
{
|
||
|
`AILog( self$" "$GetFuncName()$"() (OldCommandName: "$OldCommandName$")", 'Crawler' );
|
||
|
Super.Resumed( OldCommandName );
|
||
|
// Untested WIP
|
||
|
// DisableSeePlayer();
|
||
|
// if( Pawn.Physics == PHYS_Walking || Pawn.Physics == PHYS_Falling )
|
||
|
// {
|
||
|
// DisableMeleeRangeEventProbing();
|
||
|
// GotoState( 'MoveToWall' );
|
||
|
// }
|
||
|
// else if( GetStateName() != DefaultStateName && Pawn.Physics == PHYS_Spider && CanSee(Enemy) )
|
||
|
// {
|
||
|
// GotoState( 'MoveToWall', 'Begin' );
|
||
|
// }
|
||
|
// else
|
||
|
// GotoState( DefaultStateName,, true );
|
||
|
}
|
||
|
|
||
|
// Disabled for Early Access 1/14/15 as part of disabling wall walking - Ramm
|
||
|
//state MoveToWall
|
||
|
//{
|
||
|
// event BeginState( name PreviousStateName )
|
||
|
// {
|
||
|
// }
|
||
|
//
|
||
|
// event EndState( name NextStateName )
|
||
|
// {
|
||
|
// }
|
||
|
//
|
||
|
// function BeginMoveToWall();
|
||
|
//
|
||
|
// function SightCheck()
|
||
|
// {
|
||
|
//// if( FRand() < 0.33f && Enemy.Controller.CanSee(Pawn) && Pawn.Physics == PHYS_Spider )
|
||
|
//// {
|
||
|
//// StopAllLatentMovement();
|
||
|
//// JumpToTarget();
|
||
|
//// return;
|
||
|
//// }
|
||
|
//// SetTimer( 1.f + FRand() * 2.f, false, nameof(SightCheck), self );
|
||
|
// }
|
||
|
//
|
||
|
// function JumpToTarget()
|
||
|
// {
|
||
|
// local Vector Suggested;
|
||
|
// local NavigationPoint ClosestToEnemy, ClosestToMe;
|
||
|
// local actor Target;
|
||
|
//
|
||
|
// ClosestToEnemy = class'NavigationPoint'.static.GetNearestNavToActor( Enemy, class'KFPathnode' );
|
||
|
// DrawDebugSphere( ClosestToEnemy.Location, 32, 8, 255, 0, 0, true );
|
||
|
// ClosestToMe = class'NavigationPoint'.static.GetNearestNavToActor( Pawn, class'KFPathnode' );
|
||
|
// DrawDebugSphere( ClosestToMe.Location, 32, 8, 0, 255, 0, true );
|
||
|
// if( VSize( ClosestToEnemy.Location - Pawn.Location ) < VSize(Enemy.Location - Pawn.Location) )
|
||
|
// {
|
||
|
// Target = ClosestToEnemy;
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// Target = ClosestToMe;
|
||
|
// }
|
||
|
//
|
||
|
// //class'NavigationPoint'.static.GetAllNavInRadius( Outer, Enemy.Location
|
||
|
// if( Target != none )// && ActorReachable(Target) && VSize(Target.Location - Pawn.Location) < 750.f )
|
||
|
// {
|
||
|
// MyKFPawn.SuggestJumpVelocity( Suggested, Target.Location, Pawn.Location );
|
||
|
// MyKFPawn.Velocity = Suggested * MyKFPawn.Floor;;
|
||
|
// MoveTarget = Target;
|
||
|
// //MyKFPawn.Acceleration = vect( 0,0,0 );
|
||
|
// MyKFPawn.SetPhysics( PHYS_Falling );
|
||
|
// Pawn.ResetDesiredRotation();
|
||
|
// Focus = none;
|
||
|
// SetFocalPoint(MoveTarget.Location);
