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U2Weapons.projectileLeechAlt


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//=============================================================================
// projectileLeechAlt.uc
// $Author: Mfox $
// $Date: 4/30/02 3:39p $
// $Revision: 4 $
//=============================================================================
class projectileLeechAlt extends projectileLeech;

// Flys slower than alt-fire, and arcs through the air (phys_falling), but when it hits a wall, it sticks.

var() Range LookTime;	// how often we check for nearby pawns.
var() float AttackRange;

var bool DestroyOnImpact;

replication {
	reliable toall if( Role == ROLE_Authority )
		ClientLaunch;
}

auto simulated state Flying
{
	simulated event LandedEx( CheckResult Hit )
	{
		if( DestroyOnImpact )
		{
			TryExplodeEx( Hit );
		}
		else
		{
			SetRotation( rotator(Hit.Normal) );
			GotoState('Waiting');
		}
	}

	simulated event HitWallEx( CheckResult Hit )
	{
		if( DestroyOnImpact )
		{
			TryExplodeEx( Hit );
		}
		else
		{
			SetRotation( rotator(Hit.Normal) );
			GotoState('Waiting');
		}
	}

}

//
// Leeches go into this state when it hits a wall.
// From here it waits until a pawn comes close enough, then it jumps toward that pawn.
// If it hits it, it will attack it like normal (see Attacking state in superclass).
// Otherwise, it will wait on the next surface it hits for the next pawn to walk by.
// This continues until its lifespan runs out (20 seconds).
//
simulated function ClientLaunch( vector NewVelocity )
{
	if( Level.NetMode == NM_Client )
	{
		Velocity = NewVelocity;
		GotoState( 'Launch' );
	}
}

simulated function bool CanAttack( Controller C )
{
	return ( C.Pawn != None && !C.Pawn.bHidden );
}

simulated state Waiting
{
	simulated event BeginState()
	{
		CurrentState = 'Waiting';

		Velocity = vect(0,0,0);
		Victim = None;
		SetPhysics( PHYS_None );
		SetTimer( GetRand(LookTime), false );
	}

	event Timer()
	{
		local Controller C;

		for( C=Level.ControllerList; C!=None; C=C.NextController )
		{
			// Fix ARL: Make distance check take falling into account?  That way leeches could fall down from way up high onto their victims.
			if( CanAttack( C )
			&&	VSize(C.Pawn.Location - Location) <= AttackRange
			&&	FastTrace( Location, C.Pawn.Location )
			)
			{
				Velocity = Normal(C.Pawn.Location - Location) * Speed;
				GotoState( 'Launch' );
				ClientLaunch( Velocity );
				return;
			}
		}

		SetTimer( GetRand(LookTime), false );
	}

Begin:
	PlayAnim('Land');
	FinishAnim();
Loop:
	PlayAnim('Wallidle');
	FinishAnim();
	Goto('Loop');
}

simulated state Launch
{
	simulated event BeginState()
	{
		CurrentState = 'Launch';
	}

Begin:
	PlayAnim('Launch');
	FinishAnim();
	SetPhysics(default.Physics);
	DestroyOnImpact = true;
	GotoState('Flying');
}

defaultproperties
{
	LookTime=(B=1.000000)
	AttackRange=256.000000
	speed=1200.000000
	MaxSpeed=1200.000000
	Physics=PHYS_Falling
	bBounce=true
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Class file time: sk 3-1-2016 10:38:42.000 - Creation time: sk 3-1-2016 10:48:41.217 - Created with UnCodeX