355 lines
11 KiB
Ucode
355 lines
11 KiB
Ucode
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//=============================================================================
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// KFAiBaseRangedBehavior.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 KFAiBaseRangedBehavior extends Object within KFAiController
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native(AI);
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/**
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* RangedLocValidationData
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*/
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struct native RangedLocValidationData
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{
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var bool bCalulatedThisEngagement;
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var bool bLastLosArcCheckValid;
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var float RadiusOfFireCheckPath;
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var vector FireLastPointToStrikeFrom;
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var vector FireLastLocOfEndOfArc;
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var vector FireLastLocOfBlockage;
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var array<vector> LogAlgosSegmentEnds;
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var array<bool> LogAlgosSegmentValiditys;
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};
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var KFAIController MyAiCtrl;
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//
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// Ranged attack info
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//
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var transient array<RangedLocValidationData> StrikeLocValidationInfoList;
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var protected transient int StrikeZoneForCurrentAttack;
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var transient array<vector> ProjMeshLocations;
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var transient vector ProjImpactLocation;
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var transient vector ProjExplosionLocation;
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var transient int StrikeLastCalcArcSuccessId;
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var transient array<vector> LogAlgosSegmentEnds;
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var transient array<bool> LogAlgosSegmentValiditys;
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var transient vector FireLastLocOfBlockage;
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var transient vector FireLastLocOfTarget;
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var transient vector ProjStartLocation;
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var int TotalNumberOfPossibileFireLocationsPerFormationSlot;
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var protected bool bIntentionalMiss;
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/**
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* RangedStrikeData
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*/
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struct native RangedStrikeData
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{
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/** */
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var() float HeightAboveTargetForRangedStrikeInUU;
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/** */
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var() float XY_DistanceFromTargetForRangedStrikeInUU;
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/** */
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var float XY_DistanceSqFromTargetForRangedStrikeInUU;
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/** */
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var() float RangedFireIdealSpeed;
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/** */
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var() float RangedFireMaxSpeed;
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/** */
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var() float RangedFireMinSpeed;
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/** is the requested pct of the arc in the z direction (0=arc horizontally, 0.5 = arc at 45 degrees). This is the starting point for finding a arc. (Defaults to 0.05). the purpose of this is to bias the test in cases where there is more than one solution*/
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var() float DesiredZPercentOfArc;
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/** IntentionalMissRangedFireIdealSpeed */
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var() float IntentionalMissRangedFireIdealSpeed;
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/** IntentionalMissRangedFireMaxSpeed */
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var() float IntentionalMissRangedFireMaxSpeed;
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/** IntentionalMissRangedFireMinSpeed */
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var() float IntentionalMissRangedFireMinSpeed;
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/** is the requested pct of the arc in the z direction (0=arc horizontally, 0.5 = arc at 45 degrees). This is the starting point for finding a arc. (Defaults to 0.05). the purpose of this is to bias the test in cases where there is more than one solution*/
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var() float IntentionalMissDesiredZPercentOf;
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/** IntentionalMissFrontOffsetDistance */
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var() float IntentionalMissFrontOffsetDistance;
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/** IntentionalMissSideOffsetDistance */
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var() float IntentionalMissSideOffsetDistance;
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/** IntentionalMissHeightOffsetDistance */
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var() float IntentionalMissHeightOffsetDistance;
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/** */
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var() vector ShapeOfProjectileForCalc;
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/** */
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var() float PercentOfArcToCheckForCalc;
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/** Alternate percentage of arcs to check after the defult beam the pill in value in order of Preferred arc*/
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var() array<float> AltDesiredZPercentOfList;
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structdefaultproperties
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{
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HeightAboveTargetForRangedStrikeInUU=100;
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XY_DistanceFromTargetForRangedStrikeInUU=1100;
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RangedFireIdealSpeed=1200.0;
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RangedFireMaxSpeed=2500;
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RangedFireMinSpeed=100;
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DesiredZPercentOfArc=0.1;
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IntentionalMissRangedFireIdealSpeed=1200.0;
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IntentionalMissRangedFireMaxSpeed=2500;
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IntentionalMissRangedFireMinSpeed=100;
