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//============================================================================= // U2ToscController.uc // Created By: Mike Fox // Created On: 8/01/00 // $Author: Mfox $ // $Date: 12/16/02 10:31p $ // $Revision: 16 $ //============================================================================= class U2ToscController extends U2NPCControllerBasic; //----------------------------------------------------------------------------- const DroppingArmState = 'DroppingArm'; var Actor DropArmLocationActor; var bool bDroppedArm; var bool bReachedDropArmLocation; var float DropArmThreshold; //----------------------------------------------------------------------------- function bool MaybeAcquireEnemy( Pawn NewEnemy ) { local U2Tosc U2T; local Controller C; local Pawn P; U2T = U2Tosc( Pawn ); if( U2T == None || !NewEnemy.bIsRealPlayer || U2T.MinToleratePlayerDistance <= 0.0 ) return Super.MaybeAcquireEnemy( NewEnemy ); // enemy is a (the) player if we get here // if any targetable NPCs are within X units and player is outside of Y units, don't acquire player as an enemy if( VSize( NewEnemy.Location - Pawn.Location ) < U2T.MinToleratePlayerDistance ) return Super.MaybeAcquireEnemy( NewEnemy ); if( U2T.MaxPreferNPCEnemyDistance > 0.0 ) { for( C=Level.ControllerList; C!=None; C=C.NextController ) { P = C.Pawn; if( P != NewEnemy && P != Pawn && ValidPawn( P ) && GetAttitudeTo( P ) == ATTITUDE_Enemy && VSize( P.Location - Pawn.Location ) < U2T.MaxPreferNPCEnemyDistance && Pawn.FastTrace( Pawn.Location, P.Location ) ) { //2002.12.08 actually acquire alternate enemy? //return false; return Super.MaybeAcquireEnemy( P ); } } } return Super.MaybeAcquireEnemy( NewEnemy ); } //----------------------------------------------------------------------------- function bool CanFire( bool bTest ) { return ( !bDroppedArm && Super.CanFire( bTest ) ); } //----------------------------------------------------------------------------- function DropArmAfterMoving( Actor TargetActor ) { //DMTNS( "DropArmAfterMoving: " $ TargetActor ); DropArmLocationActor = TargetActor; // set orders so tosc falls back to DropArmLocationActor SetOrders( OrdersGoto, DropArmLocationActor, DropArmThreshold ); SetExecuteOrders( true ); #debug UpdateBehavior( true, GetContext() ); #release UpdateBehavior( true ); } //----------------------------------------------------------------------------- function DropArmNow() { //DMTNS( "DropArmNow" ); GotoState( U2ToscController.DroppingArmState ); } //----------------------------------------------------------------------------- function DropArm( Actor TargetActor ) { //DMTNS( "DropArm: " $ TargetActor ); if( TargetActor != None ) DropArmAfterMoving( TargetActor ); else DropArmNow(); } //----------------------------------------------------------------------------- state @ AttackFallbackState { ignores SeeEnemy, SeeFriend, SeeOther, SeeAlertFriend, HearNoise, EnemyInLeapRange; //ignores EnemyInMeleeRange; ignores EnemyNotVisible; //------------------------------------------------------------------------- function eventTakeDamage( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) { Super.eventTakeDamage( Damage, Instigator, HitLocation, Momentum, DamageType ); //DMTNS( "eventTakeDamage: " $ HasReachedOrdersObject() ); if( bReachedDropArmLocation ) DropArmNow(); } //------------------------------------------------------------------------- function bool CanFire( bool bTest ) { return bReachedDropArmLocation; } //------------------------------------------------------------------------- function Actor GetFinalDestinationActor() { return OrdersObject; } //------------------------------------------------------------------------- function PickDestination() { if( !bReachedDropArmLocation ) Super.PickDestination(); else MoveTarget = None; } //------------------------------------------------------------------------- function HandleReachedOrdersObject() { //DMTNS( "HandleReachedOrdersObject" ); Super.HandleReachedOrdersObject(); bReachedDropArmLocation = true; StopMovement( true, true ); Pawn.GroundSpeed = 0; } /* //------------------------------------------------------------------------- event BeginState() { DMTNS( "BeginState" ); Super.BeginState(); } //------------------------------------------------------------------------- event EndState() { DMTNS( "EndState" ); Super.EndState(); } */ } // AttackFallbackState //----------------------------------------------------------------------------- state @ DroppingArmState extends @ FrozenState { //------------------------------------------------------------------------- event BeginState() { //DMTNS( "BeginState" ); Super.BeginState(); DisableSenses( true ); Pawn.GroundSpeed = 0; bDroppedArm = true; U2PBasic.bHasRangedAttack = false; U2PBasic.AttackClosingCanFireOdds = 0.0; BCBlockFiring( 99999, true ); // don't fire any more BehaviorController.SetBCEnabled( false ); BehaviorController.DisableBehavior( AttackStationaryState ); } //------------------------------------------------------------------------- event EndState() { //DMTNS( "EndState" ); Super.EndState(); SetOrders(); EnableSenses( true ); Pawn.GroundSpeed = Pawn.default.GroundSpeed; BehaviorController.CheckBehaviorEnabled(); Pawn.RotationRate.Yaw = Pawn.default.RotationRate.Yaw; } //------------------------------------------------------------------------- @ BeginLabel: StopMovement( true, true ); if( DropArmLocationActor != None && DropArmLocationActor.bDirectional ) { // allow npc to turn quickly toward the matinee camera Pawn.RotationRate.Yaw = 999999; FocalPoint = DropArmLocationActor.Location + 200*vector(DropArmLocationActor.Rotation); Focus = None; FinishRotation( 364 ); // turn to within 1 degree? Pawn.RotationRate.Yaw = Pawn.default.RotationRate.Yaw; //AddArrow( Pawn.Location, Pawn.Location + 2048.0*vector(Pawn.Rotation) ); } //DMTNS( "dropping arm!" ); U2Tosc(Pawn).PlayArmDrop(); Sleep( 3.0 ); //!!CDH (mdf): go off of actual animation duration / use a trigger? SetOrders(); #debug UpdateBehavior( true, GetContext() ); #release UpdateBehavior( true ); } //----------------------------------------------------------------------------- defaultproperties { DropArmThreshold=8.000000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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