408 lines
14 KiB
Ucode
408 lines
14 KiB
Ucode
//=============================================================================
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// KFPawn_ZedBloat
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//=============================================================================
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// Bloat
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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//=============================================================================
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class KFPawn_ZedBloat extends KFPawn_Monster;
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/** Socket used to attach puke effect */
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var protected const name PukeSocketName;
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/** How far away the bloat's vomit can damage enemies */
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var protected const float VomitRange;
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/** At a base level how much damage this zed's vomit will do */
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var protected const int VomitDamage;
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/** Any pawn in this range will take damage when the bloat explodes */
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var protected const float ExplodeRange;
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/** Set to TRUE when bloat has exploded */
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var protected bool bHasExploded;
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/** Projectile to spawn for puke mine attack */
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var protected const class<KFProjectile> PukeMineProjectileClass;
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/** Rotation offsets to use when spawning our 3 puke mins on death */
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var protected array<rotator> DeathPukeMineRotations;
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/** Number of puke mines to spawn when bloat is killed, as long as it wasn't obliterated */
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var protected byte NumPukeMinesToSpawnOnDeath;
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/** Pre-death location and rotation */
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var protected vector OldLocation;
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var protected rotator OldRotation;
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/** Set to TRUE when a non-explosive hitzone was injured */
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var transient protected bool bWasDismembered;
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simulated function PostBeginPlay()
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{
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super.PostBeginPlay();
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// Set the number of puke mines we're allowed to spawn on death
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if( WorldInfo.Game != none )
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{
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NumPukeMinesToSpawnOnDeath = class<KFDifficulty_Bloat>(DifficultySettings).static.GetPukeMinesToSpawnOnDeath( self, WorldInfo.Game );
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}
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}
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/** Script AnimNotify which makes the Bloat begin to discharge vomit */
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function ANIMNOTIFY_PukeAttack()
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{
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Puke();
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}
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/** Guess */
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function Puke()
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{
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local Pawn P;
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local Vector PukeLocation, PukeDirection;
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local Rotator PukeRotation;
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local vector HitLocation, HitNormal, EndTrace, Momentum;
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local Actor HitActor;
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Mesh.GetSocketWorldLocationAndRotation( 'PukeSocket', PukeLocation, PukeRotation );
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PukeDirection = Vector(Rotation);
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PukeDirection.Z = 0.f;
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foreach WorldInfo.AllPawns(class'Pawn', P, PukeLocation, VomitRange)
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{
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if( CanPukeOnTarget(P, PukeLocation, PukeDirection) )
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{
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DealPukeDamage( P, PukeLocation );
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}
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}
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// Extra handling for fracture mesh actors, etc
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EndTrace = PukeLocation + PukeDirection*VomitRange;
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HitActor = Trace( HitLocation, HitNormal, EndTrace, PukeLocation, true, vect(10,10,10) );
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if( HitActor != none && HitActor.bCanBeDamaged && Pawn(HitActor) == none )
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{
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Momentum = EndTrace - PukeLocation;
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Momentum.Z = 0.f;
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Momentum = Normal(Momentum);
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HitActor.TakeDamage( VomitDamage, Controller, HitLocation, Momentum, class'KFDT_BloatPuke',, self );
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}
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}
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function DealPukeDamage( Pawn Victim, Vector Origin )
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{
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local Vector VectToEnemy;
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VectToEnemy = Victim.Location - Origin;
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VectToEnemy.Z = 0.f;
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VectToEnemy = Normal( VectToEnemy );
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Victim.TakeDamage( GetRallyBoostDamage(VomitDamage), Controller, Victim.Location, VectToEnemy, class'KFDT_BloatPuke',, self );
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}
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function bool CanPukeOnTarget( Pawn PukeTarget, Vector PukeLocation, Vector PukeDirection)
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{
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local Vector VectToEnemy;
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local Box ActorBox;
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if( PukeTarget != none )
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{
