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1 | //============================================================================= | |
2 | // SpaceMarine. | |
3 | //============================================================================= | |
4 | class SpaceMarine expands MaleBot; | |
5 | ||
6 | #exec obj load file="UPakModels.u" Package="UPak" | |
7 | #exec obj load file="Textures\UPakCloak.utx" Package="UPak" | |
8 | ||
9 | #exec MESHMAP SETTEXTURE MESHMAP=marine NUM=1 TEXTURE=JMarine7 | |
10 | #exec MESHMAP SETTEXTURE MESHMAP=marine NUM=2 TEXTURE=JMarine8 | |
11 | ||
12 | #exec AUDIO IMPORT FILE="Sounds\Marine\UStatic.wav" NAME="UStatic" GROUP="Marines" | |
13 | ||
14 | var weapon myWeapon; | |
15 | var UPakShieldEffect BeamEffect; | |
16 | var bool bFemale; | |
17 | var PathNodeIterator pni; | |
18 | ||
19 | struct MarineSound | |
20 | { | |
21 | var() float Duration; | |
22 | var() name UsedInState; | |
23 | var() Sound SoundName; | |
24 | var byte bPlayed; | |
25 | var SpaceMarine LastSaidBy; | |
26 | }; | |
27 | ||
28 | var() MarineSound VoiceList[20]; | |
29 | ||
30 | var Pawn SaluteTarget; | |
31 | var Pawn CommunicateTarget, MsgReceivedFrom; | |
32 | var int Counting; | |
33 | var bool bWarnedFriends; | |
34 | var bool bTransmissionDead; | |
35 | var bool bCommunicateTargetInRange; | |
36 | var bool bCommunicating; | |
37 | var float IncomingMessageLength; | |
38 | ||
39 | var bool bHuntingTransmitted; | |
40 | ||
41 | var MarineVoiceController PhraseDirector; | |
42 | ||
43 | var MarineWaveInfo MarineBeamController; | |
44 | var bool bBeamingIn; | |
45 | var class< Weapon > StartWeapon; | |
46 | var MarineVoicePack MyVoicePack; | |
47 | ||
48 | function PostBeginPlay() | |
49 | { | |
50 | if( pni == None ) | |
51 | { | |
52 | pni = Spawn( class'PathNodeIterator' ); | |
53 | } | |
54 | pni.CheckUPak(); | |
55 | ||
56 | if( !Level.Game.bDeathMatch || MarineWaveInfo(Owner)!=none ) | |
57 | { | |
58 | if( PlayerReplicationInfo!=None ) | |
59 | { | |
60 | PlayerReplicationInfo.Destroy(); | |
61 | PlayerReplicationInfo = None; | |
62 | } | |
63 | AttitudeToPlayer = ATTITUDE_Hate; | |
64 | bIsPlayer = False; | |
65 | CombatStyle = 1; | |
66 | } | |
67 | if( !Level.Game.bDeathMatch && FRand() < 0.15 ) | |
68 | SetFemaleGender(); | |
69 | ||
70 | if( MarineWaveInfo( Owner ) != none ) | |
71 | { | |
72 | MarineBeamController = MarineWaveInfo( Owner ); | |
73 | StartWeapon = MarineBeamController.MarineWeapons[ MarineBeamController.CurrentMarine ]; | |
74 | } | |
75 | else StartWeapon = class'CARifle'; | |
76 | ForEach AllActors(Class'MarineVoicePack',MyVoicePack) | |
77 | Break; | |
78 | if( MyVoicePack==None ) | |
79 | MyVoicePack = Spawn(Class'MarineVoicePack'); | |
80 | Super.PostBeginPlay(); | |
81 | } | |
82 | ||
83 | function SetFemaleGender() | |
84 | { | |
85 | drown=Sound'UnrealShare.Female.mdrown2fem'; | |
86 | breathagain=Sound'UnrealShare.Female.hgasp3fem'; | |
87 | HitSound3=Sound'UnrealShare.Female.linjur3fem'; | |
88 | HitSound4=Sound'UnrealShare.Female.hinjur4fem'; | |
89 | Die2=Sound'UnrealShare.Female.death3cfem'; | |
90 | Die3=Sound'UnrealShare.Female.death2afem'; | |
91 | Die4=Sound'UnrealShare.Female.death4cfem'; | |
92 | GaspSound=Sound'UnrealShare.Female.lgasp1fem'; | |
93 | UWHit1=Sound'UnrealShare.Female.FUWHit1'; | |
94 | UWHit2=Sound'UnrealShare.Male.MUWHit2'; | |
95 | LandGrunt=Sound'UnrealShare.Female.lland1fem'; | |
96 | JumpSound=Sound'UnrealShare.Female.jump1fem'; | |
97 | HitSound1=Sound'UnrealShare.Female.linjur1fem'; | |
98 | - | bIsFemale=True; |
98 | + | |
99 | Die=Sound'UnrealShare.Female.death1dfem'; | |
100 | bFemale = true; | |
101 | bIsFemale = true; | |
102 | if (PlayerReplicationInfo != none) | |
103 | PlayerReplicationInfo.bIsFemale = true; | |
104 | } | |
105 | ||
106 | function PlayTurning() | |
107 | { | |
108 | BaseEyeHeight = Default.BaseEyeHeight; | |
109 | if ( (Weapon == None) || (Weapon.Mass < 20) ) | |
110 | PlayAnim('TurnLG', 0.3, 0.3); | |
111 | else | |
112 | PlayAnim('TurnLG', 0.3, 0.3); | |
113 | } | |
114 | ||
115 | function TweenToWalking(float tweentime) | |
116 | { | |
117 | if ( Physics == PHYS_Swimming ) | |
118 | { | |
119 | if ( (vector(Rotation) Dot Acceleration) > 0 ) | |
120 | TweenToSwimming(tweentime); | |
121 | else | |
122 | TweenToWaiting(tweentime); | |
123 | } | |
124 | ||
125 | BaseEyeHeight = Default.BaseEyeHeight; | |
126 | if (Weapon == None) | |
127 | TweenAnim('Walk', tweentime); | |
128 | else if ( Weapon.bPointing ) | |
129 | { | |
130 | if (Weapon.Mass < 20) | |
131 | TweenAnim('WalkSMFR', tweentime); | |
132 | else | |
133 | TweenAnim('WalkLGFR', tweentime); | |
134 | } | |
135 | else | |
136 | { | |
137 | if (Weapon.Mass < 20) | |
138 | TweenAnim('WalkSM', tweentime); | |
139 | else | |
140 | TweenAnim('WalkLG', tweentime); | |
141 | } | |
142 | } | |
143 | ||
144 | function TweenToRunning(float tweentime) | |
145 | { | |
146 | if ( Physics == PHYS_Swimming ) | |
147 | { | |
148 | if ( (vector(Rotation) Dot Acceleration) > 0 ) | |
149 | TweenToSwimming(tweentime); | |
150 | else TweenToWaiting(tweentime); | |
151 | return; | |
152 | } | |
153 | BaseEyeHeight = Default.BaseEyeHeight; | |
154 | ||
155 | if (Weapon == None) | |
156 | TweenAnim('RunLG', tweentime); | |
157 | else if ( Weapon.bPointing ) | |
158 | { | |
159 | if (Weapon.Mass < 20) | |
160 | TweenAnim('RunLGFR', tweentime); | |
161 | else | |
162 | TweenAnim('RunLGFR', tweentime); | |
163 | } | |
164 | else | |
165 | { | |
166 | if (Weapon.Mass < 20) | |
167 | TweenAnim('RunLG', tweentime); | |
168 | else | |
169 | TweenAnim('RunLG', tweentime); | |
170 | } | |
171 | } | |
172 | ||
173 | function PlayWalking() | |
174 | { | |
175 | if ( Physics == PHYS_Swimming ) | |
176 | { | |
177 | if ( (vector(Rotation) Dot Acceleration) > 0 ) | |
178 | PlaySwimming(); | |
179 | else | |
180 | PlayWaiting(); | |
181 | return; | |
182 | } | |
183 | ||
184 | BaseEyeHeight = Default.BaseEyeHeight; | |
185 | if (Weapon == None) | |
186 | LoopAnim('Walk'); | |
187 | else if ( Weapon.bPointing ) | |
188 | { | |
189 | if (Weapon.Mass < 20) | |
190 | LoopAnim('WalkSMFR'); | |
191 | else | |
192 | LoopAnim('WalkLGFR'); | |
193 | } | |
194 | else | |
195 | { | |
196 | if (Weapon.Mass < 20) | |
197 | LoopAnim('WalkSM'); | |
198 | else | |
199 | LoopAnim('WalkLG'); | |
200 | } | |
201 | } | |
202 | ||
203 | ||
204 | function PlayRunning() | |
205 | { | |
206 | if ( Physics == PHYS_Swimming ) | |
207 | { | |
208 | if ( (vector(Rotation) Dot Acceleration) > 0 ) | |
209 | PlaySwimming(); | |
210 | else | |
211 | PlayWaiting(); | |
212 | return; | |
213 | } | |
214 | ||
215 | BaseEyeHeight = Default.BaseEyeHeight; | |
216 | if (Weapon == None) | |
217 | LoopAnim('RunLG'); | |
218 | else if ( Weapon.bPointing ) | |
219 | { | |
220 | if (Weapon.Mass < 20) | |
221 | LoopAnim('RunLGFR'); | |
222 | else | |
223 | LoopAnim('RunLGFR'); | |
224 | } | |
225 | else | |
226 | { | |
227 | if (Weapon.Mass < 20) | |
228 | LoopAnim('RunLG'); | |
229 | else | |
230 | LoopAnim('RunLG'); | |
231 | } | |
232 | } | |
233 | ||
234 | function PlayRising() | |
235 | { | |
236 | BaseEyeHeight = 0.4 * Default.BaseEyeHeight; | |
237 | TweenAnim('DuckWlkS', 0.7); | |
238 | } | |
239 | ||
240 | function PlayFeignDeath() | |
241 | { | |
242 | local float decision; | |
243 | ||
244 | BaseEyeHeight = 0; | |
245 | if ( decision < 0.33 ) | |
246 | TweenAnim('DeathEnd', 0.5); | |
247 | else if ( decision < 0.67 ) | |
248 | TweenAnim('DeathEnd2', 0.5); | |
249 | else | |
250 | TweenAnim('DeathEnd2', 0.5); | |
251 | } | |
252 | ||
253 | function PlayDying(name DamageType, vector HitLoc) | |
254 | { | |
255 | local vector X,Y,Z, HitVec, HitVec2D; | |
256 | local float dotp; | |
257 | local carcass carc; | |
258 | ||
259 | BaseEyeHeight = Default.BaseEyeHeight; | |
260 | PlayDyingSound(); | |
261 | ||
262 | if ( FRand() < 0.15 ) | |
263 | { | |
264 | PlayAnim('Dead3',0.7,0.1); | |
265 | return; | |
266 | } | |
267 | ||
268 | // check for big hit | |
269 | if ( (Velocity.Z > 250) && (FRand() < 0.7) ) | |
270 | { | |
271 | PlayAnim('Dead2', 0.7, 0.1); | |
272 | return; | |
273 | } | |
274 | ||
275 | // check for head hit | |
276 | if ( ((DamageType == 'Decapitated') || (HitLoc.Z - Location.Z > 0.6 * CollisionHeight)) | |
277 | && !Level.Game.bVeryLowGore ) | |
278 | { | |
279 | DamageType = 'Decapitated'; | |
280 | if ( Level.NetMode != NM_Client ) | |
281 | { | |
282 | if (bFemale) | |
283 | carc = Spawn(class 'FemaleHead',,, Location + CollisionHeight * vect(0,0,0.8), Rotation + rot(3000,0,16384) ); | |
284 | else | |
285 | carc = Spawn(class 'MaleHead',,, Location + CollisionHeight * vect(0,0,0.8), Rotation + rot(3000,0,16384) ); | |
286 | if (carc != None) | |
287 | { | |
288 | carc.Initfor(self); | |
289 | carc.Velocity = Velocity + VSize(Velocity) * VRand(); | |
290 | carc.Velocity.Z = FMax(carc.Velocity.Z, Velocity.Z); | |
291 | } | |
292 | } | |
293 | PlayAnim('Dead3', 0.7, 0.1); | |
294 | return; | |
295 | } | |
296 | ||
297 | ||
298 | if ( FRand() < 0.15) | |
299 | { | |
300 | PlayAnim('Dead2', 0.7, 0.1); | |
301 | return; | |
302 | } | |
303 | ||
304 | GetAxes(Rotation,X,Y,Z); | |
305 | X.Z = 0; | |
306 | HitVec = Normal(HitLoc - Location); | |
307 | HitVec2D= HitVec; | |
308 | HitVec2D.Z = 0; | |
309 | dotp = HitVec2D dot X; | |
310 | ||
311 | if (Abs(dotp) > 0.71) //then hit in front or back | |
312 | PlayAnim('Dead3', 0.7, 0.1); | |
313 | else | |
314 | { | |
