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//============================================================================= // AtlantisSeagoat.uc // Created By: Matthias Worch // Created On: 8/01/00 // $Author: Mworch $ // $Date: 10/05/02 12:17 $ // $Revision: 6 $ //============================================================================= class AtlantisSeagoat extends U2Seagoat; function vector GetDefaultAimingLocation(float DeltaTime) { local vector LocOrg; local rotator ClampRot; local vector AimingLocation; LocOrg = Location; LocOrg.Z += EyeHeight; ClampRot = Normalize(Controller.Rotation); ClampRot.Pitch = Clamp(ClampRot.Pitch, -14500, 14500); if ((Velocity dot vector(ClampRot)) > 0.0) LocOrg += Velocity*DeltaTime*4.0; AimingLocation = LocOrg + (vector(ClampRot) * 100.0); return AimingLocation; } function bool PlayerCanSeeHeadTracking() { local PlayerController PC; local Actor ViewTarget; local bool bResult; PC = Level.PlayerControllerList; if( PC != None ) { if( PC.ViewTarget != None ) ViewTarget = PC.ViewTarget; else ViewTarget = PC.Pawn; if( VSize( ViewTarget.Location - Location ) <= MaxHeadTrackPlayerDistance * 90.0/PC.FOVAngle ) bResult = true; } //if( !IsRealPlayer() ); //DMTNS( "PlayerCanSeeHeadTracking: " $ bResult ); return bResult; } function bool CanHeadTrack(actor A) { if (A == None) return(false); if (A.bHidden) return(false); if (StationaryPawn(A) != None) return(false); // track only within a limited cone of view //!!CDH (mdf) this should probably be done relative to some root bone / constrained in golem? return((vector(Rotation) dot Normal(A.Location - Location)) > 0.10); } function UpdateSatellites(float DeltaTime) { local vector SatPos; local bool bGotHeadTrackLocation; local float Distance, NearDistance; local Pawn P, NearPawn; local bool bRealPlayer; if( !bHeadTrackingEnabled ) return; //!!CDH (mdf) probably a temporary fix until we decide on a general solution if( HeadTrackActor != None && HeadTrackActor.bDeleteMe ) { //Log( "WARNING (ASSERT) would have crashed" ); HeadTrackActor = None; } bRealPlayer = IsRealPlayer(); // Head Track if (bHeadTrackingEnabled && !bRealPlayer && PlayerCanSeeHeadTracking() ) { //DMTNS( "looking for a head tracking target" ); if ((HeadTrackActor != None) && (!CanHeadTrack(HeadTrackActor))) { HeadTrackActor = None; HeadTrackTimer = 0.0; } if ((HeadTrackActor == None) || (HeadTrackTimer <= 0.0)) { HeadTrackActor = None; HeadTrackTimer = 0.0; NearPawn = None; NearDistance = 99999; for( P = Level.PawnList; P != None; P = P.nextPawn ) { Distance = VSize( P.Location - Location ); //DMTNS( "considering " $ P $ " at " $ Distance ); if( Distance <= MaxHeadTrackDistance ) { if ((P != Outer) && (CanHeadTrack(P))) { if (P.IsRealPlayer() ) { // make player 3x as interesting to look at? Distance = 0.33*Distance; } if (Distance < NearDistance) { NearPawn = P; NearDistance = Distance; } } } } if (NearPawn != None) { HeadTrackActor = NearPawn; if (NearPawn.IsRealPlayer()) HeadTrackTimer = 5.0 + FRand()*5.0; else HeadTrackTimer = 1.0; } } else if (HeadTrackTimer > 0.0) HeadTrackTimer -= DeltaTime; if (HeadTrackActor != None) { //if( !bRealPlayer ) //DMTNS( "headtracking " $ HeadTrackActor ); SatPos = HeadTrackActor.Location; if (Pawn(HeadTrackActor)!