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VectToEnemy = PukeTarget.Location - PukeLocation;
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VectToEnemy.Z = 0.f;
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VectToEnemy = Normal( VectToEnemy );
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PukeTarget.GetComponentsBoundingBox( ActorBox );
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if( ( !PukeTarget.bWorldGeometry || PukeTarget.bCanBeDamaged ) &&
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ActorBox.Min.Z < PukeLocation.Z && VectToEnemy dot PukeDirection > 0.5f ) // (0.5 = vomitarc)
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{
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// use the bounding box for the world trace to account for meshes with way off center origins
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if( PukeTarget.FastTrace( (ActorBox.Min + ActorBox.Max) * 0.5, PukeLocation,, true) )
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{
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return true;
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}
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}
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}
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return false;
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}
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/** Override so you can always injure a bloats stomach and cause an explosion */
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function bool CanInjureHitZone(class<DamageType> DamageType, int HitZoneIdx)
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{
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if( HitExplosiveBone( HitZones[HitZoneIdx].BoneName ) )
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{
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return true;
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}
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if( super.CanInjureHitZone(DamageType, HitZoneIdx) )
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{
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bWasDismembered = true;
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return true;
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}
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return false;
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}
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/** Overridden to only return TRUE if a non-explosive bone was hit */
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simulated function bool HasInjuredHitZones()
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{
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return bWasDismembered || IsHeadless();
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}
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/** This pawn has died. */
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function bool Died(Controller Killer, class<DamageType> damageType, vector HitLocation)
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{
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OldLocation = Location;
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OldRotation = Rotation;
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return super.Died( Killer, damageType, HitLocation );
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}
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// Override to deal explosive damage for the killing shot of an explosive bone
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function TakeHitZoneDamage(float Damage, class<DamageType> DamageType, int HitZoneIdx, vector InstigatorLocation)
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{
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local int HitZoneIndex;
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local name HitBoneName;
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super.TakeHitZoneDamage( Damage, DamageType, HitZoneIdx, InstigatorLocation );
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// Only deal explosive damage on the killing shot
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if( Role == ROLE_Authority && bPlayedDeath && !bHasExploded && TimeOfDeath == WorldInfo.TimeSeconds )
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{
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HitZoneIndex = HitFxInfo.HitBoneIndex;
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if ( HitZoneIndex != 255 && (InjuredHitZones & (1 << HitZoneIndex)) > 0 ) // INDEX_None -> 255 after byte conversion
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{
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HitBoneName = HitZones[HitZoneIndex].BoneName;
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if( HitExplosiveBone(HitBoneName) )
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{
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DealExplosionDamage();
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bHasExploded = true;
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// Spawn some puke mines
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SpawnPukeMinesOnDeath();
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SoundGroupArch.PlayObliterationSound(self, false);
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}
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}
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}
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}
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/** Check if the bone we hit can cause an explosion */
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function bool HitExplosiveBone( name HitBoneName )
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{
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local byte JointIndex;
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local KFCharacterInfo_Monster MonsterInfo;
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MonsterInfo = GetCharacterMonsterInfo();
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if ( MonsterInfo != none )
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{
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for( JointIndex = 0; JointIndex < MonsterInfo.GoreJointSettings.length; JointIndex++ )
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{
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if( MonsterInfo.GoreJointSettings[JointIndex].HitBoneName == HitBoneName &&
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MonsterInfo.GoreJointSettings[JointIndex].HitExplosionGore.length > 0 )
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{
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return true;
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}
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}
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}
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return false;
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}
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function DealExplosionDamage()
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{
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local Pawn P;
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local vector HitLocation, HitNormal;
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local Actor HitActor;
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// @note - At low ranges CollidingActors (no VisibleCollidingActors) is okay,
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// but AllPawns is constant and much faster 99% of the time.
