//============================================================================= // AICommand_Patriarch_Grab //============================================================================= // Performs the Patriarch tentacle grab attack //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC //============================================================================= class AICommand_Patriarch_Grab extends AICommand_SpecialMove within KFAIController_ZedPatriarch; /** Simple constructor that pushes a new instance of the command for the AI */ static function bool TentacleGrab( KFAIController_ZedPatriarch AI ) { local AICommand_Patriarch_Grab 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 Tentacle Grab AICommand"; if( Focus != None ) { SetDesiredRotation(rotator(Focus.Location - Pawn.Location)); } DisableMeleeRangeEventProbing(); } function Popped() { AIActionStatus = "Finished Tentacle Grab AICommand"; Super.Popped(); } state Command_SpecialMove { function ESpecialMove GetSpecialMove() { return SM_GrappleAttack; } /** Begin executing the special move */ function bool ExecuteSpecialMove() { local KFSM_Patriarch_Grapple MyGrappleMove; SpecialMove = GetSpecialMove(); `AILog( GetFuncName()$"()"@SpecialMove, 'Command_SpecialMove' ); if( SpecialMove != SM_None && (!bShouldCheckSpecialMove || MyKFPawn.CanDoSpecialMove( SpecialMove )) ) { MyPatPawn.PlayGrabDialog(); MyPatPawn.DoSpecialMove(SpecialMove, true, Enemy, GetSpecialMoveFlags(SpecialMove)); MyGrappleMove = KFSM_Patriarch_Grapple(MyKFPawn.SpecialMoves[SpecialMove]); MyGrappleMove.TentacleDamage = MyPatPawn.TentacleDamage; MyGrappleMove.TentacleDmgType = MyPatPawn.TentacleDamageType; AIActionStatus = "SpecialMove: "$MyKFPawn.SpecialMoves[SpecialMove]; return true; } else { return false; } } } DefaultProperties { bShouldCheckSpecialMove=true bIgnoreNotifies=true bAllowedToAttack=false TimeOutDelaySeconds=25.f bIgnoreStepAside=true }