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U2Pawns.U2DrakkBossUpper


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//=============================================================================
// U2DrakkBossUpper.uc
//=============================================================================

class U2DrakkBossUpper extends U2PawnBasic
	notplaceable; // Spawned in U2DrakkBoss PreBeginPlay

#exec OBJ LOAD File=..\System\ParticleRes\DrakkFX.u
#exec OBJ LOAD File=..\Sounds\U2DrakkNew.uax

/*
	Variables
*/
const ATTACHLOCATIONFUDGEFACTOR = 10.0;

var U2DrakkBossUpperController UpperController;
var U2DrakkBoss LowerPawn;
var ParticleRadiator DamageEffect;

//var EPhysics AttachedPhysics;
//var	int MinRechargeDamage;

/*
	Primary fire variables
*/
var() float ChargeUpTime; // amount of time spent charging up with an armed laser before firing
var() float ChargeLead; // fraction of ChargeUpTime (between 0.0 and 1.0) where laser leads target by and subsequently locks in at end of charging
var() float RechargeTime; // amount of time (in seconds) spent recharging after a shot is fired
var() int LaserDamage; // amount of damage caused by laser shot

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

function PossessedBy( Controller C )
{
	UpperController = U2DrakkBossUpperController(C);
	Super.PossessedBy(C);
}
event Destroyed()
{
	local Actor Explosion;
	//local Pawn LP;

	/*
	if( LowerPawn != None )
	{
		LP = LowerPawn;
		LowerPawn = None;
		LP.Destroy();
	}
	*/
	
	// get all our current sounds to shut up (some have a tendency of being long and we want them gone)
	AmbientSound = None;
	StopSoundSlot(SLOT_Misc, true);
	StopSoundSlot(SLOT_Pain, true);
	StopSoundSlot(SLOT_Interact, true);
	StopSoundSlot(SLOT_Ambient, true);
	StopSoundSlot(SLOT_Talk, true);
	StopSoundSlot(SLOT_Interface, true);
	StopSoundSlot(SLOT_Dialog, true);
	StopSoundSlot(SLOT_Weapon, true);

	Explosion = Spawn( class'ER_EMPExplosion', Self, , Location, Rotation );
	Explosion.RemoteRole = ROLE_None;

	PlaySound(sound'U2DrakkNew.ExplosionDrakkBossTop1', SLOT_Weapon, TransientSoundVolume*2.0, , TransientSoundRadius*2.5);

	if (DamageEffect!=None)
	{
		DamageEffect.Destroy();
		DamageEffect=None;
	}

	Super.Destroyed();
}
event Tick(float DeltaTime)
{
	Super.Tick(DeltaTime);
	if ((MountParentActor?) && (Physics==PHYS_None))
		UpdateMountPhysics();

	UpperController.DrkbucTick(DeltaTime);

	if (DamageEffect==None)
	{
		DamageEffect = ParticleRadiator(class'ParticleGenerator'.static.CreateNew(self, ParticleRadiator'DrakkFX.ParticleRadiator0'));
		DamageEffect.Instigator = self;
		DamageEffect.MeshOwner = self;
	}
}

function bool PreventDeath( int Damage, Pawn Instigator, class<DamageType> DamageType, vector HitLocation )
{
	return UpperController.DrkbucPreventDeath(Damage, Instigator, DamageType, HitLocation);
}

function eventTakeDamage( int Damage, Pawn Instigator, Vector HitLocation, Vector Momentum, class<DamageType> DamageType )
{
	local int OldHealth;

	OldHealth = Health;
	Super.eventTakeDamage(Damage, Instigator, HitLocation, Momentum, DamageType);
	if (Health <= 0)
		return;

	if ( (DamageType!=None) && (!ClassIsChildOf(DamageType, class'DamageTypeThermal')) )
	{
		if ((OldHealth - Health) > default.Health*0.015)
			PlaySound(sound'U2DrakkNew.Hit_Impact_10', SLOT_Pain);
		else
			PlaySound(sound'U2DrakkNew.Hit_Impact_7', SLOT_Pain);
	}
	if (Health > 0)
		DamageEffect.Trigger(self, Instigator);
}
function int AdjustFinalDamage( int Damage )
{
	if (Damage > default.Health/10)
		Damage = default.Health/10;

	return Damage;
}


//-----------------------------------------------------------------------------
// temp hack: use bone location?

