//============================================================================= // AICommand_EMPWander //============================================================================= // Command used to make zeds wander around when they are panicked by an EMP //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // John "Ramm-Jaeger" Gibson //============================================================================= class AICommand_PanicWander extends AICommand_HeadlessWander within KFAIController; static function bool PanicWander( KFAIController AI ) { local AICommand_PanicWander Cmd; if( AI != None ) { Cmd = new(AI) class'AICommand_PanicWander'; if( Cmd != None ) { AI.PushCommand(Cmd); return true; } } return false; } /** If this Command is resumed, make sure we still want to be wandering */ function Resumed( Name OldCommandName ) { if(MyKFPawn != none && !MyKFPawn.ShouldBeWandering()) { AbortCommand( self ); return; } super.Resumed(OldCommandName); } function EndWander( KFAIController AI ) { if( AI != None ) { Status = 'Success'; PopCommand( self ); } } function Popped() { if( MyKFPawn != none ) { MyKFPawn.bCanJumpOverWalls = MyKFPawn.default.bCanJumpOverWalls; /** Restore my Pawn's rotation rate */ RotationRateMultiplier = default.RotationRateMultiplier; EnableMeleeRangeEventProbing(); if( MyKFPawn.IsDoingSpecialMove() && !MyKFPawn.IsDoingSpecialMove(SM_Knockdown) ) { MyKFPawn.EndSpecialMove(); } } super.Popped(); } DefaultProperties { }