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foreach WorldInfo.AllPawns( class'Pawn', P, Location, ExplodeRange )
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{
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if ( P != Instigator )
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{
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// Trace to make sure there are no obstructions. ie acquiring someone through a wall
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HitActor = Instigator.Trace(HitLocation, HitNormal, P.Location, Location, true);
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if ( HitActor == none || HitActor == P )
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{
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DealPukeDamage(P, Location);
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}
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}
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}
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}
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/** Spawns a puke mine at the specified location and rotation. Network: SERVER */
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function SpawnPukeMine( vector SpawnLocation, rotator SpawnRotation )
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{
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local KFProjectile PukeMine;
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PukeMine = Spawn( PukeMineProjectileClass, ,, SpawnLocation, SpawnRotation,, true );
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if( PukeMine != none )
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{
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PukeMine.Init( vector(SpawnRotation) );
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}
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}
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/** Spawns several puke mines when dying */
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function SpawnPukeMinesOnDeath()
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{
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local int i;
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// Spawn puke mines
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while( NumPukeMinesToSpawnOnDeath > 0 && DeathPukeMineRotations.Length > 0 )
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{
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i = Rand( DeathPukeMineRotations.Length );
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SpawnPukeMine( OldLocation, Normalize(OldRotation + DeathPukeMineRotations[i]) );
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DeathPukeMineRotations.Remove( i, 1 );
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--NumPukeMinesToSpawnOnDeath;
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}
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}
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/**
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* Dialog
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**/
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/** Returns (hardcoded) dialog event ID for when trader gives advice to player who was killed by this zed type */
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static function int GetTraderAdviceID()
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{
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return 41;//TRAD_AdviceBloat
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}
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DefaultProperties
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{
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LocalizationKey=KFPawn_ZedBloat
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Begin Object Name=KFPawnSkeletalMeshComponent
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// Enabling kinematic for physics interaction while alive. (see also MinDistFactorForKinematicUpdate)
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bUpdateKinematicBonesFromAnimation=true
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bPerBoneMotionBlur=false
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End Object
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// ---------------------------------------------
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// Stats
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XPValues(0)=17
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XPValues(1)=22
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XPValues(2)=30
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XPValues(3)=34
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//BaseEyeHeight=1.f
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// ---------------------------------------------
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// Content
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MonsterArchPath="ZED_ARCH.ZED_Bloat_Archetype"
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PawnAnimInfo=KFPawnAnimInfo'ZED_Bloat_ANIM.Bloat_AnimGroup'
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DifficultySettings=class'KFDifficulty_Bloat'
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// ---------------------------------------------
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// Special Moves
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Begin Object Name=SpecialMoveHandler_0
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SpecialMoveClasses(SM_Evade)=class'KFSM_Evade'
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SpecialMoveClasses(SM_Evade_Fear)=class'KFSM_Evade_Fear'
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SpecialMoveClasses(SM_Block)=class'KFSM_Block'
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End Object
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// for reference: Vulnerability=(default, head, legs, arms, special)
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IncapSettings(AF_Stun)= (Vulnerability=(0.5, 1.0, 0.5, 0.5, 0.5), Cooldown=5.0, Duration=1.5)
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IncapSettings(AF_Knockdown)=(Vulnerability=(1.0), Cooldown=1.0)
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IncapSettings(AF_Stumble)= (Vulnerability=(0.4), Cooldown=1.0)
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IncapSettings(AF_GunHit)= (Vulnerability=(0.35), Cooldown=0.1)
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IncapSettings(AF_MeleeHit)= (Vulnerability=(2.0), Cooldown=0.3)
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IncapSettings(AF_Poison)= (Vulnerability=(0.15), Cooldown=20.5, Duration=5.0)
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IncapSettings(AF_Microwave)=(Vulnerability=(4.0), Cooldown=5.0, Duration=8.0)
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IncapSettings(AF_FirePanic)=(Vulnerability=(1), Cooldown=5.0, Duration=3.7) //duration 8