|
||
|
// // Focus = none;
|
||
|
//
|
||
|
// //Focus = Enemy;
|
||
|
// }
|
||
|
// }
|
||
|
//
|
||
|
// function SetBestAnchor()
|
||
|
// {
|
||
|
// local NavigationPoint BestAnchor;
|
||
|
// local float Dist;
|
||
|
//
|
||
|
// BestAnchor = Pawn.GetBestAnchor( Pawn, Pawn.Location, true, false, Dist );
|
||
|
// if( BestAnchor != none )
|
||
|
// {
|
||
|
// Pawn.SetAnchor( BestAnchor );
|
||
|
// }
|
||
|
// }
|
||
|
//
|
||
|
//Jumping:
|
||
|
// if( MyKFPawn.IsPawnMovingTowardMe( Enemy, 250.f ) )
|
||
|
// {
|
||
|
// Sleep( 0.1f );
|
||
|
// Goto( 'Jumping' );
|
||
|
// }
|
||
|
//
|
||
|
// Sleep( FRand() );
|
||
|
//// SetFocalPoint(vect(0,0,0) );
|
||
|
//// Focus = Enemy;
|
||
|
// StopAllLatentMovement();
|
||
|
// AIZeroMovementVariables();
|
||
|
// JumpToTarget();
|
||
|
// WaitForLanding();
|
||
|
// SetBestAnchor();
|
||
|
// LastAmbushNode = none;
|
||
|
// if( Pawn.Physics == PHYS_Walking )
|
||
|
// {
|
||
|
// GotoState( DefaultStateName,, true );
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// if( FRand() < 0.22f )
|
||
|
// {
|
||
|
// Sleep( 0.5f );
|
||
|
// }
|
||
|
// GotoState( DefaultStateName,, true );
|
||
|
// }
|
||
|
//
|
||
|
//Begin:
|
||
|
// // do not do this, this is set in the above function do not reset it
|
||
|
// //MyKFPawn.bIsSprinting = true;
|
||
|
// MyKFPawn.SetSprinting( true );
|
||
|
// if( FindAmbushNode(true) )
|
||
|
// {
|
||
|
// LastAmbushNode = NavigationPoint( RouteGoal );
|
||
|
//
|
||
|
// SetMoveGoal( RouteGoal,, false,, false, true, false, false, true );
|
||
|
// Goto( 'Jumping' );
|
||
|
// // Sleep( 0.f );
|
||
|
// }
|
||
|
// GotoState( DefaultStateName,, true );
|
||
|
//Moving:
|
||
|
// if( Steering != none )
|
||
|
// {
|
||
|
// Steering.EnableDefaultAcceleration();
|
||
|
// }
|
||
|
// //MyKFPawn.bIsSprinting = true;
|
||
|
// MyKFPawn.SetSprinting( true );
|
||
|
// SetTempDest();
|
||
|
// if( VSize( TempDest - Pawn.Location ) > 96.f )
|
||
|
// {
|
||
|
// //MoveTo( Pawn.Location + TempDest * 512.f );
|
||
|
// MoveTo( TempDest );
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// Sleep( 0.1f * FRand() );
|
||
|
// }
|
||
|
//
|
||
|
// Sleep( 0.f );
|
||
|
// Goto( 'Begin' );
|
||
|
//}
|
||
|
|
||
|
function CheckWalls()
|
||
|
{
|
||
|
local KFWallPathNode KFWP, BestKFWP;
|
||
|
local float BestDist;
|
||
|
|
||
|
// if( Pawn.Physics == PHYS_Spider )
|
||
|
// {
|
||
|
// return;
|
||
|
// }
|
||
|
|
||
|
DisableSeePlayer(0.f);
|
||
|
Enemy = none;
|
||
|
foreach WorldInfo.AllNavigationPoints( class'KFWallPathNode', KFWP )
|
||
|
{
|
||
|
if( BestKFWP == None || VSize(KFWP.Location - Pawn.Location) < BestDist )
|
||
|
{
|
||
|
if( KFWP.Location.Z > 350.f )