315 | dotp = HitVec dot Y; | |
316 | if ( (dotp > 0.0) && !Level.Game.bVeryLowGore ) | |
317 | { | |
318 | PlayAnim('Dead2', 0.7, 0.1); | |
319 | carc = Spawn(class 'Arm1'); | |
320 | if (carc != None) | |
321 | { | |
322 | carc.Initfor(self); | |
323 | carc.Velocity = Velocity + VSize(Velocity) * VRand(); | |
324 | carc.Velocity.Z = FMax(carc.Velocity.Z, Velocity.Z); | |
325 | } | |
326 | } | |
327 | else | |
328 | PlayAnim('Dead3', 0.7, 0.1); | |
329 | } | |
330 | } | |
331 | ||
332 | function PlayGutHit(float tweentime) | |
333 | { | |
334 | if ( (AnimSequence == 'GutHit') || (AnimSequence == 'Dead2') ) | |
335 | { | |
336 | if (FRand() < 0.5) | |
337 | TweenAnim('LeftHit', tweentime); | |
338 | else | |
339 | TweenAnim('RightHit', tweentime); | |
340 | } | |
341 | else if ( FRand() < 0.6 ) | |
342 | TweenAnim('GutHit', tweentime); | |
343 | else | |
344 | TweenAnim('Dead2', tweentime); | |
345 | ||
346 | } | |
347 | ||
348 | function PlayHeadHit(float tweentime) | |
349 | { | |
350 | if ( (AnimSequence == 'HeadHit') || (AnimSequence == 'Dead3') ) | |
351 | TweenAnim('GutHit', tweentime); | |
352 | else if ( FRand() < 0.6 ) | |
353 | TweenAnim('HeadHit', tweentime); | |
354 | else | |
355 | TweenAnim('Dead2', tweentime); | |
356 | } | |
357 | ||
358 | function PlayLeftHit(float tweentime) | |
359 | { | |
360 | if ( (AnimSequence == 'LeftHit') || (AnimSequence == 'Dead3') ) | |
361 | TweenAnim('GutHit', tweentime); | |
362 | else if ( FRand() < 0.6 ) | |
363 | TweenAnim('LeftHit', tweentime); | |
364 | else | |
365 | TweenAnim('Dead3', tweentime); | |
366 | } | |
367 | ||
368 | function PlayRightHit(float tweentime) | |
369 | { | |
370 | if ( (AnimSequence == 'RightHit') || (AnimSequence == 'Dead2') ) | |
371 | TweenAnim('GutHit', tweentime); | |
372 | else if ( FRand() < 0.6 ) | |
373 | TweenAnim('RightHit', tweentime); | |
374 | else | |
375 | TweenAnim('Dead3', tweentime); | |
376 | } | |
377 | ||
378 | function PlayLanded(float impactVel) | |
379 | { | |
380 | impactVel = impactVel/JumpZ; | |
381 | impactVel = 0.1 * impactVel * impactVel; | |
382 | BaseEyeHeight = Default.BaseEyeHeight; | |
383 | ||
384 | if ( impactVel > 0.17 ) | |
385 | PlaySound(LandGrunt, SLOT_Talk, FMin(4, 5 * impactVel),false,1600,FRand()*0.4+0.8); | |
386 | if ( !FootRegion.Zone.bWaterZone && (impactVel > 0.01) ) | |
387 | PlaySound(Land, SLOT_Interact, FClamp(4 * impactVel,0.2,4.5), false,1600, 1.0); | |
388 | ||
389 | if ( (impactVel > 0.06) || (GetAnimGroup(AnimSequence) == 'Jumping') ) | |
390 | { | |
391 | if ( (Weapon == None) || (Weapon.Mass < 20) ) | |
392 | TweenAnim('LandLGFr', 0.12); | |
393 | else | |
394 | TweenAnim('LandLGFR', 0.12); | |
395 | } | |
396 | else if ( !IsAnimating() ) | |
397 | { | |
398 | if ( GetAnimGroup(AnimSequence) == 'TakeHit' ) | |
399 | AnimEnd(); | |
400 | else | |
401 | { | |
402 | if ( (Weapon == None) || (Weapon.Mass < 20) ) | |
403 | TweenAnim('LandLGFr', 0.12); | |
404 | else | |
405 | TweenAnim('LandLGFR', 0.12); | |
406 | } | |
407 | } | |
408 | } | |
409 | ||
410 | function PlayInAir() | |
411 | { | |
412 | BaseEyeHeight = 0.7 * Default.BaseEyeHeight; | |
413 | if ( (Weapon == None) || (Weapon.Mass < 20) ) | |
414 | TweenAnim('JumpLgl', 0.8); | |
415 | else | |
416 | TweenAnim('JumpLgl', 0.8); | |
417 | } | |
418 | ||
419 | function PlayDuck() | |
420 | { | |
421 | BaseEyeHeight = 0; | |
422 | if ( (Weapon == None) || (Weapon.Mass < 20) ) | |
423 | TweenAnim('LandLgFr', 0.25); | |
424 | else | |
425 | TweenAnim('LandLgFr', 0.25); | |
426 | } | |
427 | ||
428 | function PlayCrawling() | |
429 | { | |
430 | //log("Play duck"); | |
431 | BaseEyeHeight = 0; | |
432 | if ( (Weapon == None) || (Weapon.Mass < 20) ) | |
433 | LoopAnim('DuckWlkS'); | |
434 | else | |
435 | LoopAnim('DuckWlkL'); | |
436 | } | |
437 | ||
438 | function TweenToWaiting(float tweentime) | |
439 | { | |
440 | if ( Physics == PHYS_Swimming ) | |
441 | { | |
442 | BaseEyeHeight = 0.7 * Default.BaseEyeHeight; | |
443 | if ( (Weapon == None) || (Weapon.Mass < 20) ) | |
444 | TweenAnim('TreadSM', tweentime); | |
445 | else | |
446 | TweenAnim('TreadLG', tweentime); | |
447 | } | |
448 | else | |
449 | { | |
450 | BaseEyeHeight = Default.BaseEyeHeight; | |
451 | if ( Enemy != None ) | |
452 | ViewRotation = Rotator(Enemy.Location - Location); | |
453 | else | |
454 | ViewRotation.Pitch = 0; | |
455 | ViewRotation.Pitch = ViewRotation.Pitch & 65535; | |
456 | If ( (ViewRotation.Pitch > RotationRate.Pitch) | |
457 | && (ViewRotation.Pitch < 65536 - RotationRate.Pitch) ) | |
458 | { | |
459 | If (ViewRotation.Pitch < 32768) | |
460 | { | |
461 | if ( (Weapon == None) || (Weapon.Mass < 20) ) | |
462 | TweenAnim('AimUpL', 0.3); | |
463 | else | |
464 | TweenAnim('AimUpL', 0.3); | |
465 | } | |
466 | else | |
467 | { | |
468 | if ( (Weapon == None) || (Weapon.Mass < 20) ) | |
469 | TweenAnim('AimDnL', 0.3); | |
470 | else | |
471 | TweenAnim('AimDnL', 0.3); | |
472 | } | |
473 | } | |
474 | else if ( (Weapon == None) || (Weapon.Mass < 20) ) | |
475 | { | |
476 | TweenAnim('StillFirL', tweentime); | |
477 | } | |
478 | else | |
479 | { | |
480 | TweenAnim('StillFirL', tweentime); | |
481 | } | |
482 | } | |
483 | } | |
484 | ||
485 | function TweenToFighter(float tweentime) | |
486 | { | |
487 | TweenToWaiting(tweentime); | |
488 | } | |
489 | ||
490 | function PlayChallenge() | |
491 | { | |
492 | local float decision; | |
493 | ||
494 | decision = FRand(); | |
495 | if ( decision < 0.6 ) | |
496 | TweenToWaiting(0.1); | |
497 | else | |
498 | PlayAnim('TauntL'); | |
499 | } | |
500 | ||
501 | function PlayWaiting() | |
502 | { | |
503 | local name newAnim; | |
504 | // Rate to play anim at; | |
505 | local float PlayRate; | |
506 | ||
507 | if ( Physics == PHYS_Swimming ) | |
508 | { | |
509 | BaseEyeHeight = 0.7 * Default.BaseEyeHeight; | |
510 | if ( (Weapon == None) || (Weapon.Mass < 20) ) | |
511 | LoopAnim('TreadSM'); | |
512 | else | |
513 | LoopAnim('TreadLG'); | |
514 | } | |
515 | else | |
516 | { | |
517 | BaseEyeHeight = Default.BaseEyeHeight; | |
518 | if ( (Weapon != None) && Weapon.bPointing ) | |
519 | { | |
520 | if ( Weapon.Mass < 20 ) | |
521 | { | |
522 | TweenAnim( 'WalkLgFr', 0.001 ); | |
523 | } | |
524 | else | |
525 | { | |
526 | TweenAnim( 'WalkLgFr', 0.001 ); | |
527 | } | |
528 | } | |
529 | else | |
530 | { | |
531 | if ( FRand() < 0.005 ) | |
532 | { | |
533 | } | |
534 | else | |
535 | { | |
536 | if ( (Weapon == None) || (Weapon.Mass < 20) ) | |
537 | { | |
538 | if ( Health > 50 ) | |
539 | { | |
540 | newAnim = 'Breath1L'; | |
541 | PlayRate = 0.05; | |
542 | } | |
543 | else | |
544 | newAnim = 'Breath2L'; | |
545 | } | |
546 | else | |
547 | { | |
548 | if ( Health > 50 ) | |
549 | newAnim = 'Breath1L'; | |
550 | else | |
551 | newAnim = 'Breath2L'; | |
552 | } | |
553 | ||
554 | ||
555 | if ( AnimSequence == newAnim ) | |
556 | { | |
557 | if ( PlayRate != 0 ) | |
558 | { | |
559 | LoopAnim( newAnim, PlayRate ); | |
560 | } | |
561 | else | |
562 | { | |
563 | LoopAnim(newAnim, 0.3 + 0.7 * FRand()); | |
564 | } | |
565 | } | |
566 | else | |
567 | { | |
568 | ||
569 | if ( PlayRate != 0 ) | |
570 | { | |
571 | PlayAnim( newAnim, PlayRate, 0.25 ); | |
572 | } | |
573 | else | |
574 | { | |
575 | PlayAnim(newAnim, 0.3 + 0.7 * FRand(), 0.25); | |
576 | ||
577 | } | |
578 | } | |
579 | } | |
580 | } | |
581 | } | |
582 | } | |
583 | ||
584 | function PlayFiring() | |
585 | { | |
586 | // switch animation sequence mid-stream if needed | |
587 | if (AnimSequence == 'RunLG') | |
588 | AnimSequence = 'RunLGFR'; | |
589 | else if (AnimSequence == 'RunLG') | |
590 | AnimSequence = 'RunLGFR'; | |
591 | else if (AnimSequence == 'WalkLG') | |
592 | AnimSequence = 'WalkLGFR'; | |
593 | else if (AnimSequence == 'WalkSM') | |
594 | AnimSequence = 'WalkSMFR'; | |
595 | else if ( AnimSequence == 'JumpSMFR' ) | |
596 | TweenAnim('JumpSMFR', 0.03); | |
597 | else if ( AnimSequence == 'JumpLGFR' ) | |
598 | TweenAnim('JumpLGFR', 0.03); | |
599 | else if ( (GetAnimGroup(AnimSequence) == 'Waiting') || (GetAnimGroup(AnimSequence) == 'Gesture') | |
600 | && (AnimSequence != 'TreadLG') && (AnimSequence != 'TreadSM') ) | |
601 | { | |
602 | if ( Weapon.Mass < 20 ) | |
603 | TweenAnim('StillFrRP', 0.02); | |
604 | else | |
605 | TweenAnim('StillFirL', 0.03 ); | |
606 | } | |
607 | } | |
608 | ||
609 | function PlayWeaponSwitch(Weapon NewWeapon) | |
610 | { | |
611 | if ( (Weapon == None) || (Weapon.Mass < 20) ) | |
612 | { | |
613 | if ( (NewWeapon != None) && (NewWeapon.Mass > 20) ) | |
614 | { | |
615 | if ( (AnimSequence == 'RunLG') || (AnimSequence == 'RunLGFR') ) | |
616 | AnimSequence = 'RunLG'; | |
617 | else if ( (AnimSequence == 'WalkSM') || (AnimSequence == 'WalkSMFR') ) | |
618 | AnimSequence = 'WalkLG'; | |
619 | else if ( AnimSequence == 'JumpSMFR' ) | |
620 | AnimSequence = 'JumpLGFR'; | |
621 | else if ( AnimSequence == 'DuckWlkL' ) | |
622 | AnimSequence = 'DuckWlkS'; | |
623 | else if ( AnimSequence == 'StillFrRP' ) | |
624 | AnimSequence = 'StillFRRP'; | |
625 | else if ( AnimSequence == 'AimDnSm' ) | |
626 | AnimSequence = 'AimDnLg'; | |
627 | else if ( AnimSequence == 'AimUpSm' ) | |
628 | AnimSequence = 'AimUpLg'; | |
629 | } | |
630 | } | |
631 | else if ( (NewWeapon == None) || (NewWeapon.Mass < 20) ) | |
632 | { | |
633 | if ( (AnimSequence == 'RunLG') || (AnimSequence == 'RunLGFR') ) | |
634 | AnimSequence = 'RunLG'; | |
635 | else if ( (AnimSequence == 'WalkLG') || (AnimSequence == 'WalkLGFR') ) | |