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IntentionalMissDesiredZPercentOf=0.2;
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IntentionalMissFrontOffsetDistance=100;
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IntentionalMissSideOffsetDistance=0;
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IntentionalMissHeightOffsetDistance=0;
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ShapeOfProjectileForCalc=(x=1.0f,y=1.0f,z=1.0f);
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PercentOfArcToCheckForCalc=1.0f
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}
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};
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//
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// Ranged Strike
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//
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/** SleepTimeDuringRangeAttackDamageAssessment */
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var (RangedStrike) float SleepTimeDuringRangeAttackDamageAssessment;
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/** How far from the VS the flyer should be at when striking */
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var (RangedStrike) bool bUseTargetsCurrentLocAtRelease;
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/** How far from the VS the flyer should be at when striking */
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var (RangedStrike) float NumOfStrikeLocationsToLookForAtEachRange;
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/** How far from the VS the flyer should be at when striking */
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var (RangedStrike) float HorizontalSeperationBetweenPointsForStrike;
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/** How far from the location of the pawn to the location where the projectile will be spawned */
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var (RangedStrike) vector OffsetForCalcOfForStrike;
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/** MinRangeFromOrbitBeforeLookingForTierOffsetStrikeLocations */
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var (RangedStrike) float MinRangeFromOrbitBeforeLookingForTierOffsetStrikeLocations;
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/** How far from the VS the flyer should be at when striking */
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var (RangedStrike) int ForceAllAttacksFromThisTier;
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/** How far from the VS the flyer should be at when striking */
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var (RangedStrike) int ForceAllAttacksFromThisZone;
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/** This data is used for normal from any where position ing */
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var (RangedStrike) array<RangedStrikeData> StrikeInfoByZone;
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/** bCheckIfCanMoveToStrikeLocationBeforeTestingForLane */
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var (RangedStrike) bool bCheckIfCanMoveToStrikeLocationBeforeTestingForLane;
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/** How far from the VS the flyer should be at when striking */
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var (RangedStrike) float HieghtOffTargetPointForEndOfFireArc;
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/** bAbleToAdjustAimPositionForGameplay */
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var (RangedStrike) bool bAbleToAdjustAimPositionForGameplay;
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/** IntentionalMissChance */
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var (RangedStrike) float IntentionalMissChance;
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var transient int TotalNumOfAttemptsToFindFireStrikeLaneThisEngagement;
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var transient ImpactInfo StrikeLaneBlockageImpactInfo;
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function SetUp()
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{
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local RangedLocValidationData newLocData;
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local int iter;
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TotalNumOfAttemptsToFindFireStrikeLaneThisEngagement = -1;
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TotalNumberOfPossibileFireLocationsPerFormationSlot = NumOfStrikeLocationsToLookForAtEachRange;
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for( iter = 0; iter < TotalNumberOfPossibileFireLocationsPerFormationSlot; ++iter)
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{
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StrikeLocValidationInfoList.AddItem(newLocData);
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}
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InitRangeFireData();
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}
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/**
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* InitRangeFireData
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*
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*/
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simulated function InitRangeFireData()
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{
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local int iter;
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StrikeLastCalcArcSuccessId = -1;
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for( iter = 0; iter < StrikeInfoByZone.Length; ++iter )
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{
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StrikeInfoByZone[iter].XY_DistanceSqFromTargetForRangedStrikeInUU = StrikeInfoByZone[iter].XY_DistanceFromTargetForRangedStrikeInUU * StrikeInfoByZone[iter].XY_DistanceFromTargetForRangedStrikeInUU;
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}
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}
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function float GetRangedFireMidZoneRangeForThisZone( int Zone )
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{
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return 1000.0;
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}
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native final function int FindCurrentFireFromAnywhereZone( Actor TargetOfLob );
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function vector GetBestCurrentVelocityForThisTarget( Actor TargetToCalcFor )
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{
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if( TargetToCalcFor != none )
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{
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return TargetToCalcFor.Velocity;
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}
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return Vect(0.0,0.0,0.0);
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}
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/**
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* SetRangedLobStrikeZoneInfo
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*
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*/
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function SetStrikeZoneInfo( int ZoneId )
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{
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StrikeZoneForCurrentAttack = ZoneId;
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}
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function DrawFireAttackDebug()
