93 lines
2.1 KiB
Ucode
93 lines
2.1 KiB
Ucode
//=============================================================================
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// AICommand_Patriarch_MissileAttack
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//=============================================================================
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// Performs the Patriarch missile attack
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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 AICommand_Patriarch_MissileAttack extends AICommand_SpecialMove
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within KFAIController_ZedPatriarch;
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/** Simple constructor that pushes a new instance of the command for the AI */
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static function bool FireMissiles( KFAIController_ZedPatriarch AI )
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{
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local AICommand_Patriarch_MissileAttack 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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StopAllLatentMovement();
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AIZeroMovementVariables();
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if( Enemy != none )
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{
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Focus = Enemy;
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}
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AIActionStatus = "Starting Missile Attack AICommand";
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if( Focus != None )
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{
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SetDesiredRotation(rotator(Focus.Location - Pawn.Location));
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}
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DisableMeleeRangeEventProbing();
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bCanEvaluateAttacks = false;
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}
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function Popped()
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{
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AIActionStatus = "Finished Missile Attack AICommand";
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Super.Popped();
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}
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state Command_SpecialMove
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{
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/** Checks circumstances in which to consider special move completed */
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function bool IsSpecialMoveComplete()
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{
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if( !bPreparingMove || MyKFPawn == None || MyKFPawn.SpecialMove == SM_None || MyKFPawn.SpecialMove != GetSpecialMove() )
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{
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return true;
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}
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return false;
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}
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function byte GetSpecialMoveFlags( ESpecialMove InSpecialMove )
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{
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if( bRaging )
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{
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return 1;
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}
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return 0;
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}
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function ESpecialMove GetSpecialMove()
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{
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return SM_StandAndShootAttack;
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}
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}
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DefaultProperties
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{
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bShouldCheckSpecialMove=true
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bIgnoreNotifies=true
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bAllowedToAttack=false
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TimeOutDelaySeconds=25.f
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bIgnoreStepAside=true
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} |