636 | AnimSequence = 'WalkSM'; | |
637 | else if ( AnimSequence == 'JumpLGFR' ) | |
638 | AnimSequence = 'JumpSMFR'; | |
639 | else if ( AnimSequence == 'DuckWlkS' ) | |
640 | AnimSequence = 'DuckWlkL'; | |
641 | else if (AnimSequence == 'StillFRRP') | |
642 | AnimSequence = 'StillFrRP'; | |
643 | else if ( AnimSequence == 'AimDnLg' ) | |
644 | AnimSequence = 'AimDnSm'; | |
645 | else if ( AnimSequence == 'AimUpLg' ) | |
646 | AnimSequence = 'AimUpSm'; | |
647 | } | |
648 | } | |
649 | ||
650 | function PlaySwimming() | |
651 | { | |
652 | BaseEyeHeight = 0.7 * Default.BaseEyeHeight; | |
653 | if ((Weapon == None) || (Weapon.Mass < 20) ) | |
654 | LoopAnim('SwimSM'); | |
655 | else | |
656 | LoopAnim('SwimLG'); | |
657 | } | |
658 | ||
659 | function TweenToSwimming(float tweentime) | |
660 | { | |
661 | BaseEyeHeight = 0.7 * Default.BaseEyeHeight; | |
662 | if ((Weapon == None) || (Weapon.Mass < 20) ) | |
663 | TweenAnim('SwimSM',tweentime); | |
664 | else | |
665 | TweenAnim('SwimLG',tweentime); | |
666 | } | |
667 | ||
668 | //////////////////////////////////////////////////////////////////////////////// | |
669 | // Non Animation stuff | |
670 | //////////////////////////////////////////////////////////////////////////////// | |
671 | ||
672 | function eAttitude AttitudeTo(Pawn Other) | |
673 | { | |
674 | if ( Level.Game.bTeamGame && (PlayerReplicationInfo.Team == Other.PlayerReplicationInfo.Team) ) | |
675 | return ATTITUDE_Friendly; //teammate | |
676 | else if ( Other.IsA( 'SpaceMarine' ) ) | |
677 | return ATTITUDE_Friendly; | |
678 | return ATTITUDE_Hate; | |
679 | } | |
680 | ||
681 | function damageAttitudeTo( pawn Other ) | |
682 | { | |
683 | Super.damageAttitudeTo(Other); | |
684 | if( Other==Enemy && MyVoicePack!=None ) | |
685 | MyVoicePack.RequestBackup(Self); | |
686 | } | |
687 | function Killed(pawn Killer, pawn Other, name damageType) | |
688 | { | |
689 | if( Other==Enemy && Enemy!=None && MyVoicePack!=None ) | |
690 | MyVoicePack.TalkVictory(Self); | |
691 | Super.Killed(Killer,Other,damageType); | |
692 | } | |
693 | state Acquisition | |
694 | { | |
695 | function BeginState() | |
696 | { | |
697 | if( MyVoicePack!=None && MyVoicePack.LastTalker!=self ) | |
698 | { | |
699 | MyVoicePack.Talker = self; | |
700 | MyVoicePack.SetTimer( 0.1, false ); | |
701 | MyVoicePack.bAcquirePhrase = true; | |
702 | } | |
703 | Super.BeginState(); | |
704 | } | |
705 | } | |
706 | ||
707 | ||
708 | state WarnFriends expands Acquisition | |
709 | { | |
710 | ignores SeePlayer; | |
711 | ||
712 | function BeginState() | |
713 | { | |
714 | bCommunicating = True; | |
715 | } | |
716 | ||
717 | function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, | |
718 | Vector momentum, name damageType) | |
719 | { | |
720 | LastSeenPos = Enemy.Location; | |
721 | Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType); | |
722 | if ( health <= 0 ) | |
723 | { | |
724 | if( !bTransmissionDead ) | |
725 | { | |
726 | PlaySound( sound'hiss1pp', SLOT_Talk, 200, True, 256 ); | |
727 | bTransmissionDead = True; | |
728 | } | |
729 | ||
730 | return; | |
731 | } | |
732 | if (NextState == 'TakeHit') | |
733 | { | |
734 | NextState = 'Attacking'; | |
735 | NextLabel = 'Begin'; | |
736 | GotoState('TakeHit'); | |
737 | } | |
738 | else | |
739 | GotoState('Attacking'); | |
740 | } | |
741 | ||
742 | function MessagePlayers() | |
743 | { | |
744 | local PlayerPawn P; | |
745 | ||
746 | foreach allactors( class'PlayerPawn', P ) | |
747 | { | |
748 | P.ClientMessage( self$": I've found a target!" ); | |
749 | } | |
750 | } | |
751 | ||
752 | Begin: | |
753 | ||
754 | /* if( PhraseDirector.InitiatePlay( Self ) ) | |
755 | { | |
756 | FinishAnim(); | |
757 | Velocity *= 0; | |
758 | Acceleration *= 0; | |
759 | if( !bCommunicateTargetInRange ) | |
760 | { | |
761 | PlayAnim( 'TalkREM', 0.25 ); | |
762 | } | |
763 | else | |
764 | { | |
765 | TurnToward( CommunicateTarget ); | |
766 | PlayAnim( 'WaveL', 0.25 ); | |
767 | } | |
768 | Sleep( 0.15 ); | |
769 | PlaySound( PhraseDirector.GetCurrentSoundName(), SLOT_Talk,, False ); | |
770 | Sleep( PhraseDirector.GetCurrentSoundDuration() - 1 ); | |
771 | MessagePlayers(); | |
772 | PhraseDirector.Finished(); | |
773 | bCommunicating = False; | |
774 | GotoState( 'Attacking' ); | |
775 | }*/ | |
776 | FinishAnim(); | |
777 | PhraseDirector.Marine = Self; | |
778 | PhraseDirector.GotoState( 'BroadcastingSound' ); | |
779 | Velocity *= 0; | |
780 | Acceleration *= 0; | |
781 | bCommunicating = True; | |
782 | if( !PhraseDirector.bReceiverInRange ) | |
783 | { | |
784 | PlayAnim( 'TalkREM', 0.25 ); | |
785 | } | |
786 | else | |
787 | { | |
788 | TurnToward( PhraseDirector.Receiver ); | |
789 | PlayAnim( 'WaveL', 0.25 ); | |
790 | } | |
791 | Sleep( 0.15 ); | |
792 | PhraseDirector.Broadcast(); | |
793 | FinishAnim(); | |
794 | Sleep( PhraseDirector.GetCurrentSoundDuration() - 1 ); | |
795 | bCommunicating = False; | |
796 | GotoState( 'Attacking' ); | |
797 | ||
798 | ||
799 | /*Begin: | |
800 | if ( FindCommunicateTarget() != None && !bWarnedFriends && !bTransmissionDead ) | |
801 | { | |
802 | FinishAnim(); | |
803 | Velocity *= 0; | |
804 | Acceleration *= 0; | |
805 | if( !bCommunicateTargetInRange ) | |
806 | { | |
807 | PlayAnim( 'TalkREM', 0.25 ); | |
808 | } | |
809 | else | |
810 | { | |
811 | TurnToward( CommunicateTarget ); | |
812 | PlayAnim( 'WaveL', 0.25 ); | |
813 | } | |
814 | Sleep( 0.15 ); | |
815 | PlaySound( GetPhrase().SoundName, SLOT_Talk,, False ); | |
816 | MessagePlayers(); | |
817 | ||
818 | if( !bCommunicateTargetInRange ) | |
819 | { | |
820 | SpaceMarine( CommunicateTarget ).PlaySound( GetPhrase().SoundName, SLOT_Misc, 200, False, 256 ); | |
821 | SpaceMarine( CommunicateTarget ).MsgReceivedFrom = Self; | |
822 | SpaceMarine( CommunicateTarget ).bWarnedFriends = True; | |
823 | } | |
824 | SpaceMarine( CommunicateTarget ).Enemy = Enemy; | |
825 | SpaceMarine( CommunicateTarget ).IncomingMessageLength = 3.5; | |
826 | SpaceMarine( CommunicateTarget ).GotoState( 'AcknowledgeWarning' ); | |
827 | FinishAnim(); | |
828 | bWarnedFriends = True; | |
829 | CommunicateTarget = None; | |
830 | } | |
831 | bCommunicating = False; | |
832 | Gotostate('Attacking' );*/ | |
833 | } | |
834 | ||
835 | ||
836 | state AcknowledgeWarning expands Acquisition | |
837 | { | |
838 | ignores SeePlayer; | |
839 | ||
840 | function BeginState() | |
841 | { | |
842 | bCommunicating = True; | |
843 | } | |
844 | ||
845 | function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, | |
846 | Vector momentum, name damageType) | |
847 | { | |
848 | LastSeenPos = Enemy.Location; | |
849 | Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType); | |
850 | if ( health <= 0 && !bTransmissionDead ) | |
851 | { | |
852 | PlaySound( sound'hiss1pp', SLOT_Talk, 200, True, 256 ); | |
853 | bTransmissionDead = True; | |
854 | return; | |
855 | } | |
856 | if (NextState == 'TakeHit') | |
857 | { | |
858 | NextState = 'Attacking'; | |
859 | NextLabel = 'Begin'; | |
860 | GotoState('TakeHit'); | |
861 | } | |
862 | else | |
863 | GotoState('Attacking'); | |
864 | } | |
865 | ||
866 | function MessagePlayers() | |
867 | { | |
868 | local PlayerPawn P; | |
869 | ||
870 | foreach allactors( class'PlayerPawn', P ) | |
871 | { | |
872 | P.ClientMessage( self$": Target data received." ); | |
873 | } | |
874 | } | |
875 | ||
876 | // each sound should have an estimated length associated with it, to insure sleep durations are accurate enough. | |
877 | ||
878 | // acknowledge delay set by communicator based on message length, passed to receiver who sleeps(?) for that duration. | |
879 | ||
880 | Begin: | |
881 | ||
882 | if ( MsgReceivedFrom != None && !bTransmissionDead ) | |
883 | { | |
884 | FinishAnim(); | |
885 | if( IncomingMessageLength > 0 ) | |
886 | { | |
887 | Sleep( IncomingMessageLength ); | |
888 | } | |
889 | Velocity *= 0; | |
890 | Acceleration *= 0; | |
891 | PlayAnim( 'TalkREM', 0.25 ); | |
892 | MessagePlayers(); | |
893 | PlaySound( GetPhrase().SoundName, SLOT_Talk,, False ); | |
894 | SpaceMarine( MsgReceivedFrom ).PlaySound( GetPhrase().SoundName, SLOT_Misc, 200, False, 256 ); | |
895 | FinishAnim(); | |
896 | bWarnedFriends = True; | |
897 | CommunicateTarget = None; | |
898 | Sleep( 1.4 ); | |
899 | } | |
900 | bCommunicating = False; | |
901 | GotoState( 'Attacking' ); | |
902 | } | |
903 | ||
904 | function Pawn FindCommunicateTarget() | |
905 | { | |
906 | local SpaceMarine Marine; | |
907 | local Actor HitActor; | |
908 | local vector HitNormal, HitLocation; | |
909 | ||
910 | foreach allactors( class'SpaceMarine', Marine ) | |
911 | { | |
912 | if( Marine != Self && !Marine.bCommunicating ) | |
913 | { | |
914 | CommunicateTarget = Marine; | |
915 | } | |
916 | } | |
917 | if( CommunicateTarget != None ) | |
918 | { | |
919 | HitActor = Trace( HitLocation, HitNormal, CommunicateTarget.Location, Location, True ); | |
920 | if ( HitActor == Self || HitActor == CommunicateTarget ) | |
921 | { | |
922 | bCommunicateTargetInRange = True; | |
923 | } | |
924 | else | |
925 | { | |
926 | bCommunicateTargetInRange = False; | |
927 | } | |
928 | } | |
929 | return CommunicateTarget; | |
930 | } | |
931 | ||
932 | function Pawn GetCommunicateTarget() | |
933 | { | |
934 | return CommunicateTarget; | |
935 | } | |
936 | ||
937 | ||
938 | function PlayDyingSound() | |
939 | { | |
940 | local float rnd; | |
941 | ||
