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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFSM_Patriarch_Heal
//=============================================================================
// Patriarch's minigun barrage attack
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFSM_Patriarch_Heal extends KFSM_PlaySingleAnim;
/** Cached reference to pawn */
var KFPawn_ZedPatriarch MyPatPawn;
/** Current battle phase (0-3) */
var int BattlePhase;
/** Heal animation names */
var array<Name> HealAnimNames;
/** Pack the animation type we'll be using (changes depending on battle phase) */
static function byte PackSMFlags( int inBattlePhase )
{
return inBattlePhase - 1;
}
/** Notification called when Special Move starts */
function SpecialMoveStarted( bool bForced, Name PrevMove )
{
MyPatPawn = KFPawn_ZedPatriarch(KFPOwner);
BattlePhase = MyPatPawn.SpecialMoveFlags;
AnimName = HealAnimNames[BattlePhase];
Super.SpecialMoveStarted( bForced,PrevMove );
MyPatPawn.SetTimer( KFSkeletalMeshComponent(MyPatPawn.Mesh).GetAnimInterruptTime(AnimName), false, nameOf(DoHeal), self );
MyPatPawn.RotationRate = rot(0,0,0);
}
function DoHeal()
{
local float HealPercent;
local int HealAmount, MyDifficulty;
if( MyPatPawn != None && MyPatPawn.WorldInfo.Game != None )
{
// Set our difficulty and phase-based heal amount
MyDifficulty = MyPatPawn.WorldInfo.Game.GetModifiedGameDifficulty();
HealPercent = MyPatPawn.BattlePhases[BattlePhase].HealAmounts[MyDifficulty];
// Randomly scale heal amount by +/-5%
HealPercent *= 1.0 + ( fRand() < 0.5f ? float(-Rand(50))*0.001f : float(Rand(50))*0.001f );
// Amount to heal up to is a percentage of max health
HealAmount = int( float(MyPatPawn.HealthMax) * (HealPercent - MyPatPawn.GetHealthPercentage()) );
//`log("HealPercent:"@HealPercent);
//`log("HealAmount:"@HealAmount);
//`log("HealTotal:"@HealAmount+MyPatPawn.Health@"/"@MyPatPawn.HealthMax);
// Perform heal
if( HealAmount > 0 )
{
MyPatPawn.HealDamage( HealAmount, MyPatPawn.Controller, class'KFDT_Healing' );
MyPatPawn.DisablebOnDeathAchivement();
}
// Exit flee and heal phase
MyPatPawn.SetFleeAndHealMode( false );
}
// Play a material effect on the syringe
if( MyPatPawn.WorldInfo.NetMode != NM_DedicatedServer )
{
MyPatPawn.ActiveSyringe = MyPatPawn.CurrentSyringeMeshNum;
MyPatPawn.SyringeInjectTimeRemaining = MyPatPawn.SyringeInjectTimeDuration;
}
}
/** Special move ended */
function SpecialMoveEnded( Name PrevMove, Name NextMove )
{
if( MyPatPawn != none )
{
MyPatPawn.RotationRate = MyPatPawn.default.RotationRate;
MyPatPawn.ClearTimer( nameOf(DoHeal) );
}
super.SpecialMoveEnded( PrevMove, NextMove );
MyPatPawn = None;
}
DefaultProperties
{
// SpecialMove
Handle=KFSM_Patriarch_Heal
bDisableTurnInPlace=true
bDisableMovement=true
bUseRootmotion=true
bCanBeInterrupted=false
// Animation
HealAnimNames(0)=Heal_V1
HealAnimNames(1)=Heal_V2
HealAnimNames(2)=Heal_V3
BlendInTime=0.15f
BlendOutTime=0.1f
}