|
||
|
{
|
||
|
BestDist = VSize(KFWP.Location - Pawn.Location);
|
||
|
BestKFWP = KFWP;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
LeapTarget = BestKFWP;
|
||
|
StopAllLatentMovement();
|
||
|
//GotoState( 'ZedBaseCommand', 'Leaping' );
|
||
|
}
|
||
|
|
||
|
// Disabled for Early Access 1/14/15 as part of disabling wall walking - Ramm
|
||
|
//state ZedBaseCommand
|
||
|
//{
|
||
|
// event BeginState( name PreviousStateName )
|
||
|
// {
|
||
|
// super.BeginState( PreviousStateName );
|
||
|
// DisableSeePlayer(0.f);
|
||
|
// //SetTimer( 1.5f, nameof(CheckWalls), true, self );
|
||
|
// }
|
||
|
//// Leaping:
|
||
|
//// bJumpingToWall = true;
|
||
|
//// DoWallLeap( LeapTarget );
|
||
|
//// if( Pawn.Physics == PHYS_Falling )
|
||
|
//// {
|
||
|
//// WaitForLanding();
|
||
|
//// }
|
||
|
//// Goto( 'Begin' );
|
||
|
//}
|
||
|
|
||
|
// Disabled for Early Access 1/14/15 as part of disabling wall walking - Ramm
|
||
|
//function bool NotifyFallingHitWall(vector HitNormal, actor Wall)
|
||
|
//{
|
||
|
// return NotifyHitWall( HitNormal, Wall );
|
||
|
//}
|
||
|
//
|
||
|
//// 1.31 check bCanStepUpOn below
|
||
|
//function bool NotifyHitWall( vector HitNormal, actor HitActor )
|
||
|
//{
|
||
|
// local KFDoorActor HitDoor;
|
||
|
//
|
||
|
// HitDoor = KFDoorActor( HitActor );
|
||
|
// if( HitDoor != none && MyKFPawn.Physics != PHYS_Spider )
|
||
|
// {
|
||
|
// if( HitDoor.WeldIntegrity <= 0 && KFDoorMarker(HitDoor.MyMarker) != none && !HitDoor.IsCompletelyOpen() )
|
||
|
// {
|
||
|
// DisableNotifyHitWall(0.25f);
|
||
|
// WaitForDoor( HitDoor );
|
||
|
// `AILog( "NotifyHitWall() while in MoveToGoal, Wall: "$HitActor$" Using door and waiting for it to open", 'Doors' );
|
||
|
// HitDoor.UseDoor(Pawn);
|
||
|
// return true;
|
||
|
// }
|
||
|
// // NOTE: Unless returning true, if the Wall is a closed door, SuggestMovePreparation event will be called on the associated KFDoorMarker
|
||
|
// `AILog( GetFuncName()$"() Wall: "$HitActor$" HitNormal: "$HitNormal$" ran into a door!", 'Doors' );
|
||
|
// if( !HitDoor.IsCompletelyOpen() && HitDoor.WeldIntegrity > 0 && (Pawn.Anchor == HitDoor.MyMarker || (DoorEnemy != none && (DoorEnemy == HitDoor || PendingDoor == HitDoor))) )
|
||
|
// {
|
||
|
// DisableNotifyHitWall(0.25f);
|
||
|
// `AILog( GetFuncName()$"() calling NotifyAttackDoor for "$HitDoor, 'Doors' );
|
||
|
// NotifyAttackDoor( HitDoor );
|
||
|
// return true;
|
||
|
// //`AILog( GetFuncName()$"() has door enemy "$DoorEnemy, 'Doors' );
|
||
|
// }
|
||
|
// }
|
||
|
// if( HitActor != none && !HitActor.bCanStepUpon )
|
||
|
// {
|
||
|
// `warn( GetFuncName()$"() Wall "$HitActor$" bCanStepUpOn is FALSE" );
|
||
|
// return false;