942 | if ( HeadRegion.Zone.bWaterZone ) | |
943 | { | |
944 | if ( FRand() < 0.5 ) | |
945 | PlaySound(UWHit1, SLOT_Pain,2.0,,,Frand()*0.2+0.9); | |
946 | else | |
947 | PlaySound(UWHit2, SLOT_Pain,2.0,,,Frand()*0.2+0.9); | |
948 | return; | |
949 | } | |
950 | ||
951 | rnd = FRand(); | |
952 | if (rnd < 0.25) | |
953 | PlaySound(Die, SLOT_Talk,2.0); | |
954 | else if (rnd < 0.5) | |
955 | PlaySound(Die2, SLOT_Talk,2.0); | |
956 | else if (rnd < 0.75) | |
957 | PlaySound(Die3, SLOT_Talk,2.0); | |
958 | else | |
959 | PlaySound(Die4, SLOT_Talk,2.0); | |
960 | ||
961 | if( bTransmissionDead && ( MsgReceivedFrom != None || CommunicateTarget != None ) ) | |
962 | { | |
963 | if( MsgReceivedFrom != None ) | |
964 | { | |
965 | MsgReceivedFrom.PlaySound( Die, SLOT_Talk, 2.0 ); | |
966 | } | |
967 | else | |
968 | { | |
969 | CommunicateTarget.PlaySound( Die, SLOT_Talk, 2.0 ); | |
970 | } | |
971 | } | |
972 | } | |
973 | ||
974 | ||
975 | ||
976 | //==================================================================================================== | |
977 | // Hunting State Overrides | |
978 | //==================================================================================================== | |
979 | ||
980 | state Hunting | |
981 | { | |
982 | ignores EnemyNotVisible; | |
983 | ||
984 | /* MayFall() called by engine physics if walking and bCanJump, and | |
985 | is about to go off a ledge. Pawn has opportunity (by setting | |
986 | bCanJump to false) to avoid fall | |
987 | */ | |
988 | function MayFall() | |
989 | { | |
990 | bCanJump = ( (MoveTarget != None) || PointReachable(Destination) ); | |
991 | } | |
992 | ||
993 | function Bump(actor Other) | |
994 | { | |
995 | if (Pawn(Other) != None) | |
996 | { | |
997 | if (Enemy == Other) | |
998 | bReadyToAttack = True; //can melee right away | |
999 | SetEnemy(Pawn(Other)); | |
1000 | LastSeenPos = Enemy.Location; | |
1001 | } | |
1002 | setTimer(2.0, false); | |
1003 | Disable('Bump'); | |
1004 | } | |
1005 | ||
1006 | function FearThisSpot(Actor aSpot) | |
1007 | { | |
1008 | Destination = Location + 120 * Normal(Location - aSpot.Location); | |
1009 | GotoState('Wandering', 'Moving'); | |
1010 | } | |
1011 | ||
1012 | function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, | |
1013 | Vector momentum, name damageType) | |
1014 | { | |
1015 | Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType); | |
1016 | if ( health <= 0 ) | |
1017 | return; | |
1018 | bFrustrated = true; | |
1019 | if (NextState == 'TakeHit') | |
1020 | { | |
1021 | if (AttitudeTo(Enemy) == ATTITUDE_Fear) | |
1022 | { | |
1023 | NextState = 'Retreating'; | |
1024 | NextLabel = 'Begin'; | |
1025 | } | |
1026 | else | |
1027 | { | |
1028 | NextState = 'Hunting'; | |
1029 | NextLabel = 'AfterFall'; | |
1030 | } | |
1031 | GotoState('TakeHit'); | |
1032 | } | |
1033 | } | |
1034 | ||
1035 | function HearNoise(float Loudness, Actor NoiseMaker) | |
1036 | { | |
1037 | if ( SetEnemy(NoiseMaker.instigator) ) | |
1038 | LastSeenPos = Enemy.Location; | |
1039 | } | |
1040 | ||
1041 | function SetFall() | |
1042 | { | |
1043 | NextState = 'Hunting'; | |
1044 | NextLabel = 'AfterFall'; | |
1045 | NextAnim = AnimSequence; | |
1046 | GotoState('FallingState'); | |
1047 | } | |
1048 | ||
1049 | function bool SetEnemy(Pawn NewEnemy) | |
1050 | { | |
1051 | local float rnd; | |
1052 | ||
1053 | if (Global.SetEnemy(NewEnemy)) | |
1054 | { | |
1055 | rnd = FRand(); | |
1056 | bReadyToAttack = true; | |
1057 | DesiredRotation = Rotator(Enemy.Location - Location); | |
1058 | if ( CombatStyle > FRand() ) | |
1059 | GotoState('Charging'); | |
1060 | else | |
1061 | GotoState('Attacking'); | |
1062 | return true; | |
1063 | } | |
1064 | return false; | |
1065 | } | |
1066 | ||
1067 | function AnimEnd() | |
1068 | { | |
1069 | PlayRunning(); | |
1070 | bFire = 0; | |
1071 | bAltFire = 0; | |
1072 | bReadyToAttack = true; | |
1073 | Disable('AnimEnd'); | |
1074 | } | |
1075 | ||
1076 | function Timer() | |
1077 | { | |
1078 | bReadyToAttack = true; | |
1079 | Enable('Bump'); | |
1080 | SetTimer(1.0, false); | |
1081 | } | |
1082 | ||
1083 | function HitWall(vector HitNormal, actor Wall) | |
1084 | { | |
1085 | if (Physics == PHYS_Falling) | |
1086 | return; | |
1087 | if ( Wall.IsA('Mover') && Mover(Wall).HandleDoor(self) ) | |
1088 | { | |
1089 | if ( SpecialPause > 0 ) | |
1090 | Acceleration = vect(0,0,0); | |
1091 | GotoState('Hunting', 'SpecialNavig'); | |
1092 | return; | |
1093 | } | |
1094 | Focus = Destination; | |
1095 | if (PickWallAdjust()) | |
1096 | GotoState('Hunting', 'AdjustFromWall'); | |
1097 | else | |
1098 | MoveTimer = -1.0; | |
1099 | } | |
1100 | ||
1101 | function PickDestination() | |
1102 | { | |
1103 | local actor HitActor; | |
1104 | local vector HitNormal, HitLocation, nextSpot, ViewSpot; | |
1105 | local float posZ, elapsed; | |
1106 | local bool bCanSeeLastSeen; | |
1107 | ||
1108 | // If no enemy, or I should see him but don't, then give up | |
1109 | if ( (Enemy == None) || (Enemy.Health <= 0) ) | |
1110 | { | |
1111 | WhatToDoNext('',''); | |
1112 | return; | |
1113 | } | |
1114 | ||
1115 | bAvoidLedges = false; | |
1116 | elapsed = Level.TimeSeconds - HuntStartTime; | |
1117 | if ( elapsed > 30 ) | |
1118 | { | |
1119 | WhatToDoNext('',''); | |
1120 | return; | |
1121 | } | |
1122 | ||
1123 | if ( JumpZ > 0 ) | |
1124 | bCanJump = true; | |
1125 | ||
1126 | if ( ActorReachable(Enemy) ) | |
1127 | { | |
1128 | if ( (numHuntPaths < 8 + Skill) || (elapsed < 15) | |
1129 | || ((Normal(Enemy.Location - Location) Dot vector(Rotation)) > -0.5) ) | |
1130 | { | |
1131 | Destination = Enemy.Location; | |
1132 | MoveTarget = None; | |
1133 | numHuntPaths++; | |
1134 | } | |
1135 | else | |
1136 | WhatToDoNext('',''); | |
1137 | return; | |
1138 | } | |
1139 | numHuntPaths++; | |
1140 | ||
1141 | ViewSpot = Location + EyeHeight * vect(0,0,1); | |
1142 | bCanSeeLastSeen = false; | |
1143 | HitActor = Trace(HitLocation, HitNormal, LastSeenPos, ViewSpot, false); | |
1144 | bCanSeeLastSeen = (HitActor == None); | |
1145 | if ( bCanSeeLastSeen ) | |
1146 | { | |
1147 | HitActor = Trace(HitLocation, HitNormal, LastSeenPos, Enemy.Location, false); | |
1148 | bHunting = (HitActor != None); | |
1149 | } | |
1150 | else | |
1151 | bHunting = true; | |
1152 | ||
1153 | if ( FindBestPathToward(Enemy) ) | |
1154 | return; | |
1155 | MoveTarget = None; | |
1156 | if ( bFromWall ) | |
1157 | { | |
1158 | bFromWall = false; | |
1159 | if ( !PickWallAdjust() ) | |
1160 | { | |
1161 | if ( CanStakeOut() ) | |
1162 | GotoState('StakeOut'); | |
1163 | else | |
1164 | WhatToDoNext('', ''); | |
1165 | } | |
1166 | return; | |
1167 | } | |
1168 | ||
1169 | if ( NumHuntPaths > 60 ) | |
1170 | { | |
1171 | WhatToDoNext('', ''); | |
1172 | return; | |
1173 | } | |
1174 | ||
1175 | if ( LastSeeingPos != vect(1000000,0,0) ) | |
1176 | { | |
1177 | Destination = LastSeeingPos; | |
1178 | LastSeeingPos = vect(1000000,0,0); | |
1179 | HitActor = Trace(HitLocation, HitNormal, Enemy.Location, ViewSpot, false); | |
1180 | if ( HitActor == None ) | |
1181 | { | |
1182 | If (VSize(Location - Destination) < 20) | |
1183 | { | |
1184 | HitActor = Trace(HitLocation, HitNormal, Enemy.Location, ViewSpot, false); | |
1185 | if (HitActor == None) | |
1186 | { | |
1187 | SetEnemy(Enemy); | |
1188 | return; | |
1189 | } | |
1190 | } | |
1191 | return; | |
1192 | } | |
1193 | } | |
1194 | ||
1195 | bAvoidLedges = (CollisionRadius > 42); | |
1196 | posZ = LastSeenPos.Z + CollisionHeight - Enemy.CollisionHeight; | |
1197 | nextSpot = LastSeenPos - Normal(Enemy.Location - Enemy.OldLocation) * CollisionRadius; | |
1198 | nextSpot.Z = posZ; | |
1199 | HitActor = Trace(HitLocation, HitNormal, nextSpot , ViewSpot, false); | |
1200 | if ( HitActor == None ) | |
1201 | Destination = nextSpot; | |
1202 | else if ( bCanSeeLastSeen ) | |
1203 | Destination = LastSeenPos; | |
1204 | else | |
1205 | { | |
1206 | Destination = LastSeenPos; | |
1207 | HitActor = Trace(HitLocation, HitNormal, LastSeenPos , ViewSpot, false); | |
1208 | if ( HitActor != None ) | |
1209 | { | |
1210 | // check if could adjust and see it | |
1211 | if ( PickWallAdjust() || FindViewSpot() ) | |
1212 | GotoState('Hunting', 'AdjustFromWall'); | |
1213 | else if ( VSize(Enemy.Location - Location) < 1200 ) | |
1214 | GotoState('StakeOut'); | |
1215 | else | |
1216 | { | |
1217 | WhatToDoNext('Waiting', 'TurnFromWall'); | |
1218 | return; | |
1219 | } | |
1220 | } | |
1221 | } | |
1222 | LastSeenPos = Enemy.Location; | |
1223 | } | |
1224 | ||
1225 | function bool FindViewSpot() | |
1226 | { | |
1227 | local vector X,Y,Z, HitLocation, HitNormal; | |
1228 | local actor HitActor; | |
1229 | local bool bAlwaysTry; | |
1230 | GetAxes(Rotation,X,Y,Z); | |
1231 | ||
1232 | // try left and right | |
1233 | // if frustrated, always move if possible | |
1234 | bAlwaysTry = bFrustrated; | |
1235 | bFrustrated = false; | |
1236 | ||
1237 | HitActor = Trace(HitLocation, HitNormal, Enemy.Location, Location + 2 * Y * CollisionRadius, false); | |
1238 | if ( HitActor == None ) | |
1239 | { | |
1240 | Destination = Location + 2.5 * Y * CollisionRadius; | |
1241 | return true; | |
1242 | } | |
1243 | ||
1244 | HitActor = Trace(HitLocation, HitNormal, Enemy.Location, Location - 2 * Y * CollisionRadius, false); | |
1245 | if ( HitActor == None ) | |
1246 | { | |
1247 | Destination = Location - 2.5 * Y * CollisionRadius; | |
1248 | return true; | |
1249 | } | |
