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

93 lines
2.1 KiB
Ucode

//=============================================================================
// AICommand_BloatKing_Gorge
//=============================================================================
// Performs the Bloat King gorge attack
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
//=============================================================================
class AICommand_BloatKing_Gorge extends AICommand_SpecialMove
within KFAIController_ZedBloatKing;
/** Simple constructor that pushes a new instance of the command for the AI */
static function bool StartGorge(KFAIController_ZedBloatKing AI )
{
local AICommand_BloatKing_Gorge 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 Gorge AICommand";
if( Focus != None )
{
SetDesiredRotation(rotator(Focus.Location - Pawn.Location));
}
DisableMeleeRangeEventProbing();
}
function Popped()
{
AIActionStatus = "Finished Gorge AICommand";
EnableMeleeRangeEventProbing();
Super.Popped();
}
state Command_SpecialMove
{
function ESpecialMove GetSpecialMove()
{
return SM_GrappleAttack;
}
/** Begin executing the special move */
function bool ExecuteSpecialMove()
{
SpecialMove = GetSpecialMove();
`AILog( GetFuncName()$"()"@SpecialMove, 'Command_SpecialMove' );
if( SpecialMove != SM_None && (!bShouldCheckSpecialMove || MyKFPawn.CanDoSpecialMove( SpecialMove )) )
{
AIActionStatus = "SpecialMove: "$MyKFPawn.SpecialMoves[SpecialMove];
MyKFPawn.DoSpecialMove(SpecialMove, true, , GetSpecialMoveFlags(SpecialMove));
return true;
}
else
{
return false;
}
}
}
DefaultProperties
{
bShouldCheckSpecialMove=true
bIgnoreNotifies=true
bAllowedToAttack=false
TimeOutDelaySeconds=25.f
bIgnoreStepAside=true
}