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//============================================================================= // U2SporeController //============================================================================= class U2SporeController extends U2NPCControllerBase; /*----------------------------------------------------------------------------- Spores are very simple "NPCs" which basically drift around until the see an enemy at which point they make a beeline for the enemy (as long as LOS is maintained). If they touch any enemy they'll explode with a particle effect which can damage their enemy. If the lose LOS to an enemy, they'll go right back to drifting around. */ var bool bHasValidEnemy; //----------------------------------------------------------------------------- function EnemyAcquired(); //----------------------------------------------------------------------------- state @ WanderingState { //------------------------------------------------------------------------- function ClearEnemy() { #debug SetControllerEnemy( None, GetContext() ); #release SetControllerEnemy( None ); Disable( Event_EnemyNotVisible ); Enable( Event_SeeEnemy ); bHasValidEnemy = false; //DMTNS( "bHasValidEnemy: false" ); } //------------------------------------------------------------------------- function ClearReferencesTo( Pawn P ) { if( P == ControllerEnemy ) ClearEnemy(); Global.ClearReferencesTo( P ); } //------------------------------------------------------------------------- function NotifyKilled( Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> DamageType ) { if( KilledPawn == ControllerEnemy ) ClearEnemy(); } //------------------------------------------------------------------------- function EnemyAcquired() { Disable( Event_SeeEnemy ); Enable( Event_EnemyNotVisible ); bHasValidEnemy = true; //DMTNS( "bHasValidEnemy: true" ); } //------------------------------------------------------------------------- function eventEnemyNotVisible() { //CheckEnemy(); ClearEnemy(); GotoLabel( MovePickDestLabel ); } //------------------------------------------------------------------------- function float GetModifiedMoveSpeed() { if( bHasValidEnemy ) return 1.0; // move at full speed else return Super.GetModifiedMoveSpeed(); } //------------------------------------------------------------------------- function float GetWanderDistanceModifier() { return 1.0; } //------------------------------------------------------------------------- function vector GetWanderDirectionEnemy( int FallbackType ) { local vector AttackVector, TargetLocation, RadiusAdjustVector; //DMTNS( "GetWanderDirectionEnemy" ); AttackVector = ControllerEnemy.Location - Pawn.Location; TargetLocation = ControllerEnemy.Location; // offset TargetLocation vertically and horizontally by enemy height/radius TargetLocation.Z += FRand()*2*ControllerEnemy.CollisionHeight - ControllerEnemy.CollisionHeight; RadiusAdjustVector = Normal( AttackVector ); RadiusAdjustVector.Z = 0; RadiusAdjustVector = Normal( RadiusAdjustVector cross vect(0,0,1) ); if( FRand() < 0.5 ) TargetLocation -= RadiusAdjustVector * ControllerEnemy.CollisionRadius; else TargetLocation += RadiusAdjustVector * ControllerEnemy.CollisionRadius; AttackVector = TargetLocation - Pawn.Location; return Normal( AttackVector ); } //------------------------------------------------------------------------- function vector GetWanderDirection( int FallbackType ) { if( bHasValidEnemy ) return GetWanderDirectionEnemy( FallbackType ); else return Super.GetWanderDirection( FallbackType ); } //------------------------------------------------------------------------- function bool GetDestinationVector( vector Direction, float DesiredDistance, bool bRecovering, out vector DestinationLocation ) { if( bHasValidEnemy ) { // just head straight at enemy without checking for reachability? DestinationLocation = Pawn.Location + DesiredDistance*Direction; return true; } else { // use more complex wandering checks return Super.GetDestinationVector( Direction, DesiredDistance, bRecovering, DestinationLocation ); } } //------------------------------------------------------------------------- event BeginState() { Super.BeginState(); Enable( Event_SeeEnemy ); Disable( Event_AnimEnd ); Enable( Event_Tick ); bHasValidEnemy = false; if( ControllerEnemy != None ) EnemyAcquired(); } //------------------------------------------------------------------------- event EndState() { Super.EndState(); bHasValidEnemy = false; Disable( Event_SeeEnemy ); Disable( Event_EnemyNotVisible ); Disable( Event_Tick ); } } //----------------------------------------------------------------------------- defaultproperties { BaseAcquisitionState='Wandering' MaxWanderAttempts=1 MaxMoveRecoverAttempts=0 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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