1250 | if ( bAlwaysTry ) | |
1251 | { | |
1252 | if ( FRand() < 0.5 ) | |
1253 | Destination = Location - 2.5 * Y * CollisionRadius; | |
1254 | else | |
1255 | Destination = Location - 2.5 * Y * CollisionRadius; | |
1256 | return true; | |
1257 | } | |
1258 | ||
1259 | return false; | |
1260 | } | |
1261 | ||
1262 | function BeginState() | |
1263 | { | |
1264 | if ( health <= 0 ) | |
1265 | log(self$" hunting while dead"); | |
1266 | SpecialGoal = None; | |
1267 | SpecialPause = 0.0; | |
1268 | bFromWall = false; | |
1269 | SetAlertness(0.5); | |
1270 | // Changed | |
1271 | // if( !bHuntingTransmitted ) | |
1272 | // { | |
1273 | // GotoState( 'TransmitHuntingMessage' ); | |
1274 | // } | |
1275 | } | |
1276 | ||
1277 | function EndState() | |
1278 | { | |
1279 | bAvoidLedges = false; | |
1280 | bHunting = false; | |
1281 | if ( JumpZ > 0 ) | |
1282 | bCanJump = true; | |
1283 | } | |
1284 | ||
1285 | AdjustFromWall: | |
1286 | StrafeTo(Destination, Focus); | |
1287 | Destination = Focus; | |
1288 | if ( MoveTarget != None ) | |
1289 | Goto('SpecialNavig'); | |
1290 | else | |
1291 | Goto('Follow'); | |
1292 | ||
1293 | Begin: | |
1294 | numHuntPaths = 0; | |
1295 | HuntStartTime = Level.TimeSeconds; | |
1296 | AfterFall: | |
1297 | TweenToRunning(0.15); | |
1298 | bFromWall = false; | |
1299 | ||
1300 | Follow: | |
1301 | WaitForLanding(); | |
1302 | if ( CanSee(Enemy) ) | |
1303 | SetEnemy(Enemy); | |
1304 | PickDestination(); | |
1305 | SpecialNavig: | |
1306 | if ( SpecialPause > 0.0 ) | |
1307 | { | |
1308 | Disable('AnimEnd'); | |
1309 | Acceleration = vect(0,0,0); | |
1310 | PlayChallenge(); | |
1311 | Sleep(SpecialPause); | |
1312 | SpecialPause = 0.0; | |
1313 | Enable('AnimEnd'); | |
1314 | Goto('AfterFall'); | |
1315 | } | |
1316 | if (MoveTarget == None) | |
1317 | MoveTo(Destination); | |
1318 | else | |
1319 | MoveToward(MoveTarget); | |
1320 | ||
1321 | Goto('Follow'); | |
1322 | } | |
1323 | ||
1324 | //==================================================================================================== | |
1325 | // Hunting State Expansion | |
1326 | //==================================================================================================== | |
1327 | ||
1328 | state TransmitHuntingMessage expands Hunting | |
1329 | { | |
1330 | function BeginState() | |
1331 | { | |
1332 | // log( Self$" transmitting Hunting message." ); | |
1333 | } | |
1334 | ||
1335 | function MessagePlayers() | |
1336 | { | |
1337 | local PlayerPawn P; | |
1338 | ||
1339 | foreach allactors( class'PlayerPawn', P ) | |
1340 | { | |
1341 | P.ClientMessage( self$": I'm hunting!" ); | |
1342 | } | |
1343 | } | |
1344 | ||
1345 | Begin: | |
1346 | if ( FindCommunicateTarget() != None && !bTransmissionDead ) | |
1347 | { | |
1348 | FinishAnim(); | |
1349 | Velocity *= 0; | |
1350 | Acceleration *= 0; | |
1351 | if( !bCommunicateTargetInRange ) | |
1352 | { | |
1353 | PlayAnim( 'TalkREM', 0.25 ); | |
1354 | } | |
1355 | else | |
1356 | { | |
1357 | TurnToward( CommunicateTarget ); | |
1358 | PlayAnim( 'WaveL', 0.25 ); | |
1359 | } | |
1360 | Sleep( 0.15 ); | |
1361 | // log( "Playing Hunting Notification to "$CommunicateTarget ); | |
1362 | PlaySound( GetPhrase().SoundName, SLOT_Talk,, False ); | |
1363 | ||
1364 | MessagePlayers(); | |
1365 | ||
1366 | if( !bCommunicateTargetInRange ) | |
1367 | { | |
1368 | SpaceMarine( CommunicateTarget ).PlaySound( GetPhrase().SoundName, SLOT_Misc, 200, False, 256 ); | |
1369 | SpaceMarine( CommunicateTarget ).MsgReceivedFrom = Self; | |
1370 | SpaceMarine( CommunicateTarget ).bWarnedFriends = True; | |
1371 | } | |
1372 | FinishAnim(); | |
1373 | CommunicateTarget = None; | |
1374 | } | |
1375 | bCommunicating = False; | |
1376 | bHuntingTransmitted = True; | |
1377 | Gotostate('Hunting' ); | |
1378 | } | |
1379 | ||
1380 | ||
1381 | function MarineSound GetPhrase() | |
1382 | { | |
1383 | local int VoiceIncrementer; | |
1384 | local MarineSound Match; | |
1385 | ||
1386 | for( VoiceIncrementer = 0; VoiceIncrementer <= 19; VoiceIncrementer++ ) | |
1387 | { | |
1388 | if( VoiceList[ VoiceIncrementer ].SoundName != None ) | |
1389 | { | |
1390 | if( VoiceList[ VoiceIncrementer ].bPlayed == 0 ) | |
1391 | { | |
1392 | if( VoiceList[ VoiceIncrementer ].UsedInState == GetStateName() && VoiceList[ VoiceIncrementer ].LastSaidBy != Self ) | |
1393 | { | |
1394 | Match = VoiceList[ VoiceIncrementer ]; | |
1395 | Match.LastSaidby = Self; | |
1396 | break; | |
1397 | } | |
1398 | } | |
1399 | } | |
1400 | } | |
1401 | ||
1402 | return Match; | |
1403 | } | |
1404 | ||
1405 | function bool MultipleMarineCheck() | |
1406 | { | |
1407 | local SpaceMarine Marine; | |
1408 | foreach allactors( class'SpaceMarine', Marine ) | |
1409 | { | |
1410 | if( Marine.Health > 0 && Marine != self ) | |
1411 | { | |
1412 | return true; | |
1413 | } | |
1414 | } | |
1415 | ||
1416 | return false; | |
1417 | } | |
1418 | ||
1419 | ||
1420 | ||
1421 | state ReceiveIncomingMessage expands Acquisition | |
1422 | { | |
1423 | ||
1424 | function BeginState() | |
1425 | { | |
1426 | // log( "ReceiveIncomingMessage state entered by "$Self$" at: "$Level.TimeSeconds ); | |
1427 | } | |
1428 | ||
1429 | function EndState() | |
1430 | { | |
1431 | // log( "ReceiveIncomingMessage state exited by "$Self$" at: "$Level.TimeSeconds ); | |
1432 | } | |
1433 | ||
1434 | Receiving: | |
1435 | if( PhraseDirector.Marine.Enemy != Enemy ) | |
1436 | { | |
1437 | Enemy = PhraseDirector.Marine.Enemy; | |
1438 | } | |
1439 | ||
1440 | While( SpaceMarine( PhraseDirector.Marine ).bCommunicating ) | |
1441 | { | |
1442 | Sleep( 0.1 ); | |
1443 | } | |
1444 | ||
1445 | bCommunicating = True; | |
1446 | ||
1447 | PhraseDirector.Marine = Self; | |
1448 | PhraseDirector.GotoState( 'BroadcastingSound' ); | |
1449 | if( !PhraseDirector.bReceiverInRange ) | |
1450 | { | |
1451 | PlayAnim( 'TalkREM', 0.25 ); | |
1452 | } | |
1453 | else | |
1454 | { | |
1455 | TurnToward( PhraseDirector.Receiver ); | |
1456 | PlayAnim( 'WaveL', 0.25 ); | |
1457 | } | |
1458 | Sleep( 0.15 ); | |
1459 | PhraseDirector.Broadcast(); | |
1460 | Sleep( PhraseDirector.GetCurrentSoundDuration() - 1 ); | |
1461 | bCommunicating = False; | |
1462 | GotoState( 'Hunting' ); | |
1463 | } | |
1464 | ||
1465 | ||
1466 | // make sure the marine starts with the right weapon | |
1467 | auto state StartUp | |
1468 | { | |
1469 | ignores bump, takedamage, WarnTarget; | |
1470 | ||
1471 | function BeginState() | |
1472 | { | |
1473 | ||
1474 | if( bBeamingIn ) | |
1475 | { | |
1476 | Style = STY_Translucent; | |
1477 | bMeshEnviroMap = True; | |
1478 | Texture = Texture'CloakTexture'; | |
1479 | ScaleGlow = 0.01; | |
1480 | Fatness = 250; | |
1481 | } | |
1482 | ||
1483 | SetMovementPhysics(); | |
1484 | if ( Physics == PHYS_Walking ) | |
1485 | { | |
1486 | SetPhysics( PHYS_Falling ); | |
1487 | } | |
1488 | if( StartWeapon == none ) | |
1489 | { | |
1490 | StartWeapon = class'CARifle'; | |
1491 | } | |
1492 | ||
1493 | if ( StartWeapon != None ) | |
1494 | { | |
1495 | myWeapon = Spawn( StartWeapon ); | |
1496 | myWeapon.PickupSound = none; | |
1497 | myWeapon.SelectSound = none; | |
1498 | myWeapon.CockingSound = none; | |
1499 | if ( myWeapon != None ) | |
1500 | { | |
1501 | myWeapon.ReSpawnTime = 0.0; | |
1502 | } | |
1503 | } | |
1504 | } | |
1505 | ||
1506 | Begin: | |
1507 | if( !bIsPlayer ) | |
1508 | { | |
1509 | bIsPlayer = True; | |
1510 | myWeapon.Touch( self ); | |
1511 | bIsPlayer = False; | |
1512 | } | |
1513 | else myWeapon.Touch( self ); | |
1514 | myWeapon.PickupSound = myWeapon.Default.PickupSound; | |
1515 | myWeapon.SelectSound = myWeapon.Default.SelectSound; | |
1516 | myWeapon.CockingSound = myWeapon.Default.CockingSound; | |
1517 | ||
1518 | if (bIsFemale && !bFemale) | |
1519 | SetFemaleGender(); | |
1520 | ||
1521 | if( MarineBeamController != none ) | |
1522 | { | |
1523 | bHidden = true; | |
1524 | Land = none; | |
1525 | LandGrunt = none; | |
1526 | Spawn( class'Octagon',,, Location ); | |
1527 | Sleep( 2.0 ); | |
1528 | GotoState( 'BeamingIn' ); | |
1529 | } | |
1530 | else | |
1531 | { | |
1532 | Mesh = default.Mesh; | |
1533 | Style = STY_Normal; | |
1534 | bMeshEnviroMap = False; | |
1535 | Texture = Default.Texture; | |
1536 | Skin = Default.Skin; | |
1537 | ScaleGlow = Default.ScaleGlow; | |
1538 | Fatness = Default.Fatness; | |
1539 | if( Weapon != none ) | |
1540 | { | |
1541 | Weapon.Style = STY_Normal; | |
1542 | Weapon.bMeshEnviroMap = false; | |
1543 | Weapon.Texture = Weapon.Default.Texture; | |
1544 | Weapon.Scaleglow = Weapon.Default.ScaleGlow; | |
1545 | Weapon.Fatness = Weapon.Default.Fatness; | |
1546 | } | |
1547 | ||
1548 | WhatToDoNext('',''); | |
1549 | } | |
1550 | } | |
1551 | event Touch( Actor Other ) | |
1552 | { | |
1553 | if( Inventory(Other)!=None && !bIsPlayer ) | |
1554 | { | |
1555 | bIsPlayer = True; | |
1556 | Other.Touch(self); | |
1557 | bIsPlayer = False; | |
1558 | } | |
1559 | Super.Touch(Other); | |
1560 | } | |
1561 | function HidePlayer() | |
1562 | { | |
1563 | if( !bIsPlayer ) | |
1564 | Destroy(); | |
1565 | else Super.HidePlayer(); | |
1566 | } | |
1567 | state Dying | |
1568 | { | |
1569 | ignores SeePlayer, EnemyNotVisible, HearNoise, Died, Bump, Trigger, HitWall, HeadZoneChange, FootZoneChange, ZoneChange, Falling, WarnTarget, LongFall, SetFall, PainTimer; | |
1570 | ||
1571 | function ReStartPlayer() | |
1572 | { | |
1573 | if( bHidden && Level.Game.RestartPlayer(self) ) | |