=None) SatPos.Z += Pawn(HeadTrackActor).EyeHeight; bGotHeadTrackLocation = true; } } if( !bGotHeadTrackLocation ) { // didn't get a head tracking location and SatPos not currently set (not aiming) //if( !bRealPlayer ) //DMTNS( "head tracking to default location" ); SatPos = GetDefaultAimingLocation( DeltaTime ); } if( bHeadtrackingEnabled ) //MW: Is this safe? MeshSetSatellite('Sat_HeadTrack', None, SatPos); } event Tick( float DeltaTime ) { Super.Tick( DeltaTime ); UpdateSatellites( DeltaTime ); } /* !!mdf-uw: //----------------------------------------------------------------------------- // If there is a pathable/reachable CableNode nearby set this as the NPC's // MoveTarget. function bool FindCableNode() { local CableNode C; MoveTarget = None; foreach RadiusActors( class'CableNode', C, 350 ) { if( !C.bAlreadyDamaged ) { if( FindBestPathToward( C, true, false ) ) break; #debug DMAI( "WARNING -- FindCableNode: can't get to " $ C ); } } #debug DMAI( "FindCableNode: MoveTarget=" $ MoveTarget ); return (MoveTarget != None ); } //----------------------------------------------------------------------------- function bool PickSpecialDestination() { return FindCableNode(); } //----------------------------------------------------------------------------- function UpdateChewedTarget( Actor A ) { local CableNode CN; CN = CableNode(A); if( CN != None ) { #debug DMAI( "UpdateChewFindCableNode: MoveTarget=" $ MoveTarget ); CN.bAlreadyDamaged = true; CN.Texture = texture'S_Pickup'; CN.SpawnSparks( Self ); } } */ //----------------------------------------------------------------------------- defaultproperties { AttackActiveBehaviors(0)=(StateName=AttackClose,Odds=1.000000,TimeMin=4.000000,TimeMax=4.000000) AttackActiveCantReachBehaviors(0)=(StateName=AttackStationary,Odds=1.000000,TimeMin=3.000000,TimeMax=3.000000) AttackActiveCantReachBehaviors(1)=(StateName=AttackTacticalMove,StateLabel=DontClose,Odds=1.000000,TimeMin=2.000000,TimeMax=2.000000) AttackActiveEnemyNotVisibleBehaviors(0)=(StateName=AttackHunt,Odds=1.000000,TimeMin=20.000000,TimeMax=20.000000) AttackActiveMeleeBehaviors(0)=(StateName=AttackMelee,TimeMin=3.000000,TimeMax=3.000000) AttackPassiveBehaviors(0)=(StateName=AttackMoveToCoverCombat,Odds=0.400000,TimeMin=7.000000,TimeMax=7.000000) AttackPassiveBehaviors(1)=(StateName=AttackStationary,Odds=0.060000,TimeMin=1.000000,TimeMax=3.000000) AttackPassiveBehaviors(2)=(StateName=AttackFallback,Odds=0.240000,TimeMin=2.500000,TimeMax=7.000000) AttackPassiveCantReachBehaviors(0)=(StateName=AttackStationary,Odds=0.500000,TimeMin=1.000000) AttackPassiveCantReachBehaviors(1)=(StateName=AttackFallback,Odds=1.000000,TimeMin=2.000000,TimeMax=7.000000) AttackPassiveEnemyNotVisibleBehaviors(0)=(StateName=AttackFallback,Odds=1.000000,TimeMin=20.000000,TimeMax=20.000000) AttackPassiveUseCoverBehaviors(0)=(StateName=AttackStakeOutCover,TimeMin=2.000000,TimeMax=5.000000) AttackPassiveUseCoverBehaviors(1)=(StateName=AttackRecoverEnemy,TimeMin=2.000000,TimeMax=4.000000) AttackPassiveUseCoverBehaviors(2)=(StateName=AttackStationary,TimeMin=1.000000,TimeMax=4.000000) AttackPassiveUseCoverBehaviors(3)=(StateName=AttackFallback,TimeMin=10.000000,TimeMax=20.000000) AttackPassiveUseCoverBehaviors(4)=(StateName=AttackMoveToCoverCombat,TimeMin=7.000000,TimeMax=7.000000) AttackPassiveMeleeBehaviors(0)=(StateName=AttackMelee,TimeMin=1.000000,TimeMax=2.000000) AttackPassiveMeleeBehaviors(1)=(StateName=AttackFallback,TimeMin=2.000000,TimeMax=5.000000) bHeadTrackingEnabled=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleSideBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleSideBars" } |
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