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//============================================================================= // U2RammerController.uc // Created By: Mike Fox // Created On: 8/01/00 // $Author: Mfox $ // $Date: 10/04/02 3:26p $ // $Revision: 12 $ //============================================================================= class U2RammerController extends U2NPCControllerBasic; //----------------------------------------------------------------------------- state @ AttackCloseChargeState { ignores SeeEnemy, SeeFriend, SeeOther, SeeAlertFriend, HearNoise; //------------------------------------------------------------------------- // May want to move this check to a Tick function -- very dependent on rate // at which MoveToXXX return currently. /* I dont think this is going to work well as a standing melee attack unless the head can reach a lot further... */ function EDestinationResult SetChargeDestination() { local EDestinationResult Result; local float EnemyDistance; local vector EnemyVector2D; local vector PawnVector2D; Result = Super.SetChargeDestination(); // temp hack: if within X units of Enemy play headbutt anim if( !U2P.AnimationController.CheckAnimationGroup( AG_AttackMelee ) ) { EnemyVector2D = ControllerEnemy.Location - Pawn.Location; EnemyVector2D.Z = 0; PawnVector2D = vector(Pawn.Rotation); PawnVector2D.Z = 0; EnemyDistance = VSize(EnemyVector2D) - Pawn.CollisionRadius - ControllerEnemy.CollisionRadius; #debug DMAIA( "EnemyDistance: " $ EnemyDistance ); #debug DMAIA( "cos: " $ ( Normal( EnemyVector2D ) dot vector(Pawn.Rotation) ) ); if( EnemyDistance >= 75 && EnemyDistance <= 125 && (Normal( ControllerEnemy.Location - Pawn.Location ) dot Normal( PawnVector2D )) > 0.866 ) { //Result = DR_Wait; // tell caller to delay for a bit? U2P.AnimationController.SpecialAnimationMeleeAttack(); } } #debug DMAIA( "UsePredictedChargeLocation returning " $ Result ); return Result; } } //----------------------------------------------------------------------------- defaultproperties { UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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