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

75 lines
1.7 KiB
Ucode

//=============================================================================
// 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
{
}