1574 | { | |
1575 | Velocity = vect(0,0,0); | |
1576 | Acceleration = vect(0,0,0); | |
1577 | ViewRotation = Rotation; | |
1578 | ReSetSkill(); | |
1579 | SetPhysics(PHYS_Falling); | |
1580 | GotoState('Roaming'); | |
1581 | } | |
1582 | else | |
1583 | GotoState('Dying', 'TryAgain'); | |
1584 | } | |
1585 | ||
1586 | function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, | |
1587 | Vector momentum, name damageType) | |
1588 | { | |
1589 | if ( !bHidden ) | |
1590 | Super.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType); | |
1591 | } | |
1592 | ||
1593 | function BeginState() | |
1594 | { | |
1595 | if( Weapon != none ) | |
1596 | Weapon.Destroy(); | |
1597 | SetTimer(0, false); | |
1598 | Enemy = None; | |
1599 | AmbushSpot = None; | |
1600 | bFire = 0; | |
1601 | bAltFire = 0; | |
1602 | if( Weapon != none ) | |
1603 | Weapon.AmmoType.AmmoAmount = Weapon.Default.AmmoType.AmmoAmount - Rand( 4 ); | |
1604 | if( MarineBeamController != none ) | |
1605 | MarineBeamController.SubtractMarine( Self ); | |
1606 | bHidden = true; | |
1607 | SpawnCarcass(); | |
1608 | if( !Level.Game.IsA( 'MarineMatch' ) ) | |
1609 | Destroy(); | |
1610 | } | |
1611 | ||
1612 | function EndState() | |
1613 | { | |
1614 | if ( Health <= 0 ) | |
1615 | log(self$" health still <0"); | |
1616 | } | |
1617 | ||
1618 | /*Begin: | |
1619 | Sleep(0.2); | |
1620 | if ( !bHidden ) | |
1621 | { | |
1622 | SpawnCarcass(); | |
1623 | HidePlayer(); | |
1624 | } | |
1625 | TryAgain: | |
1626 | Sleep(0.25 + DeathMatchGame(Level.Game).NumBots * FRand()); | |
1627 | ReStartPlayer(); | |
1628 | Goto('TryAgain'); | |
1629 | WaitingForStart: | |
1630 | bHidden = true;*/ | |
1631 | } | |
1632 | ||
1633 | ||
1634 | // Beaming in effect is a placeholder | |
1635 | ||
1636 | state BeamingIn | |
1637 | { | |
1638 | ignores TakeDamage, Bump, SeePlayer, WarnTarget; | |
1639 | ||
1640 | function BeginState() | |
1641 | { | |
1642 | Mass = 20000; | |
1643 | Fatness = 5; | |
1644 | Land = default.Land; | |
1645 | LandGrunt = default.LandGrunt; | |
1646 | bHidden = false; | |
1647 | LoopAnim( 'Breath2l', 0.3 ); | |
1648 | // Style = STY_Translucent; | |
1649 | // bMeshEnviroMap = True; | |
1650 | // Texture = Texture'CloakTexture'; | |
1651 | // Skin = Texture'CloakTexture'; | |
1652 | // ScaleGlow = 0.01; | |
1653 | // Fatness = 250; | |
1654 | Style = STY_Translucent; | |
1655 | ScaleGlow = 0.0; | |
1656 | PlaySound( sound'CloakOff' ); | |
1657 | BeamEffect = Spawn( class'UPakShieldEffect', Self,, Location, Rotation ); | |
1658 | BeamEffect.Mesh = Mesh; | |
1659 | BeamEffect.DrawScale = DrawScale; | |
1660 | // if( Weapon != none ) | |
1661 | // { | |
1662 | // UPSE = Spawn( class'UPakShieldEffect', Weapon,, Weapon.Location, Weapon.Rotation ); | |
1663 | // } | |
1664 | if( Weapon != none ) | |
1665 | { | |
1666 | Weapon.Style = STY_Translucent; | |
1667 | Weapon.bMeshEnviroMap = true; | |
1668 | Weapon.Texture = Texture'upak.beamtexture'; | |
1669 | Weapon.ScaleGlow = 0.01; | |
1670 | Weapon.Fatness = 250; | |
1671 | } | |
1672 | ||
1673 | SetTimer( 3.5, False ); | |
1674 | } | |
1675 | ||
1676 | function Tick( float DeltaTime ) | |
1677 | { | |
1678 | // if( ScaleGlow < 1.5 ) | |
1679 | // { | |
1680 | // ScaleGlow += 0.01; | |
1681 | if( Weapon != none && Weapon.ScaleGlow < 1.5 ) | |
1682 | { | |
1683 | Weapon.ScaleGlow += 0.001; | |
1684 | } | |
1685 | else | |
1686 | { | |
1687 | Weapon.Style = STY_Normal; | |
1688 | Weapon.bMeshEnviroMap = false; | |
1689 | Weapon.ScaleGlow = Weapon.Default.ScaleGlow; | |
1690 | Weapon.Texture = Weapon.Default.Texture; | |
1691 | Weapon.Fatness = Weapon.Default.Fatness; | |
1692 | } | |
1693 | ||
1694 | if( bHidden ) | |
1695 | { | |
1696 | bHidden = false; | |
1697 | Weapon.bHidden = false; | |
1698 | } | |
1699 | ||
1700 | else | |
1701 | ||
1702 | if( FRand() < 0.2 && !bHidden ) | |
1703 | { | |
1704 | bHidden = true; | |
1705 | Weapon.bHidden = true; | |
1706 | } | |
1707 | ||
1708 | ||
1709 | // if( Fatness > Default.Fatness ) | |
1710 | // { | |
1711 | // Fatness -= 10; | |
1712 | if( Weapon != none && Weapon.Fatness > Weapon.Default.Fatness ) | |
1713 | { | |
1714 | Weapon.Fatness -= 10; | |
1715 | } | |
1716 | // } | |
1717 | //} | |
1718 | if( Fatness < 128 ) | |
1719 | { | |
1720 | Fatness++; | |
1721 | } | |
1722 | ||
1723 | } | |
1724 | ||
1725 | function Timer() | |
1726 | { | |
1727 | BeamEffect.GotoState( 'OwnerFadeIn' ); | |
1728 | // bHidden = false; | |
1729 | // Disable( 'Tick' ); | |
1730 | // Style = STY_Normal; | |
1731 | bHidden = false; | |
1732 | bMeshEnviroMap = False; | |
1733 | // Texture = Default.Texture; | |
1734 | // Skin = Default.Skin; | |
1735 | // ScaleGlow = Default.ScaleGlow; | |
1736 | // Fatness = Default.Fatness; | |
1737 | // if( Weapon != none ) | |
1738 | // { | |
1739 | // Weapon.Style = STY_Normal; | |
1740 | // Weapon.bMeshEnviroMap = false; | |
1741 | // Weapon.Texture = Weapon.Default.Texture; | |
1742 | // Weapon.Scaleglow = Weapon.Default.ScaleGlow; | |
1743 | // Weapon.Fatness = Weapon.Default.Fatness; | |
1744 | // } | |
1745 | } | |
1746 | ||
1747 | Begin: | |
1748 | if( Enemy != none ) | |
1749 | { | |
1750 | TurnToward( Enemy ); | |
1751 | } | |
1752 | ||
1753 | else | |
1754 | { | |
1755 | TurnToward( MarineBeamController.GetPlayerPawn() ); | |
1756 | // Enemy = MarineBeamController.GetPlayerPawn(); | |
1757 | } | |
1758 | ||
1759 | sleep( 5.5 ); | |
1760 | bHidden = false; | |
1761 | Style=STY_Normal; | |
1762 | Weapon.Texture = Weapon.Default.Texture; | |
1763 | Weapon.ScaleGlow = Weapon.Default.ScaleGlow; | |
1764 | Mass = Default.Mass; | |
1765 | Weapon.Fatness = Weapon.Default.Fatness; | |
1766 | Weapon.bMeshEnviroMap = false; | |
1767 | Weapon.Style=STY_Normal; | |
1768 | // BeamEffect.Fatness = 129; | |
1769 | BeamEffect.LifeSpan = 1; | |
1770 | BeamEffect.Texture = texture'upak.Beam2'; | |
1771 | Enemy = MarineBeamController.GetPlayerPawn(); | |
1772 | Target = MarineBeamController.GetPlayerPawn(); | |
1773 | Fatness = Default.Fatness; | |
1774 | GotoState( 'Hunting' ); | |
1775 | // WhatToDoNext( '', '' ); | |
1776 | } | |
1777 | ||
1778 | ||
1779 | function FireWeapon() | |
1780 | { | |
1781 | local bool bUseAltMode; | |
1782 | ||
1783 | if( Weapon != none ) | |
1784 | { | |
1785 | Weapon.AmmoType.AmmoAmount = 999; | |
1786 | } | |
1787 | ||
1788 | if ( (Enemy == None) && bShootSpecial ) | |
1789 | { | |
1790 | //fake use dispersion pistol | |
1791 | Spawn(class'DispersionAmmo',,, Location,Rotator(Target.Location - Location)); | |
1792 | return; | |
1793 | } | |
1794 | ||
1795 | bUseAltMode = SwitchToBestWeapon(); | |
1796 | ||
1797 | if( Weapon!=None ) | |
1798 | { | |
1799 | if ( (Weapon.AmmoType != None) && (Weapon.AmmoType.AmmoAmount <= 0) ) | |
1800 | { | |
1801 | bReadyToAttack = true; | |
1802 | return; | |
1803 | } | |
1804 | ||
1805 | if ( !bFiringPaused && !bShootSpecial && (Enemy != None) ) | |
1806 | Target = Enemy; | |
1807 | ViewRotation = Rotation; | |
1808 | if ( bUseAltMode ) | |
1809 | { | |
1810 | bFire = 0; | |
1811 | bAltFire = 1; | |
1812 | Weapon.AltFire(1.0); | |
1813 | } | |
1814 | else | |
1815 | { | |
1816 | bFire = 1; | |
1817 | bAltFire = 0; | |
1818 | Weapon.Fire(1.0); | |
1819 | } | |
1820 | PlayFiring(); | |
1821 | } | |
1822 | bShootSpecial = false; | |
1823 | } | |
1824 | ||
1825 | ||
1826 | function Died(pawn Killer, name damageType, vector HitLocation) | |
1827 | { | |
1828 | if( MarineBeamController != none ) | |
1829 | { | |
1830 | MarineBeamController.SubtractMarine( Self ); | |
1831 | MarineBeamController = None; | |
1832 | } | |
1833 | if( Weapon != none && Weapon.AmmoType != none ) | |
1834 | Weapon.AmmoType.AmmoAmount = | |
1835 | Max(int(Weapon.PickupAmmoCount > 0 || Weapon.AmmoType.Default.AmmoAmount > 0), | |
1836 | Weapon.AmmoType.Default.AmmoAmount - Rand(3)); | |
1837 | Super.Died(Killer,damageType,HitLocation); | |
1838 | } | |
1839 | ||
1840 | ||
1841 | state Charging | |
1842 | { | |
1843 | function BeginState() | |
1844 | { | |
1845 | if( MarinesTalk() && FRand() < 0.3 && Health > 50 ) | |
1846 | { | |
1847 | MyVoicePack.Talker = self; | |
1848 | MyVoicePack.SetTimer( 0.1, false ); | |
1849 | MyVoicePack.bChargePhrase = true; | |
1850 | } | |
1851 | Super.BeginState(); | |
1852 | } | |
1853 | } | |
1854 | ||
1855 | ||
1856 | ||
1857 | function bool MarinesTalk() | |
1858 | { | |
1859 | if( MyVoicePack!=None && MyVoicePack.LastTalker!=self ) | |
1860 | return true; | |
1861 | else return false; | |
1862 | } | |
1863 | ||
1864 | ||
1865 | function PlayVictoryDance() | |
1866 | { | |
1867 | if( MyVoicePack!=None ) | |
1868 | { | |
1869 | GotoState( 'Victory' ); | |
1870 | } | |
1871 | } | |
1872 | ||
1873 | state Victory | |
1874 | { | |
1875 | Begin: | |
1876 | ||
1877 | FinishAnim(); | |
1878 | Acceleration = vect( 0, 0, 0 ); | |
1879 | Velocity = vect( 0, 0, 0 ); | |
1880 | PlayAnim( 'TalkREM', 0.3 ); | |
1881 | FinishAnim(); | |
1882 | if( FRand() < 0.5 ) | |
1883 | { | |
1884 | PlayAnim( 'TauntL', 3.3 ); | |
1885 | FinishAnim(); | |
1886 | } | |
1887 | GotoState( 'Roaming' ); | |
1888 | } | |
1889 | ||
1890 | ||
1891 | state TacticalMove | |
1892 | { | |
1893 | ignores SeePlayer, HearNoise; | |
1894 | ||
1895 | function SetFall() | |
1896 | { | |
1897 | Acceleration = vect(0,0,0); | |
1898 | Destination = Location; | |
1899 | NextState = 'Attacking'; | |
1900 | NextLabel = 'Begin'; | |
1901 | NextAnim = 'Breath1l'; | |
1902 | GotoState('FallingState'); | |