function vector GetAttachLocation()
{
	local vector LowerLocation;
	
	LowerLocation = LowerPawn.Location + vect(0,0,1)*LowerPawn.CollisionHeight;
	
	return ( LowerLocation + vect(0,0,1)*(CollisionHeight + ATTACHLOCATIONFUDGEFACTOR) );
}

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

function DrkbuInit(U2DrakkBoss InLowerPawn, bool InRegrow, U2DrakkBossUpper InExistingUpperPawn)
{
	LowerPawn = InLowerPawn;

	//SetLocation(GetAttachLocation());
	if (InRegrow)
	{
		UpperController.DrkbucAttach(InLowerPawn, true);
		UpperController.GotoState('Construction');
	}
	else
	{
		UpperController.ValidateLowerController();
		if( UpperController.LowerController != None ) //!!CDH (mdf) this is generating accessed none's?
			UpperController.LowerController.DrkbcAttach(self, true);
		SetCollision(true, false, false);
	}
	SetMovementPhysics(false);

	// inherit hoverlocation from existing pawn since we initially set it up from our location,
	// and that's only correct for the initial upper pawn, not subsequent ones
	if ((InExistingUpperPawn?) && (InExistingUpperPawn.UpperController?))
		UpperController.HoverLocation = InExistingUpperPawn.UpperController.HoverLocation;
}

function DrkbuDetonate(bool bCauseShake, bool bCauseDamage)
{
	local ParticleGenerator P;

	SetCollision(false, false, false);

	P = class'ParticleGenerator'.static.CreateNew(self, ParticleGenerator'GL_cluster_fx.ParticleSalamander0', Location);
	P.SetRotation(Rotation);
	P.Trigger(self, self);
	P.ParticleLifeSpan = P.GetMaxLifeSpan() + P.TimerDuration + P.RampUpTime + P.RampDownTime + 5.0;

	P = class'ParticleGenerator'.static.CreateNew(self, ParticleGenerator'concussion_grenade_FX.ParticleSalamander0', Location);
	P.SetRotation(rotator(vect(0,0,1)));
	P.Trigger(self, self);
	P.ParticleLifeSpan = P.GetMaxLifeSpan() + P.TimerDuration + P.RampUpTime + P.RampDownTime + 5.0;

	if (bCauseShake)
		class'UtilGame'.static.MakeShake( self, Location, 2048, 15, 2.5 );

	if (bCauseDamage)
		HurtRadius( 400, 1024, class'DamageTypePhysical', 500000, Location, false );

	KillSelf();
}

defaultproperties
{
	ChargeUpTime=1.000000
	ChargeLead=0.250000
	RechargeTime=2.000000
	LaserDamage=10
     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)
	bDistressedWandering=false
	bWanderCanKillIfStuck=false
	bWanderCanTeleportIfStuck=false
	DamageFilterClass=Class'U2Pawns.DamageFilterDrakk'
	MovementPhysics=PHYS_Flying
	bCanKnockDown=false
	bCanPanic=false
	bQuickCarcassCleanup=false
	bOverridesDamageEffect=true
	ParticleHitEffect=ParticleSalamander'Impact_Metal_AR.ParticleSalamander0'
	GibSetClass=Class'U2Pawns.GibSetNone'
	bCanFly=true
	bSmoothTurns=false
	AirSpeed=1200.000000
	AccelRate=4096.000000
	Health=6000
	ControllerClass=Class'U2Pawns.U2DrakkBossUpperController'
	TeamNumber=42
	bIgnoreImpactForces=true
	AmbientSound=Sound'U2DrakkNew.Drakk_Boss_Ambient_9'
	Mesh=LegendMesh'GlmCharactersG.DrakkBossUpper'
	DrawScale=0.500000
     Skins(0)=Shader'CharacterFXT.Drakk.drakkheavybody1FX'
     Skins(1)=Shader'CharacterFXT.Drakk.drakkmediumbody3fx'
	CollisionRadius=120.000000
	CollisionHeight=80.000000
	bCollideActors=false
	bBlockActors=false
	bBlockPlayers=false
	RotationRate=(Pitch=0,Yaw=8192,Roll=0)
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleSideBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleSideBars"
}

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Class file time: sk 3-1-2016 10:38:44.000 - Creation time: sk 3-1-2016 10:48:42.614 - Created with UnCodeX