//============================================================================= // AICommand_Patriarch_MissileAttack //============================================================================= // Performs the Patriarch missile attack //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC //============================================================================= class AICommand_Patriarch_MissileAttack extends AICommand_SpecialMove within KFAIController_ZedPatriarch; /** Simple constructor that pushes a new instance of the command for the AI */ static function bool FireMissiles( KFAIController_ZedPatriarch AI ) { local AICommand_Patriarch_MissileAttack Cmd; if( AI != None ) { Cmd = new(AI)default.class; if( Cmd != None ) { AI.PushCommand( Cmd ); return true; } } return false; } function Pushed() { Super.Pushed(); StopAllLatentMovement(); AIZeroMovementVariables(); if( Enemy != none ) { Focus = Enemy; } AIActionStatus = "Starting Missile Attack AICommand"; if( Focus != None ) { SetDesiredRotation(rotator(Focus.Location - Pawn.Location)); } DisableMeleeRangeEventProbing(); bCanEvaluateAttacks = false; } function Popped() { AIActionStatus = "Finished Missile Attack AICommand"; Super.Popped(); } state Command_SpecialMove { /** Checks circumstances in which to consider special move completed */ function bool IsSpecialMoveComplete() { if( !bPreparingMove || MyKFPawn == None || MyKFPawn.SpecialMove == SM_None || MyKFPawn.SpecialMove != GetSpecialMove() ) { return true; } return false; } function byte GetSpecialMoveFlags( ESpecialMove InSpecialMove ) { if( bRaging ) { return 1; } return 0; } function ESpecialMove GetSpecialMove() { return SM_StandAndShootAttack; } } DefaultProperties { bShouldCheckSpecialMove=true bIgnoreNotifies=true bAllowedToAttack=false TimeOutDelaySeconds=25.f bIgnoreStepAside=true }