1903 | } | |
1904 | ||
1905 | function WarnTarget(Pawn shooter, float projSpeed, vector FireDir) | |
1906 | { | |
1907 | if ( bCanFire && (FRand() < 0.4) ) | |
1908 | return; | |
1909 | ||
1910 | Super.WarnTarget(shooter, projSpeed, FireDir); | |
1911 | } | |
1912 | ||
1913 | function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, | |
1914 | Vector momentum, name damageType) | |
1915 | { | |
1916 | Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType); | |
1917 | if ( health <= 0 ) | |
1918 | return; | |
1919 | if ( NextState == 'TakeHit' ) | |
1920 | { | |
1921 | NextState = 'TacticalMove'; | |
1922 | NextLabel = 'TakeHit'; | |
1923 | GotoState('TakeHit'); | |
1924 | } | |
1925 | } | |
1926 | ||
1927 | function HitWall(vector HitNormal, actor Wall) | |
1928 | { | |
1929 | if (Physics == PHYS_Falling) | |
1930 | return; | |
1931 | Focus = Destination; | |
1932 | //if (PickWallAdjust()) | |
1933 | // GotoState('TacticalMove', 'AdjustFromWall'); | |
1934 | if ( bChangeDir || (FRand() < 0.5) | |
1935 | || (((Enemy.Location - Location) Dot HitNormal) < 0) ) | |
1936 | { | |
1937 | DesiredRotation = Rotator(Enemy.Location - location); | |
1938 | GiveUpTactical(false); | |
1939 | } | |
1940 | else | |
1941 | { | |
1942 | bChangeDir = true; | |
1943 | Destination = Location - HitNormal * FRand() * 500; | |
1944 | } | |
1945 | } | |
1946 | ||
1947 | function FearThisSpot(Actor aSpot) | |
1948 | { | |
1949 | Destination = Location + 120 * Normal(Location - aSpot.Location); | |
1950 | } | |
1951 | ||
1952 | function AnimEnd() | |
1953 | { | |
1954 | PlayCombatMove(); | |
1955 | } | |
1956 | ||
1957 | function Timer() | |
1958 | { | |
1959 | bReadyToAttack = True; | |
1960 | Enable('Bump'); | |
1961 | Target = Enemy; | |
1962 | if (VSize(Enemy.Location - Location) | |
1963 | <= (MeleeRange + Enemy.CollisionRadius + CollisionRadius)) | |
1964 | GotoState('RangedAttack'); | |
1965 | else if ( FRand() > 0.5 + 0.17 * skill ) | |
1966 | GotoState('RangedAttack'); | |
1967 | } | |
1968 | ||
1969 | function EnemyNotVisible() | |
1970 | { | |
1971 | if ( !bGathering && (aggressiveness > relativestrength(enemy)) ) | |
1972 | { | |
1973 | if (ValidRecovery()) | |
1974 | GotoState('TacticalMove','RecoverEnemy'); | |
1975 | else | |
1976 | GotoState('Attacking'); | |
1977 | } | |
1978 | Disable('EnemyNotVisible'); | |
1979 | } | |
1980 | ||
1981 | function bool ValidRecovery() | |
1982 | { | |
1983 | local actor HitActor; | |
1984 | local vector HitLocation, HitNormal; | |
1985 | ||
1986 | HitActor = Trace(HitLocation, HitNormal, Enemy.Location, LastSeeingPos, false); | |
1987 | return (HitActor == None); | |
1988 | } | |
1989 | ||
1990 | function GiveUpTactical(bool bNoCharge) | |
1991 | { | |
1992 | if ( !bNoCharge && (2 * CombatStyle > (3 - Skill) * FRand()) ) | |
1993 | GotoState('Charging'); | |
1994 | else if ( bReadyToAttack && (skill > 3 * FRand() - 1) ) | |
1995 | GotoState('RangedAttack'); | |
1996 | else | |
1997 | GotoState('RangedAttack', 'Challenge'); | |
1998 | } | |
1999 | ||
2000 | function bool TryToward(inventory Inv, float Weight) | |
2001 | { | |
2002 | local bool success; | |
2003 | local vector pickdir, collSpec, minDest, HitLocation, HitNormal; | |
2004 | local Actor HitActor; | |
2005 | ||
2006 | if ( (Weight < 0.0008) && ((Weight < 0.0008 - 0.0002 * skill) | |
2007 | || !Enemy.LineOfSightTo(Inv)) ) | |
2008 | return false; | |
2009 | ||
2010 | pickdir = Inv.Location - Location; | |
2011 | if ( Physics == PHYS_Walking ) | |
2012 | pickDir.Z = 0; | |
2013 | pickDir = Normal(PickDir); | |
2014 | ||
2015 | collSpec.X = CollisionRadius; | |
2016 | collSpec.Y = CollisionRadius; | |
2017 | collSpec.Z = FMax(6, CollisionHeight - 18); | |
2018 | ||
2019 | minDest = Location + FMin(160.0, 3*CollisionRadius) * pickDir; | |
2020 | HitActor = Trace(HitLocation, HitNormal, minDest, Location, false, collSpec); | |
2021 | if (HitActor == None) | |
2022 | { | |
2023 | success = (Physics != PHYS_Walking); | |
2024 | if ( !success ) | |
2025 | { | |
2026 | collSpec.X = FMin(14, 0.5 * CollisionRadius); | |
2027 | collSpec.Y = collSpec.X; | |
2028 | HitActor = Trace(HitLocation, HitNormal, minDest - (18 + MaxStepHeight) * vect(0,0,1), minDest, false, collSpec); | |
2029 | success = (HitActor != None); | |
2030 | } | |
2031 | if ( success ) | |
2032 | { | |
2033 | Destination = Inv.Location; | |
2034 | bGathering = true; | |
2035 | if ( 2.7 * FRand() < skill ) | |
2036 | GotoState('TacticalMove','DoStrafeMove'); | |
2037 | else | |
2038 | GotoState('TacticalMove','DoDirectMove'); | |
2039 | return true; | |
2040 | } | |
2041 | } | |
2042 | ||
2043 | return false; | |
2044 | } | |
2045 | ||
2046 | function PainTimer() | |
2047 | { | |
2048 | if ( (FootRegion.Zone.bPainZone) && (FootRegion.Zone.DamagePerSec > 0) | |
2049 | && (FootRegion.Zone.DamageType != ReducedDamageType) ) | |
2050 | GotoState('Retreating'); | |
2051 | Super.PainTimer(); | |
2052 | } | |
2053 | ||
2054 | ||
2055 | /* PickDestination() | |
2056 | Choose a destination for the tactical move, based on aggressiveness and the tactical | |
2057 | situation. Make sure destination is reachable | |
2058 | */ | |
2059 | function PickDestination(bool bNoCharge) | |
2060 | { | |
2061 | local inventory Inv, BestInv, SecondInv; | |
2062 | local float Bestweight, NewWeight, MaxDist, SecondWeight; | |
2063 | ||
2064 | // possibly pick nearby inventory | |
2065 | // higher skill bots will always strafe, lower skill | |
2066 | // both do this less, and strafe less | |
2067 | ||
2068 | if ( !bReadyToAttack && (TimerRate == 0.0) ) | |
2069 | SetTimer(0.7, false); | |
2070 | if ( Level.TimeSeconds - LastInvFind < 2.5 - 0.5 * skill ) | |
2071 | { | |
2072 | PickRegDestination(bNoCharge); | |
2073 | return; | |
2074 | } | |
2075 | ||
2076 | LastInvFind = Level.TimeSeconds; | |
2077 | bGathering = false; | |
2078 | BestWeight = 0; | |
2079 | MaxDist = 600 + 70 * skill; | |
2080 | foreach visiblecollidingactors(class'Inventory', Inv, MaxDist) | |
2081 | if ( (Inv.IsInState('PickUp')) && (Inv.MaxDesireability/200 > BestWeight) | |
2082 | && (Inv.Location.Z < Location.Z + MaxStepHeight + CollisionHeight) | |
2083 | && (Inv.Location.Z > FMin(Location.Z, Enemy.Location.Z) - CollisionHeight) ) | |
2084 | { | |
2085 | NewWeight = inv.BotDesireability(self)/VSize(Inv.Location - Location); | |
2086 | if ( NewWeight > BestWeight ) | |
2087 | { | |
2088 | SecondWeight = BestWeight; | |
2089 | BestWeight = NewWeight; | |
2090 | SecondInv = BestInv; | |
2091 | BestInv = Inv; | |
2092 | } | |
2093 | } | |
2094 | ||
2095 | if ( BestInv == None ) | |
2096 | { | |
2097 | PickRegDestination(bNoCharge); | |
2098 | return; | |
2099 | } | |
2100 | ||
2101 | if ( TryToward(BestInv, BestWeight) ) | |
2102 | return; | |
2103 | ||
2104 | if ( SecondInv == None ) | |
2105 | { | |
2106 | PickRegDestination(bNoCharge); | |
2107 | return; | |
2108 | } | |
2109 | ||
2110 | if ( TryToward(SecondInv, SecondWeight) ) | |
2111 | return; | |
2112 | ||
2113 | PickRegDestination(bNoCharge); | |
2114 | } | |
2115 | ||
2116 | function PickRegDestination(bool bNoCharge) | |
2117 | { | |
2118 | local vector pickdir, enemydir, enemyPart, Y, minDest; | |
2119 | local actor HitActor; | |
2120 | local vector HitLocation, HitNormal, collSpec; | |
2121 | local float Aggression, enemydist, minDist, strafeSize, optDist; | |
2122 | local bool success, bNoReach; | |
2123 | ||
2124 | bChangeDir = false; | |
2125 | if (Region.Zone.bWaterZone && !bCanSwim && bCanFly) | |
2126 | { | |
2127 | Destination = Location + 75 * (VRand() + vect(0,0,1)); | |
2128 | Destination.Z += 100; | |
2129 | return; | |
2130 | } | |
2131 | if ( Enemy.Region.Zone.bWaterZone ) | |
2132 | bNoCharge = bNoCharge || !bCanSwim; | |
2133 | else | |
2134 | bNoCharge = bNoCharge || (!bCanFly && !bCanWalk); | |
2135 | ||
2136 | success = false; | |
2137 | enemyDist = VSize(Location - Enemy.Location); | |
2138 | Aggression = 2 * (CombatStyle + FRand()) - 1.1; | |
2139 | if ( Enemy.bIsPlayer && (AttitudeTo(Enemy) == ATTITUDE_Fear) && (CombatStyle > 0) ) | |
2140 | Aggression = Aggression - 2 - 2 * CombatStyle; | |
2141 | if ( Weapon != None ) | |
2142 | Aggression += 2 * Weapon.SuggestAttackStyle(); | |
2143 | if ( Enemy.Weapon != None ) | |
2144 | Aggression += 2 * Enemy.Weapon.SuggestDefenseStyle(); | |
2145 | ||
2146 | if ( enemyDist > 1000 ) | |
2147 | Aggression += 1; | |
2148 | if ( !bNoCharge ) | |
2149 | bNoCharge = ( Aggression < FRand() ); | |
2150 | ||
2151 | if ( (Physics == PHYS_Walking) || (Physics == PHYS_Falling) ) | |
2152 | { | |
2153 | if (Location.Z > Enemy.Location.Z + 140) //tactical height advantage | |
2154 | Aggression = FMax(0.0, Aggression - 1.0 + CombatStyle); | |
2155 | else if (Location.Z < Enemy.Location.Z - CollisionHeight) // below enemy | |
2156 | { | |
2157 | if ( !bNoCharge && (Aggression > 0) && (FRand() < 0.6) ) | |
2158 | { | |
2159 | GotoState('Charging'); | |
2160 | return; | |
2161 | } | |
2162 | else if ( (enemyDist < 1.1 * (Enemy.Location.Z - Location.Z)) | |
2163 | && !actorReachable(Enemy) ) | |
2164 | { | |
2165 | bNoReach = true; | |
2166 | aggression = -1.5 * FRand(); | |
2167 | } | |
2168 | } | |
2169 | } | |
2170 | ||
2171 | if (!bNoCharge && (Aggression > 2 * FRand())) | |
2172 | { | |
2173 | if ( bNoReach && (Physics != PHYS_Falling) ) | |
2174 | { | |
2175 | TweenToRunning(0.15); | |
2176 | GotoState('Charging', 'NoReach'); | |
2177 | } | |
2178 | else | |
