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//============================================================================= // U2KillerSprout. //============================================================================= class U2KillerSprout extends U2PawnBase; /*----------------------------------------------------------------------------- NOTE: real (blocking) collision cylinder encompasses base only (not tentacles) and a "proxy" collision cylinder is used to detect enemies which are within reach of the tentacles. */ var CollisionProxy GrabCollisionProxy; var float TouchingRadius; var float TouchingHeight; // from ground (including 2x normal collision height) //----------------------------------------------------------------------------- event PostBeginPlay() { local float ActualTouchingRadius, ActualTouchingHeight; Super.PostBeginPlay(); // allocate a proxy collision cylinder for detecting when the tentacles are touched without blocking anything ActualTouchingRadius = TouchingRadius * CollisionRadius/default.CollisionRadius; ActualTouchingHeight = TouchingHeight * CollisionHeight/default.CollisionHeight; GrabCollisionProxy = Spawn( class'CollisionProxy' ); GrabCollisionProxy.CP_SetCollision( true, false, false ); GrabCollisionProxy.CP_SetLocation( Location + vect(0,0,1)*(ActualTouchingHeight - CollisionHeight) ); GrabCollisionProxy.CP_SetCollisionSize( ActualTouchingRadius, ActualTouchingHeight - 2*CollisionHeight ); GrabCollisionProxy.CP_SetTouchTarget( Controller ); GrabCollisionProxy.SetBase( Self ); } //----------------------------------------------------------------------------- function float GetMinReachZ() { return ( Location.Z + CollisionHeight ); } //----------------------------------------------------------------------------- function float GetMaxReachZ() { return ( GetMinReachZ() + 2*GrabCollisionProxy.CollisionHeight ); } //----------------------------------------------------------------------------- function CleanupCollisionProxy() { if( GrabCollisionProxy != None ) { GrabCollisionProxy.Destroy(); GrabCollisionProxy = None; } } //----------------------------------------------------------------------------- event Destroyed() { CleanupCollisionProxy(); Super.Destroyed(); } //----------------------------------------------------------------------------- // collision proxy handles all touch/untouch notifications event Touch( Actor Other ); event UnTouch( Actor Other ); //----------------------------------------------------------------------------- // Let Controller.NotifyTakeHit handle hit. function PlayTakeHit( vector HitLocation, int Damage, class<DamageType> DamageType ); //----------------------------------------------------------------------------- function PlayDying( class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum ) { Super.PlayDying( DamageType, HitLocation, InstigatedBy, Momentum ); // this is normally done in the animation controller, but this npc doesn't have one. AnimRate = 0.0; } //----------------------------------------------------------------------------- state @ DyingState { ignores Bump, HitWall, HeadVolumeChange, PhysicsVolumeChange, BeginFalling, BreathTimer; event BeginState() { Super.BeginState(); CleanupCollisionProxy(); } } //----------------------------------------------------------------------------- defaultproperties { TouchingRadius=30.000000 TouchingHeight=130.000000 AnimationControllerClass=None VoicePackage="U2KillerSproutA" bCanSwim=false GroundSpeed=0.000000 Health=500 bAlwaysGib=true UnderWaterTime=-1.000000 ControllerClass=Class'U2Pawns.U2KillerSproutController' bIgnoreImpactForces=true Mesh=LegendMesh'GlmCreaturesG.KillerSprout' CollisionRadius=30.000000 CollisionHeight=20.000000 Buoyancy=0.000000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleSideBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleSideBars" } |
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