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{
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local int iter;
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local int iterLobArc;
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local vector previousLobArcLoc;
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for( iter = 0; iter < StrikeLocValidationInfoList.Length; ++iter)
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{
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if( StrikeLocValidationInfoList[iter].bCalulatedThisEngagement )
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{
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previousLobArcLoc = StrikeLocValidationInfoList[iter].FireLastPointToStrikeFrom;
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for( iterLobArc = 0; iterLobArc < StrikeLocValidationInfoList[iter].LogAlgosSegmentEnds.Length; ++iterLobArc)
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{
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if( StrikeLocValidationInfoList[iter].LogAlgosSegmentValiditys[iterLobArc] )
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{
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DrawDebugLine( previousLobArcLoc, StrikeLocValidationInfoList[iter].LogAlgosSegmentEnds[iterLobArc], 127, 255, 212 );
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}
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else
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{
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if( StrikeLocValidationInfoList[iter].FireLastLocOfBlockage == Vect(0,0,0) )
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{
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// this arc failed because could not get it up enough
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DrawDebugLine( previousLobArcLoc, StrikeLocValidationInfoList[iter].LogAlgosSegmentEnds[iterLobArc], 28, 255, 174 );
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DrawDebugStar( previousLobArcLoc, 75, 28, 255, 174);
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}
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else
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{
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DrawDebugLine( previousLobArcLoc, StrikeLocValidationInfoList[iter].LogAlgosSegmentEnds[iterLobArc], 255, 28, 174 );
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DrawDebugStar( StrikeLocValidationInfoList[iter].FireLastLocOfBlockage, 25, 255, 28, 174 );
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}
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}
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previousLobArcLoc = StrikeLocValidationInfoList[iter].LogAlgosSegmentEnds[iterLobArc];
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}
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}
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else
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{
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break;
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}
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} // end for( iter = 0; iter < StrikeLocValidationInfoList.Length; ++iter)
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if( FireLastLocOfBlockage != vect(0,0,0) )
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{
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DrawDebugStar( FireLastLocOfBlockage, 25, 255, 0, 255);
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}
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if( FireLastLocOfTarget != vect(0,0,0) )
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{
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DrawDebugStar( FireLastLocOfTarget, 25, 0, 255, 0);
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}
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previousLobArcLoc = MyKfPawn.Location;
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for( iter = 0; iter < LogAlgosSegmentEnds.Length; ++iter)
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{
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if( LogAlgosSegmentValiditys[iter] )
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{
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if( StrikeLastCalcArcSuccessId == 1 )
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{
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DrawDebugLine( previousLobArcLoc, LogAlgosSegmentEnds[iter], 0, 255, 0 );
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DrawDebugStar( LogAlgosSegmentEnds[iter], 5, 0, 255, 0);
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}
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else
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{
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DrawDebugLine( previousLobArcLoc, LogAlgosSegmentEnds[iter], 0, 0,255 );
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DrawDebugStar( LogAlgosSegmentEnds[iter], 5, 0, 0, 255);
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}
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}
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else
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{
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DrawDebugLine( previousLobArcLoc, LogAlgosSegmentEnds[iter], 255, 0, 0 );
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DrawDebugStar( FireLastLocOfBlockage, 25, 255, 0, 255);
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}
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previousLobArcLoc = LogAlgosSegmentEnds[iter];
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}
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DrawDebugStar( ProjStartLocation, 25, 255, 0, 0);
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for( iter = 0; iter < ProjMeshLocations.Length; ++iter)
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{
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DrawDebugStar( ProjMeshLocations[iter], 5, 0, 255, 255);
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}
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if( ProjExplosionLocation != vect(0,0,0) )
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{
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DrawDebugSphere( ProjExplosionLocation, 35, 8, 255,0,255);
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}
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if( ProjImpactLocation != vect(0,0,0) )
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{
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DrawDebugSphere( ProjImpactLocation, 25, 8, 0, 255, 255);
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}
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}
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function SetAllPastStrikeLocValidationInfoToExpired()
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{
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local int iter;
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for( iter = 0; iter < StrikeLocValidationInfoList.Length -1; ++iter)
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{
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StrikeLocValidationInfoList[iter].bCalulatedThisEngagement = false;
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}
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}
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DefaultProperties
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{
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OffsetForCalcOfForStrike=(x=0.0,y=0.0,z=0.0)
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}
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