2179 | GotoState('Charging'); | |
2180 | return; | |
2181 | } | |
2182 | ||
2183 | if (enemyDist > FMax(VSize(OldLocation - Enemy.OldLocation), 240)) | |
2184 | Aggression += 0.4 * FRand(); | |
2185 | ||
2186 | enemydir = (Enemy.Location - Location)/enemyDist; | |
2187 | minDist = FMin(160.0, 3*CollisionRadius); | |
2188 | optDist = 80 + FMin(EnemyDist, 250 * (FRand() + FRand())); | |
2189 | Y = (enemydir Cross vect(0,0,1)); | |
2190 | if ( Physics == PHYS_Walking ) | |
2191 | { | |
2192 | Y.Z = 0; | |
2193 | enemydir.Z = 0; | |
2194 | } | |
2195 | else | |
2196 | enemydir.Z = FMax(0,enemydir.Z); | |
2197 | ||
2198 | strafeSize = FMax(-0.7, FMin(0.85, (2 * Aggression * FRand() - 0.3))); | |
2199 | enemyPart = enemydir * strafeSize; | |
2200 | strafeSize = FMax(0.0, 1 - Abs(strafeSize)); | |
2201 | pickdir = strafeSize * Y; | |
2202 | if ( bStrafeDir ) | |
2203 | pickdir *= -1; | |
2204 | bStrafeDir = !bStrafeDir; | |
2205 | collSpec.X = CollisionRadius; | |
2206 | collSpec.Y = CollisionRadius; | |
2207 | collSpec.Z = FMax(6, CollisionHeight - 18); | |
2208 | ||
2209 | minDest = Location + minDist * (pickdir + enemyPart); | |
2210 | HitActor = Trace(HitLocation, HitNormal, minDest, Location, false, collSpec); | |
2211 | if (HitActor == None) | |
2212 | { | |
2213 | success = (Physics != PHYS_Walking); | |
2214 | if ( !success ) | |
2215 | { | |
2216 | collSpec.X = FMin(14, 0.5 * CollisionRadius); | |
2217 | collSpec.Y = collSpec.X; | |
2218 | HitActor = Trace(HitLocation, HitNormal, minDest - (18 + MaxStepHeight) * vect(0,0,1), minDest, false, collSpec); | |
2219 | success = (HitActor != None); | |
2220 | } | |
2221 | if (success) | |
2222 | Destination = minDest + (pickdir + enemyPart) * optDist; | |
2223 | } | |
2224 | ||
2225 | if ( !success ) | |
2226 | { | |
2227 | collSpec.X = CollisionRadius; | |
2228 | collSpec.Y = CollisionRadius; | |
2229 | minDest = Location + minDist * (enemyPart - pickdir); | |
2230 | HitActor = Trace(HitLocation, HitNormal, minDest, Location, false, collSpec); | |
2231 | if (HitActor == None) | |
2232 | { | |
2233 | success = (Physics != PHYS_Walking); | |
2234 | if ( !success ) | |
2235 | { | |
2236 | collSpec.X = FMin(14, 0.5 * CollisionRadius); | |
2237 | collSpec.Y = collSpec.X; | |
2238 | HitActor = Trace(HitLocation, HitNormal, minDest - (18 + MaxStepHeight) * vect(0,0,1), minDest, false, collSpec); | |
2239 | success = (HitActor != None); | |
2240 | } | |
2241 | if (success) | |
2242 | Destination = minDest + (enemyPart - pickdir) * optDist; | |
2243 | } | |
2244 | else | |
2245 | { | |
2246 | if ( (CombatStyle <= 0) || (Enemy.bIsPlayer && (AttitudeTo(Enemy) == ATTITUDE_Fear)) ) | |
2247 | enemypart = vect(0,0,0); | |
2248 | else if ( (enemydir Dot enemyPart) < 0 ) | |
2249 | enemyPart = -1 * enemyPart; | |
2250 | pickDir = Normal(enemyPart - pickdir + HitNormal); | |
2251 | minDest = Location + minDist * pickDir; | |
2252 | collSpec.X = CollisionRadius; | |
2253 | collSpec.Y = CollisionRadius; | |
2254 | HitActor = Trace(HitLocation, HitNormal, minDest, Location, false, collSpec); | |
2255 | if (HitActor == None) | |
2256 | { | |
2257 | success = (Physics != PHYS_Walking); | |
2258 | if ( !success ) | |
2259 | { | |
2260 | collSpec.X = FMin(14, 0.5 * CollisionRadius); | |
2261 | collSpec.Y = collSpec.X; | |
2262 | HitActor = Trace(HitLocation, HitNormal, minDest - (18 + MaxStepHeight) * vect(0,0,1), minDest, false, collSpec); | |
2263 | success = (HitActor != None); | |
2264 | } | |
2265 | if (success) | |
2266 | Destination = minDest + pickDir * optDist; | |
2267 | } | |
2268 | } | |
2269 | } | |
2270 | ||
2271 | if ( !success ) | |
2272 | GiveUpTactical(bNoCharge); | |
2273 | else | |
2274 | { | |
2275 | pickDir = (Destination - Location); | |
2276 | enemyDist = VSize(pickDir); | |
2277 | if ( enemyDist > minDist + 2 * CollisionRadius ) | |
2278 | { | |
2279 | pickDir = pickDir/enemyDist; | |
2280 | HitActor = Trace(HitLocation, HitNormal, Destination + 2 * CollisionRadius * pickdir, Location, false); | |
2281 | if ( (HitActor != None) && ((HitNormal Dot pickDir) < -0.6) ) | |
2282 | Destination = HitLocation - 2 * CollisionRadius * pickdir; | |
2283 | } | |
2284 | } | |
2285 | } | |
2286 | ||
2287 | function BeginState() | |
2288 | { | |
2289 | if( MarinesTalk() && FRand() < 0.3 && Health > 50 ) | |
2290 | { | |
2291 | MyVoicePack.Talker = self; | |
2292 | MyVoicePack.SetTimer( 0.1, false ); | |
2293 | MyVoicePack.bChargePhrase = true; | |
2294 | } | |
2295 | MinHitWall += 0.15; | |
2296 | bAvoidLedges = ( !bCanJump && (CollisionRadius > 40) ); | |
2297 | bCanJump = false; | |
2298 | bCanFire = false; | |
2299 | } | |
2300 | ||
2301 | function EndState() | |
2302 | { | |
2303 | bAvoidLedges = false; | |
2304 | MinHitWall -= 0.15; | |
2305 | if (JumpZ > 0) | |
2306 | bCanJump = true; | |
2307 | } | |
2308 | ||
2309 | //FIXME - what if bReadyToAttack at start | |
2310 | TacticalTick: | |
2311 | Sleep(0.02); | |
2312 | Begin: | |
2313 | TweenToRunning(0.15); | |
2314 | Enable('AnimEnd'); | |
2315 | if (Physics == PHYS_Falling) | |
2316 | { | |
2317 | DesiredRotation = Rotator(Enemy.Location - Location); | |
2318 | Focus = Enemy.Location; | |
2319 | Destination = Enemy.Location; | |
2320 | WaitForLanding(); | |
2321 | } | |
2322 | PickDestination(false); | |
2323 | ||
2324 | DoMove: | |
2325 | if ( !bCanStrafe ) | |
2326 | { | |
2327 | DoDirectMove: | |
2328 | Enable('AnimEnd'); | |
2329 | if ( GetAnimGroup(AnimSequence) == 'MovingAttack' ) | |
2330 | { | |
2331 | AnimSequence = ''; | |
2332 | TweenToRunning(0.12); | |
2333 | } | |
2334 | HaltFiring(); | |
2335 | MoveTo(Destination); | |
2336 | } | |
2337 | else | |
2338 | { | |
2339 | DoStrafeMove: | |
2340 | Enable('AnimEnd'); | |
2341 | bCanFire = true; | |
2342 | StrafeFacing(Destination, Enemy); | |
2343 | } | |
2344 | ||
2345 | if ( (Enemy != None) && !LineOfSightTo(Enemy) && ValidRecovery() ) | |
2346 | Goto('RecoverEnemy'); | |
2347 | else | |
2348 | { | |
2349 | bReadyToAttack = true; | |
2350 | GotoState('Attacking'); | |
2351 | } | |
2352 | ||
2353 | NoCharge: | |
2354 | TweenToRunning(0.15); | |
2355 | Enable('AnimEnd'); | |
2356 | if (Physics == PHYS_Falling) | |
2357 | { | |
2358 | DesiredRotation = Rotator(Enemy.Location - Location); | |
2359 | Focus = Enemy.Location; | |
2360 | Destination = Enemy.Location; | |
2361 | WaitForLanding(); | |
2362 | } | |
2363 | PickDestination(true); | |
2364 | Goto('DoMove'); | |
2365 | ||
2366 | AdjustFromWall: | |
2367 | Enable('AnimEnd'); | |
2368 | StrafeTo(Destination, Focus); | |
2369 | Destination = Focus; | |
2370 | Goto('DoMove'); | |
2371 | ||
2372 | TakeHit: | |
2373 | TweenToRunning(0.12); | |
2374 | Goto('DoMove'); | |
2375 | ||
2376 | RecoverEnemy: | |
2377 | Enable('AnimEnd'); | |
2378 | bReadyToAttack = true; | |
2379 | HidingSpot = Location; | |
2380 | bCanFire = false; | |
2381 | Destination = LastSeeingPos + 3 * CollisionRadius * Normal(LastSeeingPos - Location); | |
2382 | if ( bCanStrafe || (VSize(LastSeeingPos - Location) < 3 * CollisionRadius) ) | |
2383 | StrafeFacing(Destination, Enemy); | |
2384 | else | |
2385 | MoveTo(Destination); | |
2386 | if ( Weapon == None ) | |
2387 | Acceleration = vect(0,0,0); | |
2388 | if ( NeedToTurn(Enemy.Location) ) | |
2389 | { | |
2390 | PlayTurning(); | |
2391 | TurnToward(Enemy); | |
2392 | } | |
2393 | if ( CanFireAtEnemy() ) | |
2394 | { | |
2395 | Disable('AnimEnd'); | |
2396 | DesiredRotation = Rotator(Enemy.Location - Location); | |
2397 | if ( Weapon == None ) | |
2398 | { | |
2399 | PlayRangedAttack(); | |
2400 | FinishAnim(); | |
2401 | TweenToRunning(0.1); | |
2402 | bReadyToAttack = false; | |
2403 | SetTimer(TimeBetweenAttacks, false); | |
2404 | } | |
2405 | else | |
2406 | { | |
2407 | FireWeapon(); | |
2408 | if ( Weapon.bSplashDamage ) | |
2409 | { | |
2410 | bFire = 0; | |
2411 | bAltFire = 0; | |
2412 | Acceleration = vect(0,0,0); | |
2413 | Sleep(0.1); | |
2414 | } | |
2415 | } | |
2416 | ||
2417 | if ( (FRand() + 0.1 > CombatStyle) ) | |
2418 | { | |
2419 | Enable('EnemyNotVisible'); | |
2420 | Enable('AnimEnd'); | |
2421 | Destination = HidingSpot + 4 * CollisionRadius * Normal(HidingSpot - Location); | |
2422 | Goto('DoMove'); | |
2423 | } | |
2424 | } | |
2425 | ||
2426 | GotoState('Attacking'); | |
2427 | } | |
2428 | ||
2429 | function Destroyed() | |
2430 | { | |
2431 | if( MarineBeamController != none ) | |
2432 | { | |
2433 | MarineBeamController.SubtractMarine( Self ); | |
2434 | MarineBeamController = None; | |
2435 | } | |
2436 | Super.Destroyed(); | |
2437 | } | |
2438 | ||
2439 | defaultproperties | |
2440 | { | |
2441 | VoiceList(0)=(duration=3.500000,UsedInState="WarnFriends") | |
2442 | VoiceList(1)=(duration=2.500000,UsedInState="TransmitHuntingMessage") | |
2443 | VoiceList(2)=(duration=2.500000,UsedInState="AcknowledgeWarning") | |
2444 | CarcassType=Class'UPak.SpaceMarineCarcass' | |
2445 | RefireRate=0.700000 | |
2446 | bIsWuss=True | |
2447 | bLeadTarget=False | |
2448 | GroundSpeed=300.000000 | |
2449 | AccelRate=1500.000000 | |
2450 | JumpZ=300.000000 | |
2451 | SightRadius=1000.000000 | |
2452 | Health=80 | |
2453 | AttitudeToPlayer=ATTITUDE_Ignore | |
2454 | AnimSequence="Breath1L" | |
2455 | Mesh=LodMesh'UPak.marine' | |
2456 | MultiSkins(1)=Texture'UPak.Skins.JMarine7' | |
2457 | MultiSkins(2)=Texture'UPak.Skins.JMarine8' | |
2458 | CollisionRadius=20.500000 | |
2459 | CollisionHeight=41.000000 | |
2460 | Mass=125.000000 | |
2461 | } |