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U2Pawns.U2AraknidControllerHatched


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//=============================================================================
// U2AraknidControllerHatched.
//=============================================================================

class U2AraknidControllerHatched extends U2AraknidController;

//-----------------------------------------------------------------------------

#exec OBJ LOAD FILE=..\Sounds\U2AraknidHeavy.uax

//-----------------------------------------------------------------------------

const HatchedState			= 'Hatched';
const PlayMommySoundTimer	= 'PlayMommySound';

//-----------------------------------------------------------------------------

var() float FollowMommaSeconds;				// time to keep following the player
var() float MinSelfDestructDistance;		// min distance from player before self destructing
var() float MaxWanderDistanceFromMomma;		// maximum distance that npc can stray from momma before heading back
var() sound MommySound;						// sound to be played after baby steps to momma

var Actor Momma;
var bool bGrownUp;
var bool bWalkedToMomma;
var float HatchedTime;

//-----------------------------------------------------------------------------

event Destroyed()
{
	RemoveAllTimers();
	Super.Destroyed();
}

//-----------------------------------------------------------------------------

function NavigationError( U2Pawn.EErrorType ErrorType, string ErrorMessage )
{
	if( Pawn != None )
		Pawn.Died( None, class'Suicided', Pawn.Location, vect(0,0,0) );
	else
		Super.NavigationError(ErrorType, ErrorMessage);
}

//-----------------------------------------------------------------------------

function EMoveType HandleSetMoveTargetError( Actor GoalActor, float GoalDistance )
{
	if( Pawn != None )
	{
		Pawn.Died( None, class'Suicided', Pawn.Location, vect(0,0,0) );
		return MT_Error;
	}
	else
	{
		return Super.HandleSetMoveTargetError( GoalActor, GoalDistance );
	}
}

//-----------------------------------------------------------------------------

function Trigger( Actor Other, Pawn EventInstigator, optional name EventName )
{
	Momma = Other;
}

//-----------------------------------------------------------------------------

state @ HatchedState extends @ WanderingState
{
	//-------------------------------------------------------------------------

	function bool ShouldWanderTowardMomma()
	{
		return( Momma != None &&
			   ( Level.TimeSeconds - HatchedTime < FollowMommaSeconds ) &&
			   ( !bWalkedToMomma || VSize( Momma.Location - Pawn.Location ) > MaxWanderDistanceFromMomma ) );
	}

	//-------------------------------------------------------------------------

	function vector GetWanderDirection( int FallbackType )
	{
		local vector Direction;
		
		if( ShouldWanderTowardMomma() )
		{
			Direction = Momma.Location - Pawn.Location;
			Direction = class'Util'.static.CalcSprayDirection( rotator(Direction), 30.0 );
			Direction.Z = 0.0;
			return Normal( Direction );
		}

		return Super.GetWanderDirection( FallbackType );
	}

	//-------------------------------------------------------------------------

	function float GetWanderDistanceModifier()
	{
		return 1.0;
	}

	//-------------------------------------------------------------------------

	function PlayMommySound()
	{
		if( MommySound != None )
		{
			PlaySound( MommySound, /*slot*/, /*volume*/, , 1000 );
			MommySound = None;
		}
	}

	//-------------------------------------------------------------------------

	function bool CanSelfDestruct()
	{
		return( Level.TimeSeconds > (HatchedTime + FollowMommaSeconds) &&
				Pawn != None &&
				Momma != None &&
				VSize( Pawn.Location - Momma.Location ) > MinSelfDestructDistance &&
				!PlayerCanSeeMe() );
	}

	//-------------------------------------------------------------------------

	function bool PickDestination()
	{
		if( CanSelfDestruct() )
		{
			Pawn.Destroy();
			Destroy();
			return false;
		}
		else
			return Super.PickDestination();
	}

	//-------------------------------------------------------------------------

	function WanderDidMoveSpecialHandling()
	{
		if( !bWalkedToMomma && MoveResult == MR_DestinationReached )
		{
			bWalkedToMomma = true;
			PlayMommySound();
			#debug   UpdateBehavior( false, GetContext() );
			#release UpdateBehavior( false );
		}
	}

	//-------------------------------------------------------------------------
	
	event BeginState()
	{
		HatchedTime = Level.TimeSeconds;		// reset hatch time for fighting hatchlings
	}

	//-------------------------------------------------------------------------

	event EndState()
	{
		RemoveAllTimers();
	}

	//-------------------------------------------------------------------------

@ BeginLabel:

	if( !bGrownUp )
	{
		bGrownUp=true;
		Sleep( Pawn.MeshAgentCallAction( 'Event_BambuBirth' ) );
		Sleep( Pawn.MeshAgentCallAction( 'Event_BambuFirstSteps' ) );
		Pawn.MeshAgentCallAction( 'Event_BambuWobble' );
	}
	GotoLabel( MovePickDestLabel );
	
} // HatchedState

//-----------------------------------------------------------------------------

defaultproperties
{
	FollowMommaSeconds=60.000000
	MinSelfDestructDistance=2000.000000
	MaxWanderDistanceFromMomma=250.000000
	MommySound=Sound'U2WeaponsA.LeechGun.LG_SpiderBabyBorn'
	DefaultState='Hatched'
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Class file time: sk 3-1-2016 10:38:44.000 - Creation time: sk 3-1-2016 10:48:42.463 - Created with UnCodeX