101 lines
2.3 KiB
Ucode
101 lines
2.3 KiB
Ucode
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//=============================================================================
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// AICommand_HuskFlameThrowerAttack.uc
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//=============================================================================
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//
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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 AICommand_HuskFlameThrowerAttack extends AICommand_SpecialMove
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within KFAIController_ZedHusk
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config(AI);
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/*********************************************************************************************
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* Initialization
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********************************************************************************************* */
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/** Simple constructor that pushes a new instance of the command for the AI */
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static function bool FlameThrowerAttack( KFAIController_ZedHusk AI )
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{
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local AICommand_HuskFlameThrowerAttack Cmd;
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if( AI != None )
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{
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Cmd = new(AI) default.class;
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if( Cmd != None )
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{
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AI.PushCommand( Cmd );
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return true;
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}
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}
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return false;
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}
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function Pushed()
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{
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Super.Pushed();
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StopAllLatentMovement();
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AIZeroMovementVariables();
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if( Enemy != none )
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{
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Focus = Enemy;
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}
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`AILog( "Beginning to flamethrower "$Enemy, 'Command_FlameThrower' );
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AIActionStatus = "Starting flamethrower AICommand";
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if( Focus != None )
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{
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SetDesiredRotation(rotator(Focus.Location - Pawn.Location));
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}
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DisableMeleeRangeEventProbing();
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}
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function Popped()
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{
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AIActionStatus = "Finished flamethrower AICommand";
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LastFlameThrowerTime = WorldInfo.TimeSeconds;
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EnableMeleeRangeEventProbing();
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Super.Popped();
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}
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state Command_SpecialMove
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{
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function float GetPreSpecialMoveSleepTime()
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{
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return FRand();
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}
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function bool ExecuteSpecialMove()
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{
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SpecialMove = GetSpecialMove();
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`AILog( GetFuncName()@SpecialMove, 'Command_FlameThrower' );
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if( SpecialMove != SM_None && MyKFPawn.CanDoSpecialMove(SpecialMove) )
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{
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MyKFPawn.DoSpecialMove(SpecialMove, true, GetInteractionPawn(), 255);
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return true;
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}
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else
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{
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return false;
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}
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}
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function ESpecialMove GetSpecialMove()
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{
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return SM_HoseWeaponAttack;
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}
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}
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DefaultProperties
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{
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bShouldCheckSpecialMove=true
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bAllowedToAttack=false
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TimeOutDelaySeconds=25.f
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bIgnoreStepAside=true
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}
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