93 lines
2.1 KiB
Ucode
93 lines
2.1 KiB
Ucode
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//=============================================================================
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// AICommand_BloatKing_Gorge
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//=============================================================================
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// Performs the Bloat King gorge attack
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2017 Tripwire Interactive LLC
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//=============================================================================
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class AICommand_BloatKing_Gorge extends AICommand_SpecialMove
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within KFAIController_ZedBloatKing;
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/** Simple constructor that pushes a new instance of the command for the AI */
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static function bool StartGorge(KFAIController_ZedBloatKing AI )
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{
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local AICommand_BloatKing_Gorge 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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AIActionStatus = "Starting Gorge 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 Gorge AICommand";
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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 ESpecialMove GetSpecialMove()
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{
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return SM_GrappleAttack;
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}
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/** Begin executing the special move */
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function bool ExecuteSpecialMove()
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{
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SpecialMove = GetSpecialMove();
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`AILog( GetFuncName()$"()"@SpecialMove, 'Command_SpecialMove' );
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if( SpecialMove != SM_None && (!bShouldCheckSpecialMove || MyKFPawn.CanDoSpecialMove( SpecialMove )) )
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{
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AIActionStatus = "SpecialMove: "$MyKFPawn.SpecialMoves[SpecialMove];
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MyKFPawn.DoSpecialMove(SpecialMove, true, , GetSpecialMoveFlags(SpecialMove));
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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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}
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DefaultProperties
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{
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bShouldCheckSpecialMove=true
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bIgnoreNotifies=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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