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IncapSettings(AF_EMP)= (Vulnerability=(2.5), Cooldown=5.0, Duration=3.0)
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IncapSettings(AF_Freeze)= (Vulnerability=(1.0), Cooldown=3.0, Duration=2.0)
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IncapSettings(AF_Snare)= (Vulnerability=(1.0, 2.0, 1.0, 1.0), Cooldown=5.5, Duration=3.0)
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IncapSettings(AF_Bleed)= (Vulnerability=(1.0))
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Begin Object Name=Afflictions_0
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FireFullyCharredDuration=3.5
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End Object
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ParryResistance=3
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// ---------------------------------------------
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// Gameplay
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VomitRange=350.f
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VomitDamage=12
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ExplodeRange=500.f
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Begin Object Name=MeleeHelper_0
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BaseDamage=14.f
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MaxHitRange=250.f
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MomentumTransfer=25000.f
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MyDamageType=class'KFDT_Slashing_ZedWeak'
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End Object
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Health=405
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HeadlessBleedOutTime=6.f
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// Override Head GoreHealth (aka HeadHealth)
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HitZones[HZI_HEAD]=(ZoneName=head, BoneName=Head, Limb=BP_Head, GoreHealth=75, DmgScale=1.0001, SkinID=1)
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HitZones.Add((ZoneName=rknife, BoneName=RightForearm, Limb=BP_RightArm, GoreHealth=20, DmgScale=0.2, SkinID=2))
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HitZones.Add((ZoneName=lknife, BoneName=LeftForearm, Limb=BP_LeftArm, GoreHealth=20, DmgScale=0.2, SkinID=2))
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DoshValue=17
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Mass=130.f
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// Penetration
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PenetrationResistance=3.0
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Submachinegun', DamageScale=(0.35))) //0.25
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AssaultRifle', DamageScale=(0.35))) //0.25
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Shotgun', DamageScale=(0.25)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Handgun', DamageScale=(0.35))) //0.2
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rifle', DamageScale=(0.30)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing', DamageScale=(0.3)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon', DamageScale=(0.3)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Fire', DamageScale=(1.0))) //1.2 //1.6
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DamageTypeModifiers.Add((DamageType=class'KFDT_Microwave', DamageScale=(0.8)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Explosive', DamageScale=(0.5)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Piercing', DamageScale=(0.25)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic', DamageScale=(0.25)))
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//Special Case damage resistance
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_9mm', DamageScale=(0.65)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AR15', DamageScale=(0.40)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_HRGTeslauncher', DamageScale=(0.58)))
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// ---------------------------------------------
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// Block Settings
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MinBlockFOV=0.1f
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// ---------------------------------------------
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// Movement / Physics
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Begin Object Name=CollisionCylinder
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CollisionRadius=+0055.000000 // Mesh is pulled back by 20 UU
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End Object
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RotationRate=(Pitch=50000,Yaw=20000,Roll=50000)
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GroundSpeed=150.0f
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SprintSpeed=210.0f //260
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PhysRagdollImpulseScale=1.5f
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KnockdownImpulseScale=2f //1.5
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// ---------------------------------------------
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// AI / Navigation
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ControllerClass=class'KFAIController_ZedBloat'
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BumpDamageType=class'KFDT_NPCBump_Large'
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DamageRecoveryTimeHeavy=0.85f
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DamageRecoveryTimeMedium=1.0f
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// ---------------------------------------------
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// Puke Mines
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PukeMineProjectileClass=class'KFGameContent.KFProj_BloatPukeMine'
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DeathPukeMineRotations(0)=(Pitch=7000,Yaw=10480,Roll=0)
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DeathPukeMineRotations(1)=(Pitch=7000,Yaw=32767,Roll=0)
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DeathPukeMineRotations(2)=(Pitch=7000,Yaw=-10480,Roll=0)
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// ---------------------------------------------
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`if(`notdefined(ShippingPC))
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DebugRadarTexture=Texture2D'UI_ZEDRadar_TEX.MapIcon_Bloat';
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`endif
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// ---------------------------------------------
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// Spawning
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MinSpawnSquadSizeType=EST_Large
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bIsBloatClass=true
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}
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