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KF2-Dev-Scripts/KFGameContent/Classes/AICommand_Matriarch_WarningSiren.uc
2020-12-13 18:01:13 +03:00

93 lines
2.3 KiB
Ucode

//=============================================================================
// AICommand_Matriarch_WarningSiren
//=============================================================================
// Handler for matriarch's projectile shield scream running through AI.
//=============================================================================
// Killing Floor 2
// Copyright (C) 2019 Tripwire Interactive LLC
//=============================================================================
class AICommand_Matriarch_WarningSiren extends AICommand_SpecialMove
within KFAIController_ZedMatriarch
config(AI);
/** Base constructor to handle init */
static function bool WarningSiren(KFAIController_ZedMatriarch AI)
{
local AICommand_Matriarch_WarningSiren Cmd;
if (AI != none)
{
Cmd = new (AI) default.class;
if (Cmd != none)
{
AI.PushCommand(Cmd);
return true;
}
}
return false;
}
// This is called from AICommand_SpecialMove::Pushed and prevents pawn from moving during this command
// which we don't want.
function LockdownAI();
function Pushed()
{
super.Pushed();
`AILog( "Beginning warning siren "$Enemy, 'Command_WarningSiren' );
AIActionStatus = "Starting warning siren AICommand";
if (Enemy != none)
{
Focus = Enemy;
}
}
function Popped()
{
AIActionStatus = "Finished warning siren AICommand";
LastWarningSirenTime = WorldInfo.TimeSeconds;
super.Popped();
}
state Command_SpecialMove
{
function float GetPreSpecialMoveSleepTime()
{
return FRand();
}
function bool ExecuteSpecialMove()
{
SpecialMove = GetSpecialMove();
`AILog( GetFuncName()@SpecialMove, 'Command_WarningSiren' );
if (SpecialMove != SM_None && MyKFPawn.CanDoSpecialMove(SpecialMove))
{
MyKFPawn.DoSpecialMove(SpecialMove, true, GetInteractionPawn(), 255);
return true;
}
else
{
return false;
}
}
function ESpecialMove GetSpecialMove()
{
return SM_SonicAttack;
}
}
defaultproperties
{
bShouldCheckSpecialMove = true
bAllowedToAttack = false
TimeOutDelaySeconds = 6.f
bIgnoreStepAside = true
}