50 lines
1.2 KiB
Ucode
50 lines
1.2 KiB
Ucode
//=============================================================================
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// AICommand_DAR_LaserAttack
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//=============================================================================
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//
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2018 Tripwire Interactive LLC
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//=============================================================================
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class AICommand_DAR_LaserAttack extends AICommand_RangedAttack
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within KFAIController_ZedDAR_Laser
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config(AI);
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/** Simple constructor that pushes a new instance of the command for the AI */
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static function bool LaserAttack(KFAIController_ZedDAR_Laser AI)
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{
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local AICommand_DAR_LaserAttack Cmd;
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if (AI != None)
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{
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Cmd = new(AI) default.class;
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if (Cmd != None)
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{
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AI.PushCommand(Cmd);
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return true;
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}
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}
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return false;
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}
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function Pushed()
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{
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Super.Pushed();
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`AILog( "Beginning Laser " $ Enemy, 'Command_Laser' );
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AIActionStatus = "Starting Laser AICommand";
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}
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function Popped()
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{
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AIActionStatus = "Finished Laser AICommand";
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LastRangeAttackTime = WorldInfo.TimeSeconds;
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Super.Popped();
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}
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defaultproperties
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{
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SpecialMoveClass=class'KFSM_DAR_LaserAttack'
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}
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