|
||
|
// }
|
||
|
//
|
||
|
// if( Pawn != none && HitActor != none && Pawn.Physics == PHYS_Falling )
|
||
|
//// if( bJumpingToWall )
|
||
|
// {
|
||
|
// `AILog( "*NotifyHitWall setting physics to PHYS_Spider and base to "$HitActor, 'Crawler' );
|
||
|
// Pawn.SetPhysics( PHYS_Spider );
|
||
|
// Pawn.SetBase( HitActor, HitNormal );
|
||
|
// DisableNotifyHitWall(1.f);
|
||
|
// }
|
||
|
// return true;
|
||
|
//}
|
||
|
|
||
|
// Disabled for Early Access 1/14/15 as part of disabling wall walking - Ramm
|
||
|
//state RotateToFocus
|
||
|
//{
|
||
|
// function PushedState()
|
||
|
// {
|
||
|
// super.PushedState();
|
||
|
// AIActionStatus = "In RotateToFocus state";
|
||
|
// }
|
||
|
//
|
||
|
//Begin:
|
||
|
//// SetFocalPoint( vect(0,0,0) );
|
||
|
//// Focus = LeapTarget;
|
||
|
//// FinishRotation();
|
||
|
//// SetFocalPoint(Vect(0,0,0));
|
||
|
//// Focus = none;
|
||
|
//// Pawn.ResetDesiredRotation();
|
||
|
// PopState();
|
||
|
//}
|
||
|
|
||
|
function SetTempDest()
|
||
|
{
|
||
|
local vector V, ProjFocus, X, EnemyLoc;
|
||
|
local float Distance;
|
||
|
|
||
|
if( Enemy == none )
|
||
|
{
|
||
|
Enemy = GetALocalPlayerController().Pawn;
|
||
|
}
|
||
|
|
||
|
EnemyLoc = Enemy.Location;
|
||
|
EnemyLoc.Z = Pawn.Location.Z + RandRange( -64, 64 );
|
||
|
v = EnemyLoc - Pawn.Location;
|
||
|
Distance = (V dot Pawn.Floor);
|
||
|
ProjFocus = EnemyLoc - Distance * Pawn.Floor;
|
||
|
X = normal(ProjFocus - Pawn.Location);
|
||
|
//vector v = Focus - Pawn->Location
|
||
|
if( X != vect(0,0,0) )
|
||
|
{
|
||
|
TempDest = ProjFocus;
|
||
|
// return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Disabled for Early Access 1/14/15 as part of disabling wall walking - Ramm
|
||
|
//function bool NotifyBaseChange( actor NewBase, vector NewFloor )
|
||
|
//{
|
||
|
//// if( NewFloor != OldFloor && Pawn.Physics == PHYS_Spider && NewBase != none /*&& bPreciseDestination*/ )
|
||
|
//// {
|
||
|
//// GotoState( GetStateName(), 'HandleNewFloor' );
|
||
|
////
|
||
|
////
|
||
|
//// }
|
||
|
//// else
|
||
|
//
|
||
|
// if( NewFloor != OldFloor )
|
||
|
// {
|
||
|
// if( NewFloor.Z > 0.7f ) // 2.9.2014 was if( NewFloor == vect(0,0,1) )
|
||
|
// {
|
||
|
// if( Pawn.Physics == PHYS_Spider )
|
||
|
// {
|
||
|
// `AILog( GetFuncName()$"() NewFloor is upright, physics is spider - setting physics back to walking!", 'Crawler' );
|
||
|
// Pawn.SetPhysics(PHYS_Walking);
|
||
|
// }
|
||
|
// }
|
||
|
// else if( Pawn.Physics == PHYS_Walking )
|
||
|
// {
|
||
|
// Pawn.SetPhysics( PHYS_Spider );
|
||
|
// }
|
||
|
// }
|
||
|
//
|
||
|
// `AILog( GetFuncName()$" in "$self$" NewBase: "$NewBase$" NewFloor: "$NewFloor$" Pawn Floor: "$Pawn.Floor$" OldFloor: "$OldFloor$" Physics: "$Pawn.GetPhysicsName(), 'Crawler' );
|
||
|
// if( NewFloor != OldFloor && Pawn != none && Pawn.Physics == PHYS_Spider && NewBase != none && !NewBase.IsA('Pawn') && NewBase.bWorldGeometry )
|
||
|
// {
|
||
|
// if( IsDoingLatentMove() )
|
||
|
// {
|
||
|
//// StopAllLatentMovement();
|
||
|
//// Pawn.ZeroMovementVariables();
|
||
|
//// MoveTimer = -1.f;
|
||
|
// }
|
||
|
// //`AILog( "NOTIFYBASECHANGE: "$NewBase$" New floor: "$NewFloor$" Old floor: "$OldFloor$" Floor set yet? "$Pawn.Floor );
|
||
|
// //GotoState( GetStateName(), 'HandleNewFloor' );
|
||
|
// }
|
||
|
//
|
||
|
// return false;
|
||
|
//}
|
||
|
//
|
||
|
//function bool NotifyLanded(vector HitNormal, Actor FloorActor )
|
||
|
//{
|
||
|
// `AILog( "**** NotifyLanded **** HitNormal: "$HitNormal$" FloorActor: "$FloorActor$" Floor is currently "$Pawn.Floor );
|
||
|
//
|
||
|
// bJumpingToWall = false;
|
||
|
// if( Pawn.Floor.Z == 1.f && (Pawn.Physics == PHYS_Walking || Pawn.Physics == PHYS_Falling) )
|
||
|
// {
|
||
|
// Pawn.SetPhysics( PHYS_Walking );
|
||
|
// return true;
|
||
|
// }
|
||
|
//
|
||
|
//
|
||
|
// bJumpingToWall = false;
|
||
|
// `AILog( GetFuncName()$" setting physics to PHYS_Spider, FloorActor: "$FloorActor, 'Crawler');
|
||
|
// Pawn.SetPhysics(PHYS_Spider);
|
||
|
// return true;
|
||
|
//}
|
||
|
|
||
|
// // Disabled for Early Access 1/14/15 as part of disabling wall walking - Ramm P.S. also doesn't seem to be called anywhere
|
||
|
//state Debug_InCombat
|
||
|
//{
|
||
|
// function bool NotifyLanded(vector HitNormal, Actor FloorActor )
|
||
|
// {
|
||
|
// `AILog( GetFuncName()$" 2 setting physics to PHYS_Spider, FloorActor: "$FloorActor, 'Crawler' );
|
||
|
// bJumpingToWall = false;
|
||
|
// Pawn.SetPhysics(PHYS_Spider);
|
||
|
// return true;
|
||
|
// }
|
||
|
//
|
||
|
// function Tick( float DeltaTime )
|
||
|
// {
|
||
|
//// local vector CeilingTrans;
|
||
|
//
|
||
|
//// if( Pawn.Floor.Z == -1 )
|
||
|
//// {
|
||
|
//// CeilingTrans = OriginalTrans;
|
||
|
//// CeilingTrans.X = 36;
|
||
|
//// Pawn.Mesh.SetTranslation( CeilingTrans );
|
||
|
//// }
|
||
|
//// else
|
||
|
//// {
|
||
|
//// Pawn.Mesh.SetTranslation( vect(0,0,-36) );
|
||
|
//// }
|
||
|
// super.Tick( DeltaTime );
|
||
|
// }
|
||
|
//
|
||
|
// event BeginState( name PreviousStateName )
|
||
|
// {
|
||
|
// local KFWallPathNode KFWP, BestKFWP;
|
||
|
// local float BestDist;
|
||
|
//
|
||
|
// DisableSeePlayer(0.f);
|
||
|
// Enemy = none;
|
||
|
// foreach WorldInfo.AllNavigationPoints( class'KFWallPathNode', KFWP )
|
||
|
// {
|
||
|
// if( BestKFWP == None || VSize(KFWP.Location - Pawn.Location) < BestDist )
|
||
|
// {
|
||
|
// BestDist = VSize(KFWP.Location - Pawn.Location);
|
||
|
// BestKFWP = KFWP;
|
||
|
// }
|
||
|
// }
|
||
|
// LeapTarget = BestKFWP;
|
||
|
// //GetAxes(Pawn.Rotation,ViewX,ViewY,ViewZ);
|
||
|
// }
|
||
|
//
|
||
|
// function bool NotifyHitWall(vector HitNormal, actor HitActor)
|
||
|
// {
|
||
|
// if( !HitActor.bCanStepUpon )
|
||
|
// {
|
||
|
// `warn( GetFuncName()$"() Wall "$HitActor$" bCanStepUpOn is FALSE" );
|
||
|
// }
|
||
|
//
|
||
|
// if( bJumpingToWall )
|
||
|
// {
|
||
|
// `AILog( GetFuncName()$" 3 setting physics to PHYS_Spider, HitActor: "$HitActor, 'Crawler' );
|
||
|
// Pawn.SetPhysics( PHYS_Spider );
|
||
|
// Pawn.SetBase( HitActor, HitNormal );
|
||
|
// }
|
||
|
// return true;
|
||
|
// }
|
||
|
//
|
||
|
// function SetTempDest()
|
||
|
// {
|
||
|
// local vector V, ProjFocus, X, EnemyLoc;
|
||
|
// local float Distance;
|
||
|
//
|
||
|
// if( Enemy == none )
|
||
|
// {
|
||
|
// Enemy = GetALocalPlayerController().Pawn;
|
||
|
// }
|
||
|
//
|
||
|
// EnemyLoc = Enemy.Location;
|
||
|
// EnemyLoc.Z = Pawn.Location.Z + RandRange( -72, 72 );
|
||
|
// v = EnemyLoc - Pawn.Location;
|
||
|
// Distance = (V dot Pawn.Floor);
|
||
|
// ProjFocus = EnemyLoc - Distance * Pawn.Floor;
|
||
|
// X = normal(ProjFocus - Pawn.Location);
|
||
|
// if( X != vect(0,0,0) )
|
||
|
// {
|
||
|
// TempDest = ProjFocus;
|
||
|
// }
|
||
|
// }
|
||
|
//
|
||
|
//Begin:
|
||
|
// if( Physics == PHYS_Falling )
|
||
|
// {
|
||
|
// WaitForLanding();
|
||
|
// }
|
||
|
// Pawn.SetPhysics(Phys_Walking);
|
||
|
// if( LeapTarget != none )
|
||
|
// {
|
||
|
// PushState( 'RotateToFocus' );
|
||
|
// }
|
||
|
//
|
||
|
// // Focus = none;
|
||
|
// Sleep( 1.f );
|
||
|
// bJumpingToWall = true;
|
||
|
// //DoWallLeap( LeapTarget );
|
||
|
// if( Pawn.Physics == PHYS_Falling )
|
||
|
// {
|
||
|
// WaitForLanding();
|
||
|
// }
|
||
|
//
|
||
|
//// Enemy = GetALocalPlayerController().Pawn;
|
||
|
// Sleep( 5.f );
|
||
|
// Pawn.SetAnchor( LeapTarget );
|
||
|
// SetMoveGoal( TempMoveGoal,, false,, false, true,,, true );
|
||
|
//Moving:
|
||
|
// MyKFPawn.SetSprinting( true );
|
||
|
// if( VSize( TempDest - Pawn.Location ) > 350.f )
|
||
|
// {
|
||
|
// //MoveTo( Pawn.Location + TempDest * 512.f );
|
||
|
// MoveTo( TempDest );
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// Sleep( 2.f * FRand() );
|
||
|
// }
|
||
|
// Goto( 'Moving' );
|
||
|
//
|
||
|
//HandleNewFloor:
|
||
|
// if( Pawn != none && Pawn.IsAliveAndWell() )
|
||
|
// {
|
||
|
// AIZeroMovementVariables();
|
||
|
// StopAllLatentMovement( true );
|
||
|
// Sleep( 0.1f );
|
||
|
// Goto( 'Moving' );
|
||
|
// }
|
||
|
//}
|
||
|
|
||
|
DefaultProperties
|
||
|
